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Rebel Mavericks [Written] [Link-Viable]


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Rebel Mavericks are a Fire Warrior XYZ/synchro deck that focuses on summoning one of its 3 boss monsters and using them to force both players to fight each other on your terms. This deck has no way to do any form of effect damage and forces players on both sides to get their hands dirty. It also works well as an underdog deck, because none of it’s monsters clear 3000 attack, despite forcing itself into a battle reliant stance. They’re all based on revolutionaries in real life. It’s a very rash and fast deck, but it also likes to banish it’s cards if you’re not careful, and has few ways of recovering the banished cards for the duel. You need to know when to use your resources, and when to run away and wait like actual revolutionaries did. All the odd number cards are tuners, so when playing against cards like reasoning, you can really eat dirt. Most of its non-monsters are counter traps, which is fast, but makes them practically unsearchable since the only search card dictates that you have to use it this turn or lose the card. You can get around the banished cards problem by using them to XYZ summon, since becoming a material doesn’t count as leaving the field, and being detached safely sends it to the graveyard, for reuse later.

 

Rebel Maverick Patriot - Level 4 - 1800 ATK - 1000 DEF
If this card is summoned, you can summon 2 Rebel Maverick monsters that are different levels/ranks from each other (one from your grave and one from your hand) but banish them and this card during the End Phase.

 

Notes - Patriot makes it extremely easy to set up Xyz and Synchro plays, since the only restriction on your choices are that they be Rebel Mavs, and there’s a Rebel Mav at every level from 1 to 6, allowing you to open up your choices. This is not a card to open with however, since it works best after there are cards in your grave to choose from.


 

Rebel Maverick Dantoina - Level 3 - Tuner - 1500 ATK - 500 DEF
If this card is summoned, you can add 2 Rebel Maverick cards from your deck to your hand, but if you don’t activate/summon them this turn, then banish them during the End Phase.

 

Notes - Danty is the only proper search card the deck has, but that’s okay because it gives you two searches, giving you the power to access almost any combo the deck can give you. It gives you access to some of it’s more clutch quick-plays and the staple Home Field Advantage card.

 

Rebel Maverick Meiji - Level 5 - Tuner - 2300 ATK - 0 DEF

Cannot be normal summoned/set. If you control a Rebel Maverick card, you can special summon this card from your hand in defense position. If you do this, banish this card when it leaves the field.

 

Notes - Meiji isn’t a very offensive card to start with, but it makes up for that by being a tight level 5 tuner that comes out by with its friends. Summon this guy alongside Patriot, Castron, Artrotskia or Danty, and you can effectively set up any synchro from 1-8.

 

Rebel Maverick Castron - Level 6 -2500 ATK - 2000 DEF

Cannot be special summoned, except by the effect of a Rebel Maverick card. You can tribute your opponent's monsters to summon this card. Once while this card is on the field during either players turn, you can choose a level between 1 and 8 and change any number of monsters you control to that level for the rest of the turn. If you do this, banish this card and the monster used for its tribute summon this card when it leaves the field, and banish all monsters affected by this card's effect during the End Phase.

 

Notes - I love Castron. He kaijus over one of your opponent's monsters, so it’s nice removal, and if that monster has a grave effect that’ll be nasty later or tries to float, Castron’s second effect will banish it while allowing you change all your monsters levels to anything from 1-8, setting up some golden xyz plays and making some cards viable again, like summoning Super Quantal Mech King Great Magnus without actually running Quantals. That thing is a fuckin’ beast. He’s also non-specific, so expect to see him splashed in a lot of decks.

 

Rebel Maverick Artrotskia - Level 2 - 1000 ATK - 200 DEF

If this card is summoned, you can choose any 2 or more Rebel Maverick monsters you control that are not Rebel Maverick Artrotskia, and apply at least one of these effects, in any order.

  • Combine their levels, and make this cards’ and their levels equal to the result

  • Subtract their levels and make this cards’ and their levels equal to the result

  • Flip them face down. They cannot be flipped face up until the end of your opponent's turn, even if attacked. If they are attacked, banish them.

If you apply any of these effects, banish this card and any affected cards when they leave the field.

 

Notes - This is a risky one. It requires a Yusei-like level of level manipulation skills to use properly, but you can use it to set up golden class Xyz plays. Its third effect is nice because the effect on all the Rebel Mav monsters below level 5 distinctly says ‘when summoned’ and this includes flip summoning. It lets you gamble with your monsters in an attempt to reuse their effects. Just try to play swords of revealing light first.

