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[Written/DPR] T.D. Archetype, aging an opponent's monsters to Fusion Summon?


Nekomata

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T.D Archetype
Time Displacers have a weird mechanic: they use monsters from either side of the field to "Fusion Summon" so the monster Summoned is like an aged version of the monster used as material.
[spoiler=Prompt]You remember in the anime Time Wizard was occasionally played as a Spell Card, and rather than destroying monsters it “aged” them? Well what if the aged monsters were actually Fusions created in a similar fashion to how Mask Change creates Fusion Monsters? The Fusion Spells would Summon single Material Fusions using monsters with the same type from either field as materials, however if you use a monster from your opponent’s field, you’re Summoning the Fusion to your opponent field. The Deck will also include a Fusion Spell that Fusion Summons several Fusions at once in a way similar to how Time Wizard ages all monsters on the field.


The monsters resemble those anime monsters used by Joey and other main characters: we have Baby Dragon, Dark Magician, Jinzo, a weird turtle no one has ever talked about, and Panther Warrior. What do they have in common? They aged in the anime into other monsters, like Thousand Dragon or Dark Sage.
 
Issues known:
There might be too swarming in the Main Deck Monsters. Knowing that you'll need monsters on the opponent's side of the field as well, maybe I put too many Special Summons.
There isn't a clear winning condition, and the Deck pretty much doesn't know what to do. That's probably because I tried being as close to the Anime effects as possible, losing synergy.
(But that's why I'd like to hear your opinion.)
 
 
Time Wizard's Anime effect has become:
[spoiler=Field Spell + Link]
T.D. Time Roulette FIELD SPELL
At the end of your Main Phase 1: You can Fusion Summon 1 “T.D.” Fusion Monster from your Extra Deck, using 1 monster from either field as a Fusion Material. If you used an opponent’s monster as a Fusion Material, the Fusion Monster is Fusion Summoned to your opponent’s field. You can only use this effect twice per turn. If this card is destroyed by a card effect, you can add a “T.D. Time Magic” from your Deck to your hand.

Twice per turn, you can do what this Archetype does. Aging stuff from the Field. But make sure the Type is correct.

T.D. Time Clockman ATK 500 LINK-3 LIGHT
(Spellcaster Link Effect) Link Arrows: DL, DR, U
3 monsters with different Types, including a "T.D." monster you control
Link Arrows: U, DL, DR
You can use monsters from either side of the field as materials to Link Summon this card. If you used a monster from the opponent’s side of the field, this card is Link Summoned to the opponent’s side of the field. When this card is Summoned, both players can add a Field Spell from their Deck to their hands. If you control a “T.D.” monster, this card cannot be targeted by attacks or card effects.



[spoiler=Main Deck Monsters]
T.D. Petite Wyvern ATK 1200 DEF 700 3 WIND
(Dragon Effect) If this card is Summoned: Your opponent can Special Summon a monster from their hand, and after that monster is Summoned, you can target one monster your opponent controls, Special Summon a “T.D.” monster from your Deck with the same Type as the targeted monster. You can only use this effect of “T.D. Petite Wyvern” once per turn.

T.D. Obscure Enchanter ATK 2500 DEF 2100 7 DARK
(Spellcaster Effect) If this card is Special Summoned in Defense Position, if your opponent controls at least one monster: You can Special Summon a “T.D.” monster from your Deck in Defense Position. You can only use the effect of “T.D. Obscure Enchanter” once per turn.

T.D. Embryonic Demon ATK 500 DEF 750 2 DARK
(Machine Effect) If this card is Summoned and you don’t control any other monsters: You can give control of this card to the opponent, and if you do, Special Summon a “T.D.” monster from your Deck. Then your opponent can Special Summon a monster from their Deck, but it has its effects negated, and it’s destroyed at the end of the turn. You can only use the effect of “T.D. Embryonic Demon” once per turn.

T.D. Silver Turtle ATK 400 DEF 1500 4 WATER
(Aqua Effect) If this card is Special Summoned by the effect of a “T.D.” monster, you can add a “T.D.” Spell Card from your Deck to your hand, and if you do, your opponent can Special Summon a monster from their GY, but it has its effects negated.

