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Rank Up Train Rituals Renewed


Ultimagamer

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I went back and reviewed over the original ideas for railway support that I had, and changed them up to make them better, but hopefully not overpowered, please tell me your thoughts below

 

 

Master of Trains

Level 10

Earth / Machine / Ritual

3000 ATK / 2500 DEF

Must first be RItual Summoned. You can Ritual Summon this card with any “Railyard” Ritual Spell.

You can discard this card, add 1 Level 10 Machine type monster from your Deck to your hand, except “Master of Trains”

Once per turn: You can Special Summon 1 Earth Level 10 Machine type monster from your hand or GY, except “Master of Trains”.

 

Master of Planes

Level 10

Wind / Machine / Ritual

3000 ATK / 2500 DEF

( This card is always treated as an Earth monster )

Must first be Ritual Summoned. You can Ritual Summon this card with any “Railyard” Ritual Spell.

You can discard this card, Target 1 Level 10 Machine monster in your GY except “Master of Planes”, add that target to the hand.

Once per turn: You can Target 1 Earth Level 10 Machine monster in your GY, except “Master of Planes”, add that Target to your hand.

 

Master of Ships

Level 10

Water / Machine / Ritual

3000 ATK / 2500 DEF

( This card is always treated as an Earth monster )

Must first be Ritual Summoned. You can Ritual Summon this card with any “Railyard” Ritual Spell.

You can discard this card, Target 1 Level 10 Machine monster in your GY, except “Master of Ships”, Special Summon that monster

Once per turn: you can discard 1 monster, and if you do, special summon 1 Level 10 Earth Machine type monster from your deck. You cannot conduct your battle phase during the turn you activate this effect.

 

Railyard Summon

Spell - Ritual

This card can be used to Ritual Summon any Machine type “Master” RItual Monster from your hand or GY. You must also Tribute a monster from your hand or field, or banish a Machine type monster from your GY, whose Level or Rank equals the Level of the Ritual Monster you Ritual Summon.

During your Main Phase: You can banish this card from your GY, except the turn it was sent there; Special Summon 1 Earth Level 10 Machine type monster from your hand or GY. You can only activate each effect of “Railyard Summon” once per turn

 

Railyard Commanding

Spell - Ritual

This card can be used to Ritual Summon any Machine type “Master” Ritual Monster from your GY. You must also tribute a monster from your hand or field, or shuffle 1 monster from your GY whose level equals the level of the monster you want to Ritual Summon.

During your Main Phase: You can banish this card from your GY, except the turn it was sent there; Target 3 Level or Rank 10 or higher monster in your GY: Shuffle those targets into the deck, then draw 1 card. You can only activate each effect of “Railyard Commanding” once per turn.

 

Railyard Operating

Spell - Ritual

This card can be used to Ritual Summon any Machine type “Master” Ritual Monster from your hand. You must also Tribute a monster from your hand, or return a monster from your field to your hand whose Level equals the Level of the monster you want to Ritual Summon.

During your Main Phase: You can banish this card from your GY, except the turn it was sent to the there; Shuffle 1 Level 10 Ritual monster from your GY into your deck, and if you do, Add 1 Level 10 Machine type monster from your GY or Deck to your hand. You can only use each effect of Railyard Operating” per turn.

 

Clear and Rescue

Spell - Quickplay

During either players’ turn, when a monster declares an attack, you can negate that attack, then end the battle phase. Immediately after this effect resolves, if you control a Level or Rank 10 or higher monster, you can special summon 1 Level 10 Earth Machine type monster from your deck with a different name then any monster on your field. You can only activate 1 “Clear and Rescue” per turn.

 

End of the Line Survival

Normal Spell Card

Activate by playing half your lifepoints. Special Summon up to 3 Level or Rank 10 Earth Machine type monster from your GY, then add 1 “Rank-Up-Magic” card from your deck to your hand. You cannot conduct your battle phase during the turn you activate this effect. During the End Phase, send all monsters that were Special Summoned by this card’s effect to the GY. You can only activate 1 “End of the Line Survival” per turn.

 

Rites of the Commanders

Spell - Normal

Add 1 Level 10 or higher Ritual monster from your deck to your hand, and if you do, add 1 Ritual Spell card that can summon that monster from your Deck or GY to your hand.