 

Rebel Maverick Hamilton - Level 1 - Tuner - 0 ATK - 0 DEF

While this card is on the field, cards that are directly above Rebel Maverick Continuous Spell/Traps are treated as Extra Deck monster zones.During either player's turn, you can tribute this card to draw 2 cards and end the current turn. This card is unaffected by the effects of Rebel Maverick cards.

 

Notes - This one card makes the whole deck XYZ viable. It utilizes an unholy amount of continuous spell/traps, so you never have to worry about link zones, and can spam that XYZ/synchro all you want. It is extremely self-negging however because you can’t protect it like you would your other Rebel Mavs. Poor Hamilton. Just guard him properly, and you won’t have this problem. Summon utopia to protect it. I like Utopia. He also acts as a superior alternative to Cardcar D, so you’ll be seeing him splashed in a lot of decks. And he can end your opponents turn, allowing you to push the advantage with his quick effect.

 

Rebel Maverick Hidalgo - Level 4 - 1700 ATK - 1300 DEF

When this card is summoned, your opponent takes 1000 damage, and if they do, target this card and banish it. During the End Phase, if this card is on the field, your opponent takes 1000 damage.

 

Notes - There are several cards in the deck to prevent the banishing of your cards, and if you play your cards right, you can do 2k damage on your turn without attacking, and another 1k every turn after that. Gotta love that Alsahm burn. It goes against the theme of the deck, so use it sparingly and carefully.

 

Rebel Maverick Retaliate! - Counter Trap

If your opponent summons a monster, activates an effect, or targets a monster you control for an attack, banish one Rebel Maverick card you control and the card that they control, then draw 2 cards. If either card you draw isn’t a Rebel Maverick card, take 3000 damage and give them both to your opponent.

 

Notes - This card is the decks own Solemn Strike, only better. The reason I designed it so broken is so that nobody could afford to not run it, and thus has to deal with its second effect. If any of the 2 cards it draws aren’t Rebel Mav cards, you’ll get burned, hard, and give them to your opponent. The check condition ensures that they aren’t Rebel Mavs, so odds are your opponent will be able to find a use for your cards. This is to deter people from splashing in engines from other decks to prevent from breaking this deck.

 

Rebel Maverick Salvage Crew!  - Continuous Trap

While this card is face up on the field and you control 2 Rebel Maverick monsters, the following effects are in play

- When cards are detached from any Xyz monster on the field, you can banish one card from your graveyard to add them to your hand rather than send them to the graveyard.

- When cards would be sent from the field or hand to the grave for a fusion or synchro summon, you can banish one card from your grave to add those cards to your hand instead.

- When cards are sent to the Extra Deck face up, you can banish one card to add that card to your hand.

 

Notes - Just funk everyone else. This is broad-range board control, allowing you to interrupt combos, and take away key parts of their plays. Did they just get a card into their grave for a play later? Get that sheet outta here, and into my hand. They ain’t seeing this again. You can also use it to steal their monsters for your own, and even steal some pseudo monsters.

 

Rebel Maverick Relief Company - Continuous Trap

Target monsters that are banished, up to the number of Rebel Maverick cards you control. Send all Rebel Maverick monsters you control to your hand, and summon the targeted monsters from your banish pile. While this card is on the field, they cannot be used for an Xyz summon, cannot be destroyed, and cannot change their battle positions. On your opponents next turn, you can destroy this card and immediately XYZ or synchro summon using only those monsters, and banish the materials when they are detached/sent to the grave for the summon. If you do not, they are banished.

 

Notes - It’s a solid shield, you get to use their effects, and then you get to XYZ on their turn if the situation calls for it. However, it bypasses the ruling that allows your cards to not get banished since being detached isn’t leaving the field.

 

Rebel Maverick Home Field Advantage - Field Spell

You can banish this card from your hand or grave to add one banished Rebel Maverick card to your hand. Neither player takes effect damage while this card is on the field or in the grave. Once a turn, during either player's main phase 1 or 2, place a counter on this card. While this card is on the field, all cards that would be destroyed or are targeted by a Rebel Maverick card are banished instead, and cannot return during the duel. You can take 2 counters off this card to negate the activation of an effect that targets a Rebel Maverick card. If you draw a Rebel Maverick monster while this card has 4 or more counters, you can reveal it and summon it. If it has 6 or more counters, you can draw again after summoning the revealed monster.

