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Intergaluster - Crystal Fusion Control!


Draconus297

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Many thanks to Mr. Melon for helping with this project, I would not have been able to make this as quickly as I did without his help.

 

@

 

Anyway, this archetype, like Rocknight with 5Ds, combines aspects of archetypes from a given era. Unlike Rocknights, which took 5Ds effect text pretty much wholesale and became their own semi-modern thing stylistically, Intergaluster use the style of GX archetypes and their support, but taking a more modern approach to how the effects actually function. The primary inspirations here come from Neo-Spacians (bar NEX, which was dumb) and Crystal Beasts, but little stylistic touches come from quite a few characters from the GX anime.

 

As for what they do, Intergaluster is a control-based Contact Fusion archetype that maintains advantage through repeatedly going plus off its own Fusion Summons and shuffling the opponent's cards into their Deck, taking the backrow gimmick of Crystal Beasts and using it to maintain tempo before your playmaker shows up, and then just going ham once said playmaker does appear. There's also a real focus on the grind game, which is enforced through the repeated reset of your opponent's hand and field advantage.

 

Oh, before anyone asks about "Adrianicus Abraxus", it's an AGM card that works like a Fusion handtrap with any monster on the field. It's pretty neat.

 

Anyway, reviews are appreciated.

 

[spoiler= Main Deck Monsters]

Intergaluster - Crimson Crusader

FIRE - Level 4 - Psychic/Effect - 1000/1800

This card gains 200 ATK for each Spell/Trap Card you control. If this card destroys your opponent's monster by battle: Shuffle the destroyed monster into the Deck, instead of sending it to the Graveyard. If this card is sent from a Monster Zone to the Graveyard: You can place it face-up in your Spell/Trap Zone as a Continuous Spell Card.

 

Intergaluster - Bronze Brute

EARTH - Level 4 - Psychic/Effect - 1300/1600

Your opponent cannot target "Intergaluster" monsters for attacks, except this one. You take no damage from battles involving this card. At the end of the Damage Step, if this card battled: Your opponent must select 1 monster they control and shuffle it into the Deck. If this card is sent from a Monster Zone to the Graveyard: You can place it face-up in your Spell/Trap Zone as a Continuous Spell Card.

 

Intergaluster - Purple Protector

DARK - Level 4 - Psychic/Effect - 1800/0

During your Main Phase, you can halve this monster's ATK until the End Phase: This card can attack your opponent directly this turn. If this card inflicts battle damage to your opponent, you can shuffle 1 Spell/Trap Card your opponent controls into the Deck. If this card is sent from a Monster Zone to the Graveyard: You can place it face-up in your Spell/Trap Zone as a Continuous Spell Card.

 

Intergaluster - Verdant Vixen

WIND - Level 4 - Psychic/Effect - 800/2000

If this card is Normal or Special Summoned: You can place 1 Level 4 "Intergaluster" monster from your Deck in your Spell/Trap Zone as a Continuous Spell Card. At the end of the Battle Phase, if this card battled this turn (and is still in a Monster Zone): You can shuffle 1 random card from your opponent's hand into their Deck. If this card is sent from a Monster Zone to the Graveyard: You can place it face-up in your Spell/Trap Zone as a Continuous Spell Card.

 

Intergaluster - Azure Assailant

WATER - Level 4 - Psychic/Effect - 1600/800

Once per turn, you can target 1 monster your opponent controls whose Level/Rank is less than or equal to the number of "Intergaluster" cards you control: Shuffle that target into the Deck. If this card is sent from a Monster Zone to the Graveyard: You can place it face-up in your Spell/Trap Zone as a Continuous Spell Card.

 

Intergaluster - Golden Guardian

LIGHT - Level 4 - Psychic/Effect - 1000/1000

If this card is Normal or Special Summoned, you can Special Summon 1 "Intergaluster" monster currently being treated as a Continuous Spell Card. If this card is sent from a Monster Zone to the Graveyard: You can place it face-up in your Spell/Trap Zone as a Continuous Spell Card. If your opponent controls a monster and you do not: You can Special Summon this card from your Spell/Trap Zone.

 

Intergaluster - Chromatactician

DARK - Level 7 - Psychic/Effect - 2500/2000

If you control 2 or more face-up "Intergaluster" monsters (including monsters being treated as Continuous Spell Cards): You can Special Summon this card from your hand. At the start of the Damage Step, if this card battles your opponent's monster, you can target 1 "Intergaluster" monster you control that is currently being treated as a Continuous Spell Card: Special Summon that target, then increase this card's ATK by the ATK of the monster Special Summoned by this effect. If this card is shuffled into your Deck, you can shuffle 1 face-up card your opponent controls into the Deck.

