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Wild West Archetype


Ultimagamer

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This was a thing I inspired off of Bujins and the Magical Musketeers, with 1 guy whom you protect and attack with certain other firearms and weapons you can equip onto the dude. Please tell me what you think.

 

( if it looks different, it's because I placed it into google drive for easier editing ) 

 

Rough’n Tough’n Cowboy Wayne

Level 4 Earth Warrior

1800 attack / 1200 defense

Cannot be normal summoned or set. Must first be special summoned from your hand while you control no monsters and cannot be summoned by other ways. While you control this card, you cannot control any other monsters. When this card is summoned, add 1 “Showdown” field spell from your deck to your hand. Once per turn, you can pay 500 lifepoints; add 1 “Wild Arms” card from your deck to your hand.

 

Cowboy’s Deputy - Andy

Level 4 Earth Warrior

1500 attack / 1000 defense

Cannot be normal summoned or set. Must first be special summoned from your hand while you control no monsters and cannot be summoned by other ways. While you control this card, you cannot control any other monsters. This card’s name becomes “Rough’n Tough’n Cowboy Wayne” while on the field or in the GY. When this card is summoned, you can shuffle any number of “Wild Arms” cards from your hand into your deck, then draw cards equal to the total amount shuffled back +1.

 

Hard Hittin Brawler Cowboy Jack

Level 4 Earth Warrior

1800 attack / 1200 defense

Cannot be normal summoned or set. Must first be special summoned from your hand while you control no monsters and cannot be summoned by other ways. While you control this card, you cannot control any other monsters. This card's name becomes "Rough'n Tough'n Cowboy Wayne" while on the field or in the GY. When this card is summoned, you can add 1 “Wild Arms” card from your deck to your hand.

 

Wild West Showdown Town

Spell - Field

Activate only while you control “Rough’n Tough’n Cowboy Wayne”. You cannot summon any monsters, except for “Rough’n Tough’n Cowboy Wayne” or monsters whose text states “Rough’n Tough’n Cowboy Wayne”. At the start of each battle phase, each player must send monsters they control to the GY so that they only control 1 monster. Monsters your opponent controls lose 1000 attack at the start of the damage step.

 

Desert Rails Showdown Train

Spell - Field

Activate only while you control “Rough’n Tough’n Cowboy Wayne”. You cannot summon any monsters, except for “Rough’n Tough’n Cowboy Wayne” or monsters whose text states “Rough’n Tough’n Cowboy Wayne”. At the start of each battle phase, each player must shuffle monsters they control into the deck, so that they only control 1 monster. Monsters your opponent controls lose 500 attack at the start of the damage step.

 

Pre Duel Showing

Spell - Quickplay

Activate by revealing 3 “Cowboy” monsters with different names from your deck. Your opponent chooses one for your to add to your hand, then shuffle the rest into your deck. During the turn you activate this effect, you cannot summon monsters, except for Warrior type “Cowboy” monsters. You can only activate 1 “Pre Duel Showing” per turn.

 

Wild Arms: Extra Chamber

Spell - Equip

Equip only to a “Rough’n Tough’n Cowboy Wayne” you control. Increase the equipped monster’s attack points by 200. During your opponent’s end phase, shuffle this card into the deck, then draw 1 card.

 

Wild Arms: Quick Discharge

Spell - Equip

Equip only to a “Rough’n Tough’n Cowboy Wayne” you control. It can attack monsters your opponent controls once each, or if your opponent controls no monsters, the equipped monster can attack your opponent directly twice. During your opponent’s end phase, shuffle this card into the deck then draw 1 card.

 

Wild Arms: Protective Maneuver

Spell - Equip

Equip only to a “Rough’n Tough’n Cowboy Wayne” you control. Once per turn, the equipped monster cannot be destroyed by battle or card effects. During your opponent’s end phase, shuffle this card into the deck, then draw 1 card.

 

Wild Arms: High Noon

Spell - Equip

Equip only to a “Rough’n Tough’n Cowboy Wayne” you control. The equipped monster gains 100 attack each time your opponent summons a monster. During your opponent’s end phase, banish all monsters your opponent controls, then shuffle this card into the deck, then draw 1 card.