 

Notes - This forces both players to rely on battle damage. Ain’t having none of that burn damage. Kinda negs Hidalgo, so be careful. Relatively speedy counter accumulation and it turns all your Rebel Mavs into high scale removal cards. You can use this card to guard itself and it’s fellow Mavs, and at 6 counters you can fill your entire field during your draw phase alone.

 

Rebel Maverick Reinforcements! - Continuous Trap

You can add any Rebel Maverick Card from your deck to your hand instead of drawing during your draw phase, and if a Rebel Maverick card(s) would leave the field, you can banish this card instead.

 

Notes - Every deck needs a card like this. Plus, it’s got a nice savior effect too.

 

Rebel Maverick Alamo! - Continuous Trap

If you would take damage that would lower your life points to 0, negate the damage. Once per turn, during the end phase of your opponents turn, place a counter on this card. If this card has 5 counters or more, you lose the duel.

 

Notes- For those Yugi-class plays. Gotta come back from 200 LP? Play this puppy.

 

Rebel Maverick Yorktown! - Quick Play Spell

If your monster battles an opponent's monster, you can banish cards from your hand, field, and graveyard to boost its attack by 300 x the number of banished cards. Negate the effects of and banish all other cards in this chain that aren’t Rebel Maverick cards.

 

Notes- Use it to turn any Mav into its own Utopia the Lightning. You can also use it for game ending attacks. Just banish everything you have and attack.

 

Rebel Maverick Desperate Situation! - Spell Card

Destroy all cards both player’s control and is in their hands (effects are not activated at this time), and then each player chooses one card from their deck, Extra deck or grave to summon to their side of the field. This is treated as the appropriate summon for that monster (Xyz, Synchro, Ritual, Normal or Tribute). Neither player can summon other monsters while their chosen monster is on the field, and must battle if they can this turn.

 

Notes- this can be great removal, but it gives your opponent an opening to destroy you with. This deck has no boss monsters that are really big beaters, so be careful, and use this one only when in a desperate situation.

 

Rebel Maverick Stolen Fort! - Spell Card

All your opponents spells and traps on the field are added to your side of the field as defense position monsters (0 ATK-0 DEF). They cannot be tributed, or change their battle positions. These tokens have the following effect: You can banish this card to destroy rather than banish of one of your cards.

 

Notes- I love this one. Not only is it a healthy alternative to Scapegoat, you can chain the effects of the tokens to each other to clear your field so you have space to make your plays. (You would activate one effect that would banish a card, and then chain one of the tokens to destroy rather than banish, and then chain a token to that, and so on until your field is clear.) No more being at the mercy of your enemy because you have 4 scapegoat tokens taking up all the space so you can’t do anything. Works great as spell trap removal too.

 

Rebel Maverick Stolen Cannons! - Spell Card

Banish spell/trap cards your opponent controls equal to the number of Rebel Maverick monsters you control.

 

Notes - Banish dem back row.

 

Rebel Maverick Pass The Torch! - Continuous Spell Card

Target one Rebel Maverick monster in your graveyard and change the effect of this card to the effect of the targeted monster. The effect then activates if it needed a trigger, and if it’s a continuous effect, acts as it would.

 

Notes- You can use this card a number of ways, but the best way would be with Hamilton. Immediately you get up to 5 extra deck monster zones, and your opponent has no viable way of taking you down. Plus, you can tribute it for that delicious plus 2.

 

Rebel Maverick Siege Engine! - Spell Card

Apply one of the following effects

  • Add Rebel Maverick Stolen Cannons to your hand

  • Add Rebel Maverick Stolen Fort to your hand

  • Banish a card from your hand to draw 2 cards.

 

Notes - It’s a solid draw card, and it gives you access to the 2 best stall cards in the deck

 

Rebel Maverick Training Barracks - Spell Card

Make all monsters on the field a level between 1 and 12. Banish them during the end phase.

 

Notes - Xyz plays. Need I say more?

 

Rebel Maverick Memories of The Fallen - Counter Trap

Banish any number of Rebel Maverick cards from your graveyard to place an equal number of either counters on a Rebel Maverick card, or tokens on the field in defense position (0 ATK-1500 DEF). They cannot change their battle positions, and cannot be used in a tribute summon.

 

Notes - Such a versatile card. You can use it to drop 6 counters on Home Field Advantage from the start, and that is dangerously good. On the other side, you can use it as it’s own stall card, however, it has the same weakness as scapegoat, so you’ll usually only use the first effect unless pushing for a synchro play.

 

Rebel Maverick Bridge Burner - Continuous Spell Card

While this card is on the field, your opponent cannot activate cards in response to the actions of Rebel Maverick cards. During the End Phase, banish 1 Rebel Maverick monster and one spell/trap card from your graveyard, or banish this card and all copies of it from your deck.