 

Intergaluster Emperor of Rainbow

LIGHT - Level 10 - Psychic/Effect - 4000/0

Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. If 6 or more "Intergaluster" monsters with different names are on the field or in your Graveyard: You can Special Summon this card from your hand, and if you do; you can shuffle up to 1 card each from your opponent's hand, field, and/or Graveyard into the Deck (a card in the hand is chosen at random). Once per turn: You can shuffle a number of cards on the field and/or in either player's Graveyard into the Deck equal to the number of "Intergaluster" cards you control of different names.

 

Intergaluster - Clear Recruiter

LIGHT - Level 2 - Warrior/Effect - 400/400

You can Tribute this face-up card you control: Special Summon 1 Level 4 "Intergaluster" monster from your Deck. During the End Phase, if this card is in your Graveyard and was sent there this turn: You can add 1 "Intergaluster" card from your Deck to your hand.

 

 

 

[spoiler=Fusions]

Intergaluster - Crimson Tactician

FIRE - Level 7 - Psychic/Fusion/Effect - 2800/2300

"Intergaluster - Chromatactician" + "Intergaluster - Crimson Crusader"

Must be Fusion Summoned by shuffling the above Materials you control into the Deck (you do not use "Polymerization"), or with an "Intergaluster" card effect. This card gains 300 ATK and DEF for each Spell/Trap Card on the field. Once per turn, you can target 1 monster your opponent controls whose ATK is less than or equal to this card's ATK: Destroy that target. Cards destroyed by this card are shuffled into the Deck, instead of being sent to the Graveyard. If this card is sent to the Graveyard: Shuffle it into your Extra Deck, and if you do; Special Summon 1 Level 7 or lower "Intergaluster" monster from your hand or Deck.

 

Intergaluster Verdant Tactician

WIND - Level 7 - Psychic/Fusion/Effect - 2800/2300

"Intergaluster - Chromatactician" + "Intergaluster - Verdant Vixen"

Must be Fusion Summoned by shuffling the above Materials you control into the Deck (you do not use "Polymerization"), or with an "Intergaluster" card effect. When this card is Fusion Summoned: You can take 2 Level 4 "Intergaluster" monsters with different names from your hand, Deck, or Graveyard, except "Intergaluster - Verdant Vixen"; Special Summon them and/or place them in your Spell/Trap Zone as a Continuous Spell Card. Once per turn, if this card battles your opponent's monster, at the start of the Damage Step: You can shuffle the opposing monster into the Deck, and if you do; this card gains 500 ATK and DEF. If this card is sent to the Graveyard: Shuffle it into your Extra Deck, and if you do; Special Summon 1 Level 7 or lower "Intergaluster" monster from your hand or Deck.

 

Intergaluster - Purple Tactician

DARK - Level 7 - Psychic/Fusion/Effect - 2800/2300

"Intergaluster - Chromatactician" + " Intergaluster - Purple Protector"

Must be Fusion Summoned by shuffling the above Materials you control into the Deck (you do not use "Polymerization"), or with an "Intergaluster" card effect. This card can attack your opponent directly, but the damage inflicted this way is always equal to this card's original ATK. If this card inflicts battle damage to your opponent: You can shuffle up to 1 each of a monster and/or Spell/Trap Card your opponent controls into the Deck. If this card is sent to the Graveyard: Shuffle it into your Extra Deck, and if you do; Special Summon 1 Level 7 or lower "Intergaluster" monster from your hand or Deck.

 

Intergaluster - Azure Tactician

WATER - Level 7 - Psychic/Fusion/Effect - 2800/2300

"Intergaluster - Chromatactician" + "Intergaluster - Azure Assailant"

Must be Fusion Summoned by shuffling the above Materials you control into the Deck (you do not use "Polymerization"), or with an "Intergaluster" card effect. Once per turn: you can Special Summon 1 "Intergaluster" monster from your hand, and if you do, shuffle all monsters your opponent controls whose Levels/Ranks are less than the number of "Intergaluster" cards you control. If this card is sent to the Graveyard: Shuffle it into your Extra Deck, and if you do; Special Summon 1 Level 7 or lower "Intergaluster" monster from your hand or Deck.