 

Wild Arms: Outplayed

Trap - Counter

When your opponent activates a spell, trap, or monster effect while you control exactly 1 “Cowboy” monster and no other monsters; Negate the activation, then take 1 “Wild Arms” equip spell from your deck and equip it onto a “Cowboy” monster you control. You can only activate 1 “Wild Arms: Outplayed” per turn.

 

 

A Legend Appears

Trap - Normal

Activate only while you control no monsters. Return 3 non xyz “Cowboy” monsters from your GY to your hand, then special summon 1 “Cowboy” fusion monster from your extra deck ( this summon is treated as a fusion summon ). You can banish this card from your GY, then reveal 3 “Wild Arms” cards from your deck. Your opponent chooses one for you to add to your hand, then shuffle the rest back into the deck. You can only use this effect of “A Legend Appears” once per turn.


Legendary Cowboy Billy The Strong

Fusion / Warrior / Earth / Effect

Level 8 - 2500 attack / 2000 defense

Materials - 3 non xyz “Cowboy” monsters with different names

Must first be summoned by “A Legend Appears” and cannot be summoned by other ways. This card’s name is treated as “Rough’n Tough’n Cowboy Wayne” while on the field and in the GY. While you control this card, you cannot summon or control any other monsters. Once per turn, you can equip 1 “Wild Arms” card from both your GY and your deck to this card. While this card is equipped with 3 or more equip cards, this card is unaffected by your opponent’s card effects.

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I like the idea! I've always had a thing for wild west themes since that crash town arc in 5ds. But I think this archetype might struggle in the same way a lot of equip-based archetypes do, like Vylons, in that you have to run a lot of equip cards that can end up dead in the hand if you don't have the right circumstances or monsters on the field, plus it limits your ability to run traps, monsters, and other cards. Equips really have to do a lot to be worth it in the current game (see: moon mirror shield)

 

One major thing you'll have to worry about in having a deck based around one monster is the fact that you'll need to either search that monster consistently or have cards that can be treated as that monster. The other thing with Wayne here is that you have to control no cards to special summon it, which means if it's not in your opening hand or searched turn 1, it's dead until you leave yourself completely defenseless long enough to get it out. You might consider giving it simpler summon conditions, like "if your opponent controls a monster(s) and you control none, you can special summon this card (from your hand)", or "you can special summon this card (from your hand) if you control no monsters", etc. Something to leave room for defense. You might also consider adding some hand traps for versatility, to sort of fit the "quickdraw" theme of surprising your opponent? Just an idea.

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I like the idea! I've always had a thing for wild west themes since that crash town arc in 5ds. But I think this archetype might struggle in the same way a lot of equip-based archetypes do, like Vylons, in that you have to run a lot of equip cards that can end up dead in the hand if you don't have the right circumstances or monsters on the field, plus it limits your ability to run traps, monsters, and other cards. Equips really have to do a lot to be worth it in the current game (see: moon mirror shield)

 

One major thing you'll have to worry about in having a deck based around one monster is the fact that you'll need to either search that monster consistently or have cards that can be treated as that monster. The other thing with Wayne here is that you have to control no cards to special summon it, which means if it's not in your opening hand or searched turn 1, it's dead until you leave yourself completely defenseless long enough to get it out. You might consider giving it simpler summon conditions, like "if your opponent controls a monster(s) and you control none, you can special summon this card (from your hand)", or "you can special summon this card (from your hand) if you control no monsters", etc. Something to leave room for defense. You might also consider adding some hand traps for versatility, to sort of fit the "quickdraw" theme of surprising your opponent? Just an idea.

 

good idea! Ill make sure to add some of those

- monsters whose name can take the name of "Rough'n Tough'n Cowboy Wayne" with a similar summoning condition, but different effects.

- changing the summoning condition to the original idea ( photon trasher style ) 

- adding "quickdraw" like cards, with the potential to interrupt the opponent's plays in the future

 

new cards

- Cowboy's Deputy - Andy

- Wild Arms - Quick Discharge

- Wild Arms - Protective Maneuver

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