 

Notes- Potentially deck breaking, since it means your opponent can’t chain. Again, this feeds into the theme of the deck forcing both players to fight with their fists rather than use effect damage or removal. It banishes cards from your grave extremely fast, so be careful with this one. High cost, high reward, but you don't want to put yourself in a corner.

 
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Alright, I'm reviewing this archetype because there are interesting things about it but some very key problems. This took a long while but whatever.

 

Rebel Maverick Patriot - FIRE | Level 4 | Warrior/Effect | 1800/1000
(better wording) If this card is Normal or Special Summoned: You can Special Summon 2 “Rebel Maverick” monsters from your hand and GY (1 from each) with different Levels/Ranks, but at the end of the turn, banish this card and the monsters Summoned by this effect.

 

Seems simple enough. I would add Normal or Special Summoned to promote a particular kind of gameplay, but it’s fine without it. I would also personally make it so you can’t use them as Materials in the Special Summon of monsters, except Warrior monsters, since the banish clause isn’t really much of a requirement.

Rebel Maverick Dantona - FIRE | Level 3 | Warrior/Tuner/Effect | 1500/500
If this card is Summoned: You can add 2 Rebel Maverick cards from your Deck to your hand, but if you don’t Summon  them the turn you activate this effect, banish them at the end of the turn.

 

I would add a “with different names” clause and/or maybe an “except with this card’s name” so that the +2 cards is a bit more balanced. I think a “but banish them at the end of the turn” (we don’t say during the End Phase anymore that’s old OCGrammar) without the activate/Summon clause. If you’re Summoning them you’re probably going to use them for something so it doesn’t really matter to have that there. I disagree a bit with the searching capabilities and on top of that being a Tuner, but the banish restriction is interesting so I’ll allow it for now.

 

Rebel Maverick Meiji - FIRE | Level 5 | Warrior/Tuner/Effect | 2300/200

I’m going to stop correcting Official Card Grammar and tell you that in the Advanced Card Design section there's a thread that can help you learn it. I’m not the best but it definitely helps your card text look a lot more official. Cyber Dragon esc Tuner. Nice. Not much else for me to say but that it makes Dantona a bit easier to use. This card is fine.

 

Rebel Maverick Castron - FIRE | Level 6 | Warrior/Effect | 2500/0000

NOPE. I’ve seen enough Kaijus to say I do not want this card to exist. Tributing an opponent’s monster is what we call Cost removal. It gets rid of card without giving your opponent the ability to do anything about it, which people hope will not be further supported after how splashable of an effect it has been seen to be. Also, the level changing ability is too good. Make it only “Rebel Maverick” monsters and have a specific level in mind, like 3, 4, or 5. Otherwise, you can legitimately Special Summon any Xyz monster. In fact, on top of that, you should probably add a “you cannot Special Summon monster for the rest of the turn you activate this effect, except “Rebel Maverick” monsters” so you can’t just yolo summon whatever Xyz you want. If it’s not fun to play against, you probably shouldn’t make it.

 

Rebel Maverick Artroskopia - FIRE | Level 2 | Warrior/Effect | 1000/200

You can’t just have a card that changes its level from 1-4 once per turn while you control another “Rebel Maverick”? I don’t exactly understand what this card is doing for the archetype since this is just a worse and more convoluted version of Castron. I would also slap on a Blackwing effect like “while you control a “Rebel Maverick” monster with a different name, you can Special Summon this card (from your hand).”

 

Rebel Maverick Hamilton - FIRE | Level 1 | Warrior/Tuner/Effect | 0/0

This is a Field Spell effect, not a Level 1 Tuner effect. Also, the tribute Quick Effect to draw 2 cards is too splashable. It essentially makes it so any destruction the card might take becomes 2 cards, and that if you just so happen to want it you have a Pot of Greed. The “unaffected by the effects of “Rebel Maverick” cards” is actually

a nice idea for the archetype though, so good for you on that.

 

 

Rebel Maverick Hidalgo - FIRE | Level 4 | Warrior/Effect | 1700/1300

I thought you said no burn. Whatever. The targeting this card is redundant and the end of the turn effect is impossible to get off unless your opponent attacks it and fails to get over it, so there’s probably something wrong with the card’s wording. I would remove this effect entirely. Burning isn’t really fun. In fact this is rather some of the greatest burning in the game or a useless 1k of damage. So yeah, change this card.

