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Armament component/Completed arms archetype


zepheris

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An archetype that focuses on equip spells and fusions?

An archetype that has barely any main deck monsters? (One)

How does that even work?

 

Equip Spells:

 

Armament Component: Sword of Fortune

Equip

This card can only be equipped to a "Completed Arms" monster. The equipped monster cannot be tributed or used as material for a synchro, XYZ, or link summon. When the equipped monster battles, switch it's attack with that of the other battling monster until the end of the battle phase. If this card is sent from the field to the graveyard, draw one card. You can only activate this effect of "Armament component: Sword of fortune" once per turn.

 

Armament Component: Shield of Invulnerability

Equip

Equip only to a "Completed Arms" monster. The equipped monster is unaffected by card effects, except those of equip spell cards. When this card is sent from the field to the graveyard, equip spell cards or monsters equipped with equip spell cards cannot be destroyed for the rest of the turn. 

 

Armament Component: Boots of Evasion

Equip

Equip only to a "Completed Arms" monster. You can banish the equipped monster until the end of the turn, and if you do, return all equip spell cards equipped to that card to the hand (Including this card) but they cannot be activated for the rest of the turn. (This is a Quick Effect.) If this card is used as fusion material for the fusion summon of a "Completed Arms" monster, equip this card to the summoned monster instead of sending it to the graveyard. You can only activate each effect of "Armament Component: Boots of Evasion" once per turn.

 

Armament Component: Helm of Hypnosis

Equip

Equip only to a "Completed Arms" monster. You can target the equipped card and one card your opponent controls. Switch control of those monsters until the end phase. (This is a Quick Effect.) If you do, return one equip spell card attached to the equipped monster to your hand. If this card is sent from the field to the graveyard, add one "Armament Component" card from your deck to your hand. You can only activate each of these effects of "Armament component: Helm of Hypnosis" once per turn.

 

Fusion Spells:

 

Armament Component: Miracle Fusion

Fusion summon a "Completed Arms" monster by banishing Fusion Materials listed on it from your graveyard. If this card is used as fusion material, add one "Armament Component: Sword of Fortune" from your deck to your hand. You can only activate each of these effects of "Armament component: Miracle Fusion" once per turn.

 

Armament component: Fusion Recycling Plant

Field

When this card is activated, add an "Armament Component" Equip spell card from your deck to your hand. You can fusion summon a "Completed Arms" monster using cards from your hand or side of the field as fusion material. If an equip spell card is used as fusion material, during the end phase, return that card to your hand. If this card is used as fusion material, add one "Armament Component: Shield of Invulnerability" from your deck to your hand. You can only activate each of these effects of "Armament component: Fusion Recycling Plant" once per turn.

 

Armament Component: Quick Fusion

Quick-Play

Reveal the top 5 cards of your deck, then fusion summon a "Completed Arms" monster using the revealed cards as fusion materials. Shuffle the rest of the revealed cards into your deck. If this card is used as fusion material, add one "Armament Component: Boots of Evasion" from your deck to your hand. You can only activate each of these effects of "Armament component: Quick Fusion" once per turn.

 

(I'm not sure of the wording, but what I'm implying is that the fusion materials go to the GY and the rest go back to the deck.) 

 

Armament Component: D.D. Fusion

Fusion summon a "Completed Arms" monster by shuffling your banished Fusion Materials listed on it into your deck. If this card is used as fusion material, add one "Armament Component: Helm of Hypnosis" from your deck to your hand. You can only activate each of these effects of "Armament component: D.D. Fusion" once per turn.

 

Monsters:

 

Armament Component: Fake Weapon

Lvl 1

Atk:0

Def 0

Dark/warrior

This card is treated as a "Completed Arms" monster while face up on the field. You can substitute this card for any 1 Fusion Material Equip Spell Card specifically listed on a "Completed Arms" monster. When this card is used as fusion material, add one equip spell card from your graveyard to your hand. You can only activate this effect of "Armament component: Fake Weapon" once per turn.

 

Extra deck:

 

Completed Arms: Fire

Lvl 1

Atk 0

Def 0

Fire/Pyro

Armament Component: Sword of Fortune + 1 Armament Component spell card

When this card is fusion summoned, draw one card. Change the battle position of all monsters to attack position (Flip effects are not activated at this time), and the battle positions of monsters on the field cannot be changed, also monsters cannot be special summoned in defense position. If this card battles, switch the attack of the battling monsters during the damage step. This card cannot be tributed. You can only fusion summon "Completed Arms: Fire" once per turn.

 

Completed Arms: Earth

Lvl 1

Atk 0

Def 0

Earth/Rock

Armament Component: Shield of Invulnerability + 1 Armament Component spell card

When this card is fusion summoned, equip 1 equip spell card from your graveyard to this card. This card is unaffected by card effects, except equip spell cards. Equip spell cards or monsters equipped with equip spell cards cannot be destroyed by card effects. You can only fusion summon "Completed Arms: Earth" once per turn.

 

Completed Arms: Wind

Lvl 1

Atk 0

Def 0

Wind/Winged-beast

Armament Component: Boots of Evasion + 1 Armament Component spell card

When this card is fusion summoned, equip 1 equip spell card from your deck to this card. Once per turn, during either player's turn, you can banish this card until the end of this turn. If you do, return all equip spell cards equipped to this card to your hand, but they cannot be activated for the rest of this turn. You can only fusion summon "Completed Arms: Wind" once per turn.

 

Completed Arms: Water

Lvl 1

Atk 0

Def 0

Wind/Winged-beast

Armament Component: Boots of Evasion + 1 Armament Component spell card

When this card is fusion summoned, equip 1 banished equip spell card to this card. Once per turn, during either player's turn, you can target one monster your opponent controls, switch control this card with the equipped monster. If you do, return 1 equip spell card equipped to this card to the hand. This card cannot be destroyed by battle. You can only fusion summon "Completed Arms: Water" once per turn.

 

Completed Arms: Aether

Lvl 1

Atk 0

Def 0

Light/Warrior

4 Armament Component equip spell cards with different names + 1 Completed Arms monster

When this card is fusion summoned, equip as many equip spell cards as possible to this card from your hand, deck, or graveyard. Equip spell cards are unaffected by the effects of cards, except equip spell cards and "Completed Arms" monsters. You can only fusion summon "Completed Arms: Aether" once per turn.

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I can see this is still a work in progress, but it seems a very good one. I see you're planning to put more monsters. It's still strange you would use actual spells to fuse, but we know the fusions with the legendary dragons, so whatevs.

Ahahaha... I had actually finished it...

 

My last additions just didn't get posted...

 

Technical error...

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