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Red-Eyes Support


Ultimagamer

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This was some support I thought of for Red-Eyes. You might notice some of it's based around Joey's cards from the anime, much like that of legendary duelist 2. I focused it around the theme from the last set of support, more focused on the equip theme

any feedback is always appreciated :D 

 

Red-Eyes Wizard

Level 2 / Dark / Spellcaster / Effect

500 attack / 400 defense

 

Once per turn (quick effect): you can send 1 level 4 or higher “Red-Eyes” monster from your hand, deck, or