 

Rebel Maverick Retaliate! - Counter Trap
If your opponent summons a monster, activates an effect, or targets a monster you control for an attack, banish one Rebel Maverick card you control and the card that they control, then draw 2 cards. If either card you draw isn’t a Rebel Maverick card, take 3000 damage and give them both to your opponent.

This isn’t better than Solemn Strike, nor is it an archetype Solemn Strike. For one, it doesn’t negate the effect. There’s also the luck factor of it. Essentially you have to run 30 or so Rebel Mavericks to make the draw 2 good, and in the end of it, it’s a convoluted +1. If you don’t get the draws, then it’s a -3 and 3000 damage. No one would run this.

 

Rebel Maverick Salvage Crew!  - Continuous Trap
I don’t exactly understand what this is doing for the archetype. I would make it so all you have to control is 1 Rebel Maverick, and then the rest of the effects only apply to Warrior monsters. Makes it a bit more usable than it would work otherwise. It also means controlling any Rebel Maverick Extra Deck monster would mean these effects apply to them.

 

Looking at this I don’t think you know what “underdog” means if you thought that taking your opponent’s cards is what a protagonist would do. Sounds more like someone running Totally Awesome in Dinos.
 

Rebel Maverick Relief Company - Continuous Trap

Cool card, but unless you’re actively banishing your cards or you meant to word the Mavericks in a way that would banish them on purpose, it wouldn’t see much play. This would be similar to the Ultimate Fire Formation, which never saw play despite it’s power. I would rather make the card like Crystron Impact, and have it as a Normal Trap that Special Summons 1 of your banished “Rebel Maverick” monsters. Then, you can banish it from your GY except the turn it was there to Xyz or Synchro Summon using monsters you control as Xyz Materials. Sounds a bit more useful and gives a bit more utility to the card.

 
Rebel Maverick Home Field Advantage - Field Spell
For one I would specify a kind of counter to not conflict with other cards, but I would rather this card be an Imperial Iron Wall for Rebel Mavericks, where they can’t be banished, including by their own effects. The convoluted Heart of the Underdog could also just be a Heart of the Underdog, but I would rather make that the Once per turn effect rather than giving them essentially infinite draw. I suppose this would be synergistic along with Retaliate, but this specifies monsters so running other Spells/Traps wouldn’t be very beneficial. Also negating effect damage is a pretty low blow to one of your own monsters, especially since most decks just use Battle Damage anyway unless you’re burning in particular like with Trickstars. Like I said you should probably take that other card out, but seriously this Field Spell needs work. If you’re keeping the effects I would switch the 4 with the 6 counter effect for balance and utility, but otherwise, I would scrap this and make a new field spell.

 

Rebel Maverick Reinforcements! - Continuous Trap

This is the Field Spell. Also weird that you plopped the field spell in the middle of the traps. This sounds like it rather conflicts or loops with the field spell, which both outcomes are undesirable. Also no not every deck needs a card like this stop that.

 

Rebel Maverick Alamo! - Continuous Trap

Well, this can be played in any deck. This is also rather useless or broken. The opponent is rather going to have negation or destruction, and you would probably rather play a Mirror Force card that gets rid of the threat rather than stalling the threat with a brittle card that could be destroyed at any time.

 

Rebel Maverick Yorktown! - Quick-play Spell
That would be a much better Field Spell name. I would rather it just say “banish a “Rebel Maverick from your hand or GY” and have that monster gain ATK equal to that monster’s ATK, or even have all of your monsters gain ATK similarly to Limiter Removal. I would also limit the battling to Warrior monsters. Also for the next time you make an archetype I would reorganize them into Monsters, Spells, Traps, then Extra Deck monsters. You could also put Extra Deck monsters 2nd to main deck monsters, but that part is just a preference.

 

Rebel Maverick Desperate Situation! - Normal Spell
This is not a support card, nor is it a card anyone wants in this game. It’s Dark Hole + Heavy Storm + Necrovalley + Neo Royal Tribute.

 

Rebel Maverick Stolen Fort! - Spell Card
Again. NOT SUPPORT. This is just a generically broken version of Harpie’s Feather Duster.

 

Rebel Maverick Stolen Cannons! - Spell Card

Stick an OPT clause on it and you’re set. That is a fine card and is actually support.

Rebel Maverick Pass The Torch! - Continuous Spell Card
Eh. It’s fine. Maybe a bit too flexible. I would rather it target a banished “Rebel Maverick” and then return it to your deck when you activate this card.

