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Zephyr Zeroes - Empowering Terrible Old Cards!


Draconus297

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So, this is a thread I'm putting together outside the AGM, but I'm making it to the group's standards just in case someone in the group likes it and votes it in.

 

Anyway, I got to thinking about a bunch of really crappy old monsters, wondering if I could take some of the most sheet cards in the game and make them at least playable by removing a restriction or two, widening the scope of how their effect worked, or just giving them something to do.

 

So that's what I did.

 

Every monster in here takes two or three monsters of a given Level (except the Level 1, who borrows from Fox Fire which might as well have been a Level 1 anyway) and combines some of their best traits to create something with an interesting, if not necessarily unique, playstyle. Also I made them all WIND so that there was at least some synergy, and Pyro because it is the least-supported Type in the game, with no relevance either in IRL Yu-Gi-Oh or the AGM.

 

The support S/T is all taken from either bad archetypes, or just usually unplayable S/T in general.

 

This first wave contains one member of every Level from 1 to 6, and may just be expanded to the higher Levels if anyone likes these guys.

 

[spoiler= Main Deck Monsters]

Zephyr Zero - Faint Breeze

WIND - Level 1 - Pyro/Effect - 400/300

If this card is destroyed on the field: You can add 1 "Zephyr Zero" card from your Deck to your hand. During the End Phase, if this card was destroyed this turn: You can Special Summon this card from your Graveyard.

 

Zephyr Zero - Weak Wind

WIND - Level 2 - Pyro/Effect - 700/1000

If you control a face-up "Zephyr Zero" monster: You can Special Summon this card from your hand. All "Zephyr Zero" monsters you control gain 500 ATK, also all Special Summoned monsters your opponent controls lose 400 ATK and DEF. During your Standby Phase, if this card in your Graveyard was destroyed on the field: You can return this card to your hand, then Special Summon 1 "Zephyr Zero" monster from your Graveyard in face-up Defense Position.

 

Zephyr Zero - Frail Phantasm

WIND - Level 3 - Pyro/Effect - 1200/1200

This card can attack your opponent directly. If this card attacks directly with its own effect, add 1 "Zephyr Zero" Spell/Trap Card from your Graveyard to your hand, then destroy this card. If this card is destroyed, gain 800 LP, then inflict 400 damage to your opponent.

 

Zephyr Zero - Gentle Warmth

WIND - Level 4 - Pyro/Effect - 1200/1500

If this card is Special Summoned, reduce the ATK and DEF of all monsters your opponent controls by 500. If this card on the field is destroyed, you can Special Summon 1 "Zephyr Zero" monster from your Deck with 1500 or less ATK. During your End Phase, if you have no cards in your hand: Draw 1 card for each monster your opponent controls whose ATK is less than this card's.

 

Zephyr Zero - Irritating Gust

WIND - Level 5 - Pyro/Effect - 2200/600

When this card is Summoned: Banish 2 cards from your opponent's Graveyard, and if you do; Special Summon 1 "Candle Token" (WIND/Pyro-Type/Level 1/ATK 1000/DEF 0) to your opponent's field. If this card inflicts battle damage to your opponent: Inflict 200 damage to your opponent for each "Zephyr Zero" card in your Graveyard. If this card on the field is destroyed: Destroy up to 3 cards on the field, then banish 1 card from your opponent's Graveyard for each.

 

Zephyr Zero - Heat Wave

WIND - Level 6 - Pyro/Effect - 1500/1500

This Special Summoned monster can attack twice per Battle Phase. This card gains 300 ATK and DEF for each "Zephyr Zero" monster in your Graveyard. If this card on the field is destroyed, you can target a number of cards on the field up to the number of "Zephyr Zero" monsters you control: The effects of those targets are negated.

 

Zephyr Zero - Blasting Gust

WIND - Level 7 - Pyro/Effect - 2300/2500

If your opponent Special Summons a monster(s) from their hand: You can Special Summon this card from your hand, but destroy it during the End Phase. If a "Zephyr Zero" monster you control inflicts battle damage to your opponent, reduce the ATK of all monsters your opponent controls by the Level of the monster that inflicted damage x100. If this card is destroyed on the field: Inflict 200 damage to your opponent for each card in both players' hands.

 

 

 

[spoiler=S/T]

Zephyr Zero Pressure Zone

Field Spell

When this card is activated, you can send 1 "Zephyr Zero" monster from your Deck to the Graveyard. "Zephyr Zero" monsters you control gain 300 ATK and DEF. If a "Zephyr Zero" monster is Summoned: You can banish 1 card from your opponent's hand. You can only activate this effect of "Zephyr Zero Pressure Zone" once per turn.

 

Zephyr Zero Backblast

Quick-Play Spell

Destroy 1 "Zephyr Zero" monster you control: Destroy 1 card your opponent controls, then banish 1 card from your opponent's Graveyard. If this card is Chain Link 3 or higher, no cards or effects can be activated in this Chain, except "Zephyr Zero" cards and effects. You can only activate 1 "Zephyr Zero Backblast" per Chain.

 

Zephyr Zero Allies

Normal Spell

Special Summon 1 Level 4 or lower "Zephyr Zero" monster from your hand, but destroy it during the End Phase. You can banish this card from your Graveyard: Special Summon 1 Level 4 or lower "Zephyr Zero" monster from your Graveyard, but destroy it during the End Phase.

 

Zephyr Zero Continuance

Continuous Trap

Once per turn, during either player's turn, if a "Zephyr Zero" monster you control attacks or is attacked: You can destroy 1 card you control: Negate the attack, then destroy 1 card on the field. Once per turn, during either player's turn, if a "Zephyr Zero" monster you control is targeted by a card's effect: You can destroy 1 card you control: Negate that effect, then destroy 1 card on the field. Once per turn, you can target 1 "Zephyr Zero" monster you control: Special Summon 1 "Zephyr Zero" monster from your Graveyard whose Level is less than or equal to the target's.

 

 

 

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