 

Intergaluster - Bronze Tactician

EARTH - Level 7 - Psychic/Fusion/Effect - 2800/2300

"Intergaluster - Chromatactician" + "Intergaluster - Bronze Brute"

Must be Fusion Summoned by shuffling the above Materials you control into the Deck (you do not use "Polymerization"), or with an "Intergaluster" card effect. This card is unaffected by your opponent's card effects during the Battle Phase. If this card attacks, after damage calculation, your opponent can shuffle 1 card they control into their deck. If they do not, this card gains 400 ATK and can declare a second attack this Battle Phase. If this card is sent to the Graveyard: Shuffle it into your Extra Deck, and if you do; Special Summon 1 Level 7 or lower "Intergaluster" monster from your hand or Deck.

 

Intergaluster - Golden Tactician

LIGHT - Level 7 - Psychic/Fusion/Effect - 2800/2300

"Intergaluster - Chromatactician" + "Intergaluster - Golden Guardian"

Must be Fusion Summoned by shuffling the above Materials you control into the Deck (you do not use "Polymerization"), or with an "Intergaluster" card effect. When this card is Fusion Summoned: you can Special Summon all "Intergaluster" monsters being treated as Continuous Spells, then place "Intergaluster" monsters from your Deck into your Spell/Trap Zone as Continuous Spells equal to the number of "Intergaluster" monsters with different names Summoned by this effect. Other "Intergaluster" monsters you control cannot be destroyed by battle. If this card is sent to the Graveyard: Shuffle it into your Extra Deck, and if you do; Special Summon 1 Level 7 or lower "Intergaluster" monster from your hand or Deck.

 

Intergaluster Noble Archfiend

DARK - Level 10 - Psychic/Fusion/Effect - 3000/3000

"Adrianicus Abraxus" + 1 level 7 or higher "Intergaluster" monster

Must be Fusion Summoned and cannot be Special Summoned by other ways. If this is the monster with the highest ATK on the field: negate the effects of monsters with less ATK than this card. Once per Chain, when a Spell/Trap effect is activated: This card loses exactly 500 ATK, and if it does, that effect is negated, also, shuffle the card whose effect was negated into the Deck. If this card is destroyed by battle and all its Fusion Materials are in the Graveyard: you can shuffle this card into your Extra Deck; add both Fusion Materials to your hand.

 

Intergaluster - Emperor Chroma, the Rainbow Tactician

LIGHT - Level 12 - Psychic/Fusion/Effect - 4500/2500

"Intergaluster - Chromatactician" + "Intergaluster Emperor of Rainbow"

Must be Fusion Summoned by shuffling the above Materials you control into the Deck (you do not use "Polymerization"), or with an "Intergaluster" card effect. Once per turn, you can destroy 1 other "Intergaluster" monster you control or in your hand (including a monster being treated as a Continuous Spell Card): This card gains 500 ATK and DEF, also it gains the destroyed monster's effects on the field. Once per turn, as a Quick Effect during your turn, you can select and activate 1 of the following effects:

●Shuffle 1 "Intergaluster" monster you control into the Deck: Shuflle all face-up cards your opponent controls into the Deck.

●Reveal 1 "Intergaluster" card in your hand and shuffle it into the Deck: Shuffle 2 cards in your opponent's hand into the Deck, or their entire hand if less than 2.

●Shuffle 1 "Intergaluster" monster from your Graveyard into your Deck: Shuffle all cards in your opponent's Graveyard into the Deck.

If this card is sent to the Graveyard: Shuffle it into your Extra Deck, and if you do; Special Summon 1 Level 7 or lower "Intergaluster" monster from your hand or Deck.

 

 

 

[spoiler= Spells/Traps]

Intergaluster Deployment Craft

Field Spell

During each End Phase: Place 1 Cosmic Light Counter on this card for each " Intergaluster" monster in your Spell/Trap Zones. "Intergaluster" monsters you control gain 100 ATK for each Cosmic Light Counter on this card. Once per turn, during either player's turn, if an "Intergaluster" card(s) is shuffled into your Deck: You can add 1 "Intergaluster" monster from your Deck to your hand. This card gains the appropriate effects depending on the number of "Intergaluster" monsters in your Spell/Trap Zones:

●1+: "Intergaluster" Spell/Trap Cards you control cannot be targeted by your opponent's card effects.

●3+: During each Standby Phase, you can draw 1 card.

●5: Once per turn, you can target 1 "Intergaluster" monster currently being treated as a Continuous Spell Card: Special Summon that target, and if you do; you can add 1 "Intergaluster" monster from your Graveyard to your hand.