 

Railyard Switching

Spell - Normal

Activate by shuffling 1 Level or Rank 10 monster from your GY into your deck. Special Summon 1 Level 10 Earth Machine monster from your GY in defense position. You can only Special Summon Machine type monsters during the turn you activate this effect. You can only activate 1 “Railyard Switching” per turn.

 

Train Auto Piloting

Spell - Quickplay

Activate by targeting 1 Level or Rank 10 Machine type monster you control. This turn, if that monster battles, your opponent cannot activate cards or effects until the end of the damage step, also it can attack all monsters your opponent controls once each. Other monsters you control cannot attack during the turn you activate this effect. During the end phase, take damage equal to the attack of the monster this card targeted.

 

Sinking Tracks

Trap - Continuous

During each end phase, if you control a rank 10 or higher Xyz monster, activate the following effects depending on which types of monsters your opponent controls.

- Xyz: Target 1 Xyz monster your opponent controls, detach all Xyz materials from that monster, then attach them to an Xyz monster you control

- Synchro: Target 1 Synchro monster your opponent controls, until their next end phase your opponent cannot summon a monster with a level or rank that is equal to or higher than the targeted monster

- Fusion: Target 1 Fusion monster your opponent controls, until their next end phase, any materials or fusion spell used for a fusion summon is banished instead of being sent to the GY

- Ritual: Target 1 Ritual monster your opponent controls, until their next end phase, any monster used for a ritual summon is discarded instead of being tributed

 

These next ones are a bit more on the crazy side, but still, I thought they might be neat

 

Rank-Up-Magic: The Sins Vengeance

Spell - Normal

If you control no monsters, you can target 1 “Number 35: Ravenous Tarantula”, “Number 84: Pain Gainer” and “Number 77: The Seven Sins” in your GY. Special summon those targets. After this effect resolves, Xyz summon 1 “Number C77: The Epitome of Sin” from your extra deck, using 3 monsters summoned by this card’s effect. During the end phase of your next turn, you lose the duel. You can only activate 1 “Rank-Up-Magic: The Sins Vengeance” per duel.

 

Number C77: The Epitome of Sin

Rank 13

3 Level 13 Monsters

Dark / Fiend

6000 ATK / 6000 DEF

Must first be summoned by “Rank-Up-Magic: The Sins Vengeance”. This card is unaffected by all other card effects. You cannot control any other monsters while this card is face up on your field. If this card attacks a defense position monster, inflict piercing damage to your opponent. Once per turn, you can banish all cards your opponent controls. This effect can only be used once per duel. If this card is sent to the GY, you can special summon this card, then target Xyz monsters in your GY whose original ranks are 10 or higher with different ranks, up to the number of Xyz materials that were attached to this card -1. Attach those targets to this card as Xyz materials.

 

Rank-Up-Magic: Machine’s Upgrade

Spell - Normal

Target 1 Machine type Xyz monster either on your Field or in your GY. Special Summon 1 “Number C” or “CXyz” monster from your extra deck that is the same type and attribute as that monster, but 1 rank higher using the targeted monster ( This Special Summon is treated as an Xyz Summon, Xyz Materials attached to the targeted monster also become Xyz Materials on the Summoned Monster, if any ). You can banish this card from your GY, except the turn it was sent there, and if you do, return 1 “Number C” or “CXyz” monster from your GY to your deck, then special summon 1 Machine type monster from your GY. You can only activate each effect of “Rank-Up-Magic: Machine’s Upgrade” per turn.

 

Number C81: Superdreadnought Rail Cannon Ultimate Dora

Rank 11

3 Level 11 Monsters

Earth / Machine

3400 ATK / 4400 DEF

If your opponent would activate a card or effect, you can detach 1 Xyz Material from this card, negate the activation, and if you do, all monsters you currently control are unaffected by all other card effects, except for their own until the end of this turn. If this card is sent to the GY, you can special summon 1 “Number 81: Superdreadnought Rail Cannon Super Dora” from your extra deck, then attach this card to it as an Xyz material. You can only use each effect of “Number C81: Superdreadnought Rail Cannon Ultimate Dora” once per turn.

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