 

Rebel Maverick Siege Engine! - Spell Card
No. While it’s a god searcher, it essentially searches the not support cards. I would rather it banish 1 “Rebel Maverick” card in your hand and 1 from your GY to draw 2 cards.

Rebel Maverick Training Barracks - Spell Card
Same problem with this card as I do with Castron. I would rather the levels be 3-5. Also, this isn’t support. This is generic. Make it “Rebel Materick” monsters and then it’s support.

 

Rebel Maverick Memories of The Fallen - Counter Trap
Make it a Quick-Play Spell and it replaces Stolen Fort. I would also call it instead “Gathered Crosses of the Rebel Mavericks” as the tokens would represent the graves of the fallen.

 
Rebel Maverick Bridge Burner - Continuous Spell Card
The card isn’t necessary. If you really wanted this many Continuous Spells/Traps it should’ve been the point of the deck. The last effect is interesting but it would’ve been better spent on a Field Spell.

 

WAIT WHERE TF is the Xyz and Synchro monsters? You lead me to a climax that didn’t exist. This is disappointing. This is meant in a jokingly manner but seriously add some if you’re going to support them.

 

Some final suggestions:

  • Cut the excess. Several of the Spells/Traps are unnecessary or generic. Try to trim down the archetype to make the cards more synergistic with each other. What I mean by that is

  • Cut the generics. They aren't technically doing anything for the archetype, and you already have too many Spells/Traps anyway.

  • Add 3 Synchros and 1-2 Xyz monsters. Seems like the right number. Make them revolved around the idea of the archetype, which was conditional banishing and comeback from losing. If you make them I’ll probably review the next ones as well.

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I really appreciate your advice, so I made most of the suggested changes. However, it seems you misunderstood the purpose and use of some of the cards.

 

Anyways, The Xyz and synchros are at the bottom. I've always prefered Xyz over synchro, and it shows.

 

Rebel Mavericks are a Fire Warrior xyz/synchro deck that focuses on summoning one of it’s 3 boss monsters, and using them to force both players to fight each other on your terms. This deck has no way to do any form of effect damage, and forces players on both sides to get their hands dirty. It also works well as an underdog deck, because none of it’s monsters clear 3000 attack, despite forcing itself into a battle reliant stance. They’re all based on revolutionaries in real life. It’s a very rash and fast deck, but it also likes to banish it’s cards if you’re not careful, and has few ways of recovering the banished cards for the duel. You need to know when to use your resources, and when to run away and wait, like actual revolutionaries did. All the odd number cards are tuners, so when playing against cards like reasoning, you can really eat dirt. Most of it’s non-monsters are counter traps, which is fast, but makes them practically unsearchable since the only search card dictates that you have to use it this turn or lose the card. You can get around the banished cards problem by using them to XYZ summon, since becoming a material doesn’t count as leaving the field, and being detached safely sends it to the graveyard, for reuse later.

 

Rebel Maverick Patriot - Level 4 - 1800 ATK - 1000 DEF
If this card is summoned, you can summon 2 Rebel Maverick monsters that are different levels/ranks from each other (one from your grave and one from your hand) but banish them and this card at the end of the turn.

 

Notes - Patriot makes it extremely easy to set up Xyz and Synchro plays, since the only restriction on your choices are that they be Rebel Mavs, and there’s a Rebel Mav at every level from 1 to 6, allowing you to open up your choices. This is not a card to open with however, since it works best after there are cards in your grave to choose from.


 

Rebel Maverick Dantoina - Level 3 - Tuner - 1500 ATK - 500 DEF
If this card is summoned, you can add 2 Rebel Maverick cards with different names from your deck to your hand, but if you don’t activate/summon them this turn, then banish them at the end of the turn.

 

Notes - Danty is the only proper search card the deck has, but that’s okay because it gives you two searches, giving you the power to access almost any combo the deck can give you. It gives you access to some of it’s more clutch quick-plays, and the staple Home Field Advantage card.

 

Rebel Maverick Meiji - Level 5 - Tuner - 2300 ATK - 0 DEF

Cannot be normal summoned/set. If you control a Rebel Maverick card, you can special summon this card from your hand in defense position. If you do this, banish this card when it leaves the field.

 

Notes - Meiji isn’t a very offensive card to start with, but it makes up for that by being a tight level 5 tuner that comes out by with it’s friends. Summon this guy alongside Patriot, Castron, Artrotskia or Danty, and you can effectively set up any synchro from 1-8.

