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Lunar Breaker [Written, AGM]


Draconus297

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[spoiler= Prompt]

Lunar Breaker

 

A series of monsters that are capable of doing amazing things... if they get off the ground.

 

They are an archetype that revolves around equip spells. If they are equipped with none, they are treated as Normal Monsters with fairly pathetic original ATK, however the more equips are equipped to them, the more effects they unlock and the greater their ATK and DEF grows. For consistency, their 1-Equip effect is usually along the lines of swarming or adding cards to the hand. As a win condition, when any Lunar Breaker has 5 Equips, they can nuke the field and then get 5 attacks. The biggest problem with it all? They have no in-archetype equips.

 

Their Spell/Trap line-up consists of a single field spell which works as generic equip spell support, and traps which offer the ability to be temporarily equipped to a monster and have floating effects when destroyed while face-up.

 

 

 

Kept you waiting, didn't I?

 

What better archetype for the AGM's founder to use to return to form than an archetype that exists in a place that Konami isn't willing to touch- weird, nebulous concepts that require actual investment to do amazing things?

 

Anyway, my prime goal here was to make the concept good without breaking the limits imposed upon it. I did that by borrowing a few rather unique rulings gifted to me by the other members of the AGM, as well as a few unique clauses I designed myself, mixed in with the simple ones.

 

Put simply, the early effects all focus on setup for the later ones, or putting the required oomph into getting a board going. As such, they're made from the ground up to be simple in design, difficult in execution, powerful in effect.

 

Unfortunately, I'm screwed as to theming, so I just used a bunch of goodstuff Types, and some rather generic names that function in a way that indicates a kind of "military mysticism" build. Plus, DARK and EARTH, to work with the "Lunar" portion of the name.

 

You get all that? Good.

 

[spoiler=Monsters]

Lunar Breaker - Slash Dragoon

EARTH - Level 7 - Dragon/Effect - 2300/2200

This card is always treated as a Normal monster, except while equipped with an Equip Card. While equipped with the following number of Equip Cards, this card gains the appropriate effect:

●1+: Once per turn, you can target up to 2 "Lunar Breaker" monsters in your Graveyard: Special Summon that target(s).

●3+: If another "Lunar Breaker" monster you control battles, or is targeted for an effect, you can target 1 Equip Card equipped to this card: That target is treated as being equipped to that other monster, in addition to this card.

●4+: All monsters you control that are equipped with Equip Cards cannot be destroyed or banished by card effects.

●5: Once per turn, you can destroy all cards your opponent controls.

 

Lunar Breaker - Drillarmor

DARK - Level 5 - Machine/Effect - 1900/1800

This card is always treated as a Normal monster, except while equipped with an Equip Card. While equipped with the following number of Equip Cards, this card gains the appropriate effect:

●1+: Once per opponent's turn (Quick Effect): You can draw 2 cards.

●2+: If a "Lunar Breaker" card(s) is added to your hand: You can Special Summon 1 " Lunar Breaker" monster from your hand or Graveyard (You can only activate this effect of this card's name once per turn).

●3+: If a card is equipped to a monster, you can: Banish 1 card from your opponent's Graveyard.

●5+: Once per turn, you can destroy all face-up cards your opponent controls.

 

Lunar Breaker - Impact Knight

EARTH - Level 4 - Warrior/Effect - 1400/1700

This card is always treated as a Normal monster, except while equipped with an Equip Card. While equipped with the following number of Equip Cards, this card gains the appropriate effect:

●1+: Once per turn, you can add 1 "Lunar Breaker" monster from your Deck to your hand.

●2+: All "Lunar Breaker" monsters you control gain 200 ATK for each Equip Spell on the field and in your Graveyard.

●3+: At the start of the Damage Step, if this card battles: Halve the opposing monster's ATK, then you can target 1 other monster you control; That target gains ATK equal to that lost ATK.

●5: Once per turn, you can destroy all monsters your opponent controls.

 

Lunar Breaker - Armory Mage

DARK - Level 3 - Spellcaster/Effect - 1200/1400

This card is always treated as a Normal monster, except while equipped with an Equip Card. While equipped with the following number of Equip Cards, this card gains the appropriate effect:

●1+: Once per turn, you can Special Summon 1 "Lunar Breaker" monster from your hand.

●2+: Once per turn, you can target 1 Equip Spell Card in your Graveyard: Equip that target to another monster you control.

●3+: Once per turn, you can target 1 Equip Card equipped to a monster: Equip that target to another appropriate monster on the field.

●5: Once per turn, you can destroy all Spell/Trap Cards your opponent controls.