T.D. Little Panther ATK 1000 DEF 800 2 EARTH
(Beast-Warrior Effect) If this card is Special Summoned: You can add it to your opponent’s hand (keep it revealed). While this card is revealed in your hand, monsters you control must attack, if able. You can Tribute this card; discard one card from your hand.



[spoiler=Fusion Monsters]
T.D. Panther Battler ATK 2000 DEF 1600 4 EARTH
(Beast-Warrior Fusion Effect) 1 Beast-Warrior-Type monster
This card cannot be Summoned, except by the effect of a “T.D.” card. This card must attack, if able. Monster you control can’t declare an attack unless you Tribute one monster. If you control other monsters, this card cannot be Tributed.

T.D. Millenary Wyvern ATK 2400 DEF 2100 7 WIND
(Dragon Fusion Effect) 1 Dragon-Type monster
This card cannot be Summoned, except by the effect of a “T.D.” card. This card gains 300 ATK for each “T.D.” monster on the field. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, it gains 200 ATK during the Damage Step only, also deal piercing battle damage to the opponent.

T.D. Obscure Philosopher ATK 100 DEF 3200 9 DARK
(Spellcaster Fusion Effect) 1 Spellcaster-Type monster
This card cannot be Summoned, except by the effect of “T.D” card. If this card is Summoned: both players can add 1 Spell Card from their Deck to their hand with the same name of a Spell Card face-up on the Field or in both player’s GY. You can Tribute this card (Quick Effect): target one monster on the field, destroy it, and if you do, you can Special Summon a “T.D.” monster from your Deck with the same Type of the monster destroyed.

T.D. Mechanical Demon ATK 2400 DEF 1500 6 DARK
(Machine Fusion Effect) 1 Machine-Type monster
This card cannot be Summoned, except by the effect of a “T.D.” card. As long as this card remains face-up on the field, Trap Cards cannot be activated and the effects of all face-up Trap cards are negated. If this card is sent to the GY: reveal all Set cards on the field, and send all the Trap cards to the GY.

T.D. Ancient Turtle ATK 1250 DEF 2100 5 WATER
(Aqua Fusion Effect) 1 Aqua-Type monster
This card cannot be Summoned, except by the effect of a “T.D” card. If this card is Summoned, if you control “Time Clockman” in an Extra Monster Zone: you can move it to the other Extra Monster Zone. If this card is Summoned: shuffle all monsters in both player’s GY into their owner’s Deck, and if you do, both players draw 1 card. If this card is destroyed by battle, the monster that destroyed it gains 800 ATK.



[spoiler=Spells]
T.D. Time Magic NORMAL SPELL
Fusion Summon “T.D.” Fusion Monsters equal to the number of monsters on the field from your GY or from your Extra Deck using 1 monster from either field as Fusion Material for each Fusion Summon. If you used an opponent’s monster as a Fusion Material, the Fusion Monster is Fusion Summoned to your opponent’s field.

The Field Spell Time Roulette works twice per turn: this one ages the entire field instead.

 

T.D. Time Similarity CONTINUOUS SPELL
Once per turn, you can target one monster on the opponent’s side of the field: add 1 “T.D.” monster from your Deck to your hand with the same Type of the targeted monster. You can banish this card from your GY: Special Summon a “T.D.” monster from your GY in Defense Position.

There isn't much to say, a cool searcher that depends on the opponent's monsters. Or maybe if you gave Demon to the opponent, just search another copy and keep your plays active.

 

T.D. Time Odd Evolution QUICK-PLAY SPELL
This turn, each time a monster is Summoned, declare 1 monster Type. All face-up monsters on the field become that Type. You can only declare each Type with “T.D. Odd Evolution” once per turn. During the opponent’s turn, if your opponent controls 2 or more Fusion monsters with different Types: you can shuffle this card from your GY to your Deck, and if you do, draw 1 card.

As you've probably noticed, Type Changing is a major feature in the Archetype: Fusion Summon, change Types, so you can Fusion Summon a different one, then repeat.

 

T.D. Time Lapse EQUIP SPELL
The equipped monster loses 500 ATK for each “T.D.” monster on the field. If the ATK of the equipped monster reaches 0, destroy the equipped monster and return this card to your hand. You can only use this effect of "T.D. Time Lapse" once per turn.

Form of slow recycling removal, it's based off the other effect of Time Wizard: some monsters age and become other ones, while other monsters simply get old and lose ATK.

 

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