 

Rebel Maverick Castron - Level 6 -2500 ATK - 2000 DEF

Cannot be special summoned, except by the effect of a Rebel Maverick card. You can pay 1000 LP to summon this card, rather than tribute summon it. Once while this card is on the field during either players turn, you can choose one Rebel Maverick monster you control and change any number of Rebel Maverick monsters you control to the level of that monster for the rest of the turn. If you do this, banish all monsters affected by this cards effect at the end of the turn, and you can’t Special Summon monsters for the rest of the turn except FIRE Warrior monsters.

 

Rebel Maverick Artrotskia - Level 2 - 1000 ATK - 200 DEF

If this card is summoned, you can choose any 2 or more Rebel Maverick monsters you control that are not Rebel Maverick Artrotskia, and apply at least one of these effects, in any order.

  • Combine their levels, and make this cards’ and their levels equal to the result

  • Subtract their levels and make this cards’ and their levels equal to the result

  • Flip them face down. They cannot be flipped face up until the end of your opponent's turn, even if attacked. If they are attacked, banish them.

If you apply any of these effects, banish this card and any affected cards when they leave the field.

 

Notes - This is a risky one. It requires a Yusei-like level of level manipulation skills to use properly, but you can use it to set up golden class Xyz plays. It’s third effect is nice, because the effect on all the Rebel Mav monsters, below level 5 distinctly says ‘when summoned’ and this includes flip summoning. It lets you gamble with your monsters in an attempt to reuse their effects. Just try to play a swords of revealing light first.

 

Rebel Maverick Hamilton - Level 1 - Tuner - 0 ATK - 0 DEF

While this card is on the field, cards that are directly above Rebel Maverick Continuous Spell/Traps are treated as Extra Deck monster zones.During either players turn, you can tribute this card to banish 2 cards (1 each from both players graveyards) and end the current turn. This card is unaffected by the effects of Rebel Maverick cards.

 

Notes - This one card makes the whole deck xyz viable. It utilizes an unholy amount of continuous spell/traps, so you never have to worry about link zones, and can spam that xyz/synchro all you want. It is extremely self-negging however, because you can’t protect it like you would your other Rebel Mavs. Poor Hamilton. Just guard him properly, and you won’t have this problem. Summon utopia to protect it. I like Utopia. And he can end your opponents turn, allowing you to push the advantage with his quick effect.

 

Rebel Maverick Hidalgo - Level 4 - 1700 ATK - 1300 DEF

When this card is summoned, you can detach one xyz material from a monster on the field, and summon that material to your side of the field. Then attach this card to that Xyz monster as a material. When this card is attached as an Xyz material, it gains this effect.

  • This card gains 1000 ATK

 

Rebel Maverick Retaliate! - Counter Trap

If your opponent summons a monster, activates an effect, or targets a monster you control for an attack, banish one Rebel Maverick card you control or is in your graveyard and the card that they control, negate the activation, then draw 2 cards. If either card you draw isn’t a Rebel Maverick card, take 2000 damage and give them both to your opponent.

 

Notes - This card is the decks own Solemn Strike, only better. The reason I designed it so broken is so that nobody could afford to not run it, and thus has to deal with it’s second effect. If any of the 2 cards it draws aren’t Rebel Mav cards, you’ll get burned, hard, and give them to your opponent. The check condition ensures that they aren’t Rebel Mavs, so odds are your opponent will be able to find a use for your cards. This is to deter people from splashing in engines from other decks to prevent from breaking this deck.


 

Rebel Maverick Yorktown! - Field Spell

You can banish this card from your hand or grave to add one banished Rebel Maverick card to your hand. Neither player takes effect damage while this card is on the field or in the grave. Once a turn, during the Main Phase, place a Rebel counter on this card. While this card is on the field, all cards that would be destroyed or are targeted by a Rebel Maverick card are banished instead, and cannot return during the duel. You can take 1 Rebel counter off this card to negate the activation of an effect that targets a Rebel Maverick card. Once per turn, if this card has 3 or more Rebel Counters on it, you can add any Rebel Maverick Card from your deck to your hand instead of drawing during your draw phase. If it has 5 or more Rebel counters, you can summon the revealed monster. If a Rebel Maverick card(s) would leave the field, you can banish this card instead.

 

Rebel Maverick Siege of The Bastille! - Quick Play Spell

If your Warrior-type monster battles an opponents monster, you can banish cards from your hand, field and graveyard to boost it’s attack by 300 x the number of banished cards. Negate the effects of and banish all other cards in this chain that aren’t Rebel Maverick cards.