 

Intergaluster Helper Launcher

Quick-Play Spell

Target 1 "Intergaluster" monster you control in the same column as an "Intergaluster" monster being treated as a Continuous Spell Card: Send that Continuous Spell to the Graveyard; increase that monster's ATK/DEF by the ATK/DEF of the sent monster, also, it can attack your opponent directly this turn.

 

Absolute Prismatic Suppression

Quick-Play Spell

Apply the appropriate effect:

●If you do not control a face-up "Intergaluster Emperor of Rainbow": Add 1 "Intergaluster" monster from your Deck to your hand, but you cannot Normal Summon it this turn.

●If you control a face-up "Intergaluster Emperor of Rainbow", target 1 "Intergaluster" monster you control: Shuffle all cards on the field into the Deck, except that target.

You can only activate 1 "Absolute Prismatic Suppression" per turn.

 

Intergaluster C.O.L.O.R. Formation

Normal Spell

You can discard this card: Shuffle a number of cards your opponent controls into their Deck equal to the number of "Intergaluster" monsters you control being treated as Continuous Spells, then, shuffle all "Intergaluster" monsters you control being treated as Continuous Spells into your Deck.

 

Intergaluster Payment

Normal Spell

If you control 2 or more "Intergaluster" monsters in your Spell/Trap Zone as Continuous Spells: send 1 "Intergaluster" monster being treated as a Continuous Spell and 1 "Intergaluster" monster from your Deck to the Graveyard: draw 2 cards. You cannot declare an attack the turn you activate this effect.

 

Intergaluster Hope

Normal Spell

Shuffle the face-down cards in your Extra Deck, then excavate the top card of those cards. If the excavated card is an "Intergaluster" Fusion Monster: Shuffle "Intergaluster" monsters from your hand, field or Graveyard into the deck whose names are listed as Fusion Materials on that Monster; Fusion Summon that monster A monster Fusion Summoned by this card gains 1000 ATK and DEF and the following effects: ●This card inflicts piercing battle damage. ●When this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.

 

Intergaluster Return

Normal Spell

Fusion Summon 1 "Intergaluster" Fusion monster from your Extra Deck, shuffling monsters from your hand or Graveyard into your Deck as Material.

 

Cosmosonic Trail

Normal Trap

Remove any number of Cosmic Light Counters from a card you control and target an equal number of Spell/Traps on the field: shuffle those targets into the Deck. All "Intergaluster" monsters on the field gain 200 ATK and DEF for each Cosmic Light Counter removed from the field by this effect.

 

Cosmic Glow

Normal Spell

If there are 3 or more "Intergaluster" Spell Cards on the field, except this card: Special Summon 1 Level 4 or lower "Intergaluster" monster from your hand or Deck. If there are more cards in your opponent's Deck than in yours when this effect resolves, place a number of Cosmic Light Counters on all cards you control that you can place a Cosmic Light Counter on equal to half the difference. You can only activate 1 "Cosmic Glow" per turn.

 

Intergaluster Deflection

Normal Trap

If your opponent declares an attack while you control a face-up "Intergaluster" monster: Negate that attack, and if you do; place 2 Cosmic Light Counters on all cards you control that you can place a Cosmic Light Counter on. During the End Phase of the turn this card was activated, if an "Intergaluster" monster you control was destroyed by battle this turn: You can Special Summon 1 Level 4 or lower "Intergaluster" monster from your Graveyard.

 

Intergaluster Barrier

Continuous Trap

If an "Intergaluster" monster is Normal or Special Summoned, or is placed in your Spell/Trap Zone: Place 1 Cosmic Light Counter on this card. All damage you would take from your opponent's attacks and effects is reduced by 100 for each Cosmic Light Counter on this card. Once per turn, during either player's turn, if your opponent activates a Spell/Trap Card or effect, you can remove 6 Cosmic Light Counters from this card: Negate the activation, and if you do; shuffle that card into the Deck. If this card is destroyed on the field, place all Cosmic Light Counters that were on it on "Intergaluster Deployment Craft".

 

Intergaluster Defense Systems

Continuous Trap

If an "Intergaluster" monster is placed in your Spell/Trap Zone as a Continuous Spell Card: Place 1 Cosmic Light Counter on this card. During each of your Standby Phases: Gain 200 LP for each Cosmic Light Counter on this card. You can destroy this face-up card: Place as many Level 4 "Intergaluster" monsters with different names as possible from your hand, Deck, or Graveyard as possible in your Spell/Trap Zones as Continuous Spell Cards, but not more than the number of Cosmic Light Counters that were on this card when it was destroyed.

 

 

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