 

Lunar Breaker - Phantom Caller

DARK - Level 2 - Zombie/Effect - 400/0

This card is always treated as a Normal monster, except while equipped with an Equip Card. While equipped with the following number of Equip Cards, this card gains the appropriate effect:

●1+: You can Tribute this face-up monster: Special Summon 1 "Lunar Breaker" monster from your Deck, and if you do; Equip that monster with 1 appropriate Equip Card from your Graveyard, if possible.

●2+: Once per turn, you can add 1 Equip Spell Card from your Deck to your hand.

●4+: During either player's Main Phase 1, you can activate this effect: If this card is sent to the Graveyard this turn, you can add all Equip Cards that were equipped to this card to your hand, then draw 1 card.

●5: Once per turn, you can destroy all face-up monsters on the field.

 

 

 

[spoiler= S/T]

Lunar Breaker Sanctum

Field Spell

Equip Cards you control cannot be targeted by your opponent's card effects. During your Draw Phase, if you draw a "Lunar Breaker" monster, you can add 1 Equip Spell Card each from your Deck and/or Graveyard to your hand. If you control a "Lunar Breaker" monster, monsters equipped with Equip Cards are unaffected by your opponent's monster effects.

 

Lunar Breaker Meteor Hammer

Normal Trap

When this card is activated: Equip it to a face-up monster you control. The equipped monster gains 1000 ATK, also, if it is a "Lunar Breaker" monster, this card gains the following effect:

●If the equipped monster battles a Special Summoned monster: You can banish the opposing monster, face-down, at the start of the Damage Step.

During the End Phase of the turn this card was activated, return it to your hand. If this card is destroyed while equipped to a monster: You can add 1 Equip Spell Card from your Graveyard to your hand.

 

Lunar Breaker Cosmic Spear

Normal Trap

When this card is activated: Equip it to a face-up monster you control. The equipped monster gains 800 ATK and inflicts piercing battle damage, also, if the equipped monster is a "Lunar Breaker" monster, this card gains the following effect:

●If this card battles your opponent's monster, you can banish 1 card from your opponent's field or Graveyard, except the opposing monster.

During the End Phase of the turn this card was activated, return it to your hand. If this card is destroyed while equipped to a monster: You can draw 1 card.

 

Lunar Breaker Comet Sword

Normal Trap

When this card is activated: Equip it to a face-up monster you control. The equipped monster gains 500 ATK and can one additional attack on a monster your opponent controls per turn, also, if the equipped monster is a "Lunar Breaker" monster, this card gains the following effect:

●If the equipped monster destroys your opponent's monster by battle, all monsters your opponent controls lose ATK and DEF equal to the difference between the ATK and DEF of the destroyed monster.

During the End Phase of the turn this card was activated, return it to your hand. If this card is destroyed while equipped to a monster: You can Special Summon 1 "Lunar Breaker" monster from your hand or Graveyard.

 

 

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Sanctum does protection in an interesting way, and I like how it sort of upgrades itself while not being completely overshadowed while you control a Lunar Breaker. Was going to complain about the draw effect being slow, considering you only have Traps to work with it, but it is a +1/+2, so...if you survive that long, it might work. Regardless, this is a going first deck; shame it doesn't play around Hidden Armory, but it would've been hard to do while sticking to the prompt anyway. Your Traps...are surprisingly good, considering they are a turn slow. You have all bases covered, along with floating and even the temporary aspect. I would've made them a little weaker and have them set themselves again myself, but your way opens your field for new Equip Spells and is probably more balanced anyway. Nothing to complain about there.

 

Considering that none of your S/T Summon your higher Level Lunar Breakers (Comet Sword technically does, but not by your own volition), we'd have to hope that your MD monsters are up to the task of making said bosses playable, and, well...they all do. You have searching, you have speed; what more could you want? Well, if you do want it, chances are it's here. And, unfortunately, as I read through these monsters...I think there is a bit much. I mean, with the cards by themselves, if you run 3 of each of the lower Level ones and 2 or 1 of the higher ones each, it'll be a playable, if weak, archetype. No Type support or Attribute either, at least not in a consistent manner for the set. Unfortunately, these are ALWAYS Normal monsters, meaning they are targets for Rescue Rabbit, getting you two of them, Painful Decision, setting up the GY and getting you a search, and Unexpected Dai. There is definitely enough speed to go round, and I find it really hard to tell how much. Shame we don't have a LIGHT monster for Brifu shenanigans, but again, probably for the best.

 

To be honest, the set is pretty powerful, perhaps too much, but only in its support. If you look at the set outside of Normal support, it is a bit weak, true, but you have all grounds covered with the main deck cards; searching, drawing, removal, staying power etc. And this is all balanced by the fact that the more Equips you give to one monster, the less room you have to give to other monsters. Just keep your eye on this set with Normal support in the AGM (which I can't recall off the top of my head).

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