 

Notes- Use it to turn any Mav into it’s own Utopia the Lightning. You can also use it for game ending attacks. Just banish everything you have and attack.


 

Rebel Maverick Stolen Cannons! - Spell Card

Banish spell/trap cards your opponent controls equal to the number of Rebel Maverick monsters you control. You can only use the effect of Rebel Maverick Stolen Cannons! once per turn.


 

Rebel Maverick Pass The Torch! - Continuous Spell Card

Target one banished Rebel Maverick monster and change this cards effect to the effect of the targeted monster. The effect then activates if it needed a trigger, and if it’s a continuous effect, acts as it would.

 

Notes- You can use this card a number of ways, but the best way would be with Hamilton. Immediately you get up to 5 extra deck monster zones, and your opponent has no viable way of taking you down. Plus, you can tribute it for that delicious plus 2.

 

Rebel Maverick Valley Forge! - Spell Card

Apply one of the following effects

  • Add Rebel Maverick Stolen Cannons to your hand

  • Add Gathered Crosses of the Stolen Mavericks to your hand

  • Banish a card from your hand and one from your grave to draw 2 cards.

 

Notes - It’s a solid draw card, and it gives you access to the 2 best stall cards in the deck

 

Rebel Maverick Training Barracks - Spell Card

Make all Rebel Maverick monsters on the field a level between 1 and 6. Banish them at the end of the turn, and take 1000 damage for each card banished by this effect.

 

Notes - Xyz plays. Need I say more?

 

Gathered Crosses of the Rebel Mavericks - Counter Trap

Banish any number of Rebel Maverick cards from your graveyard to place an equal number of either counters on a Rebel Maverick card, or Cross tokens on the field in defense position (0 ATK-1500 DEF). They cannot change their battle positions, and cannot be used in a tribute summon. Cross tokens have the following effect :  You can banish this card to destroy rather than banish of one of your cards.

 

Rebel Maverick Goliad  - Rank 4 - 2700 - 2200

2 Rebel Maverick monsters

Once per turn, you can attach one banished Rebel Maverick card to this card as an Xyz material. You can detach one Xyz material from this card to target one of your opponent's monsters, and summon a token to your side of the field with equal attack.

 

Rebel Maverick Stonewall - Rank 5 - 1500 ATK - 4500 DEF

3 Warrior Type Monsters

Your opponent must attack this card, if able. This card cannot be destroyed by battle. You can detach one material from this card to increase it’s ATK and DEF by 1500. If this card has no xyz materials, you must banish 2 cards from your hand or graveyard or destroy this card.

 

Rebel Maverick Lafayette - Rank 3 - 2500 ATK - 2100 DEF

2 Rebel Maverick Monsters

While this card has Xyz Material, all Rebel Mavericks gain 1000 ATK during the battle phase. You can detach one material from this card to allow one Rebel Maverick monster to attack twice during the battle phase, and during the attack, no effects can be activated.

 

Rebel Maverick Minuteman - Level 3 - Synchro/Tuner - 1500 ATK - 1000 DEF

1 Rebel Maverick Tuner + 1 Non-tuner

When this monster battles an opponents monster, you can banish that monster and immediately use this card and one or more of your banished Rebel Maverick monsters to synchro summon a Rebel Maverick monster from your Extra Deck.

 

Rebel Maverick - Level 7 - 2800 ATK - 2700 DEF

1 Tuner + 1 Rebel Maverick non-tuner

You can banish a Rebel Maverick monster from your graveyard to increase this cards attack by the attack of the banished monster, until the end of the next turn. You can banish 2 Rebel Maverick cards from your graveyard to draw 1 card.

 

Rebel Maverick Mulligan - Level 9 - 50 ATK - 50 DEF

1 Rebel Maverick Tuner  +1 Rebel Maverick non-tuner

Once per turn, you can increase this card’s attack by 800 x the number of Banished Rebel Maverick cards, until the end of the next turn. When this card battles, your opponent cannot activate card effects for the rest of the turn. If you would take damage that would lower your life points to 0, you can negate the damage, special summon this card from the graveyard, and look at your opponent's hand.

 

Rebel Maverick King’s Corpse - Rank 6 - 2500 ATK - 3000 DEF

3 Rebel Maverick monsters

This card is unaffected and cannot be targeted by your opponents card effects. Once per turn, during either players turn, you can detach an xyz material from this card. For the rest of the turn, this card gains 1000 ATK for every card effect activated for the rest of the turn. Then, at the end of the turn, banish all the cards that activated effects, except for Rebel Maverick cards.

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