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Zen Buddhists - Trap Pendulums


zepheris

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I know pendulums suck compared to their dominance in the pre-link format, but here goes anyway: Trap pendulums

 

What are they?

 

Half monster and half trap. You set them in the pendulum zones, and can later activate them. Both the trap effect and the pendulum summon gain spell speed 2 (Because it's a trap.). If a trap pendulum and a spell pendulum are paired, the spell speed for pendulum summonig is 1. Trap pendulums now mean you can chain a pendulum summon to your opponent's effects, and can pendulum summon during your opponent's turn. They work like pendulum trap cards. 

 

Anti-link monsters

They do not have an attack and must always stay in defense position. Otherwise identcal to links.

 

Monks have pendulum scale of 5, and are Level 4 warrior light monsters

Nuns have pendulum scales of 3, and are Level 4 spellcaster light monsters

 

I want to get 4 monks and 4 nuns, along with one extra deck card of each type.

 

Zen Buddhist - Monk Punna

Atk 0

Def 1600

 

Trap effect:

When your opponent tribute summons a monster to either side of the field: Your opponent cannot special summon monsters for the rest of the turn.

 

Monster effect:

Once, during the turn this card was special summoned to the field, if your opponent targets a face down card you control for an attack or card effect, or if a face down card you control would be destroyed due to an opponent's card effect, you can tribute this card; negate that effect, if you do, destroy it.

 

Zen Buddhist - Monk Upali

Atk 0

Def 1800

 

Trap effect:

When your opponent special summons a monster from the graveyard, your opponent cannot activate spell cards for the rest of the turn.

 

Monster effect:

If this face down card was destroyed, your opponent cannot activate trap cards until the end of your next turn. Also, your opponent cannot negate the effects of your trap cards until the end of your opponent's next turn.

 

Zen Buddhist - Monk Nanda

Atk 0

Def 1700

 

Trap effect:

When your opponent activates a trap card, add one trap card or trap pendulum monster from your deck to your hand.

 

Monster effect:

Flip: Set one "Zen Buddhist - Nun" monster from your hand or deck to your side of the field.

 

Zen Buddhist - Monk Jivaka

Atk 0

Def 2000

 

Trap effect:

While this card is face up on the field, your opponent cannot return cards from either player's side of the field to either player's hand or deck.

 

Monster effect:

If this face down card was destroyed, negate the effects of all monsters currently controls and all monsters your opponent summons during this turn, until the end of your opponent's next turn, also, those monsters cannot be used as material for a ritual summon.

 

Zen Buddhist - Nun Khema

Atk 0

Def 2000

 

Trap effect:

When your opponent adds a card from his deck to his hand, except during the draw phase, you can negate up to 3 attacks your opponent declares this turn.

 

Monster effect:

Flip: Add one Zen Garden card from your deck to your hand.

 

Zen Buddhist - Nun Rohini

Atk 0

Def 1600

 

Trap effect:

When your opponent discards a card from his hand, your opponent cannot add cards to his hand for the rest of the turn.

 

Monster effect:

Flip: Set one "Zen Buddhist - Monk" card from your hand or deck to your side of the field.

 

Zen Buddhist - Nun Sujata

Atk 0

Def 2000

 

Trap effect:

Zen garden cards cannot leave the field.

 

Monster effect:

Zen garden cards cannot leave the field.

 

Zen Buddhist - Nun Visakha

 

Trap effect:

If your opponent destroys a monster by battle: all cards in your opponent's graveyard that were sent there this turn are banished. Also, any cards sent to your opponent's graveyard for the rest of the turn are shuffled into their deck instead.

 

Monster effect:

While this card is face up on the field, cards cannot be banished.

 

 

These are regular extra deck monsters, not pendulums.

 

Zen Buddhist - Teacher Sariputta

Warrior/LIGHT

Rank 4

Atk 0

Def 3000

2 level 4 Zen Buddhist monsters

When this card is xyz summoned, you can summon it in face down. (You do not reveal this card to your opponent.) If you do, you can summon it anywhere on your side of the field. When this card is flipped face up, you can target one Zen Buddhist card in your deck or graveyard, attach it to this card as xyz material. Once per turn, you can detach one xyz material from this card, activate the trap effect of any Zen Buddhist monster face up on the field, extra deck, graveyard, or attached to this card as xyz material.

 

Zen Buddhist - Teacher Mahamoggallana

Warrior/LIGHT

Level 8

Atk 0

Def 3000

1 Tuner + 1 or more non-tuner Zen Buddhist monsters

When this card is Synchro summoned, you can summon it in face down. (You do not reveal this card to your opponent.) If you do, you can summon it anywhere on your side of the field. While this card is face up on the field, all face up Zen Buddhist cards gain their trap effects.

 

Zen Buddhist - Teacher Gotami

Spellcaster/Light

Anti-Link 2

(Bottom right, bottom left)

Def 3000

When this card is link summoned, add a Zen garden card from your deck to your hand. While this card is on the field, zen garden cards cannot leave the field.

 

Zen Buddhist - Sage Gautama

Spellcaster/Light

Attack 0

Defense 5000

3 Zen Buddhist - Teacher monsters with different names, 1 Zen Buddhist - Monk monster, 1 Zen Buddhist - Nun monster, 1 Zen garden card

Must first be special summoned, from the extra deck, by shuffling the above cards you control into the deck. While this card is face up on your side of the field, this card gains the effects of all Zen garden cards in your graveyard. This card gains the monster and trap effects of all Zen Buddhist cards in the graveyard. This card is always treated as a Zen Garden card. If this card is in your graveyard, and was sent there from the field, you can banish one Zen card from the graveyard, special summon it.

 

Trap cards:

 

Zen Garden of Concealment

Field trap card

While this card is face up on the field, you can pendulum summon Zen Buddhist monsters face down. If you do, they can be summoned anywhere on your side of the field. If your opponent attacks a face down monster you control, your opponent must declare the name of the card. If the name he declared is wrong, banish the attacking monster and deal damage to your opponent equal to the attack of the attacking monster. During the end phase, set any number of face up monsters you control with 0 attack. During the standby phase, you can change the positions of set cards on your side of the field. If this face up card would leave the field, you can set it instead.

 

Zen garden of provocation

Cont. trap card

All monsters your opponent controls must attack if able. Monsters your opponent controls cannot attack directly. Once per turn, you can select one face up monster on the field. Until the end of this turn, that card's attack becomes 0 and it's effects are negated, but it cannot leave the field. If this face up card would leave the field, you can set it instead.

 

Zen garden of Protection

Cont. trap card

Face down cards cannot be targeted or destroyed by card effects. Face up Zen Buddhist cards cannot be destroyed by battle. Once per turn you can target one card you control in face down defense position, flip it to face up defense position. If this face up card would leave the field, you can set it instead.

 

When a Monk Angers

Cont. trap card

This card is always treated as a Zen Garden card. The attack of all monsters on the field become zero. Monsters in defense position can attack, and their defense is used for damage calculation. If this face up card would leave the field, you can set it instead.

 

Overall, very slow control deck. Doesn't make huge boards, and cannot swarm easily, but it can hold you back for long enough and slow you down, then, the monks become angry and destroy you. The only problem is removal. S/T and Monster removal. I quess we have to extra deck that. Or, we could solve that problem right now.

 

Zen garden of Destruction

Cont. trap card

When a Zen Buddhist card is flipped face up, target one card on the field, destroy it. If this face up card would leave the field, you can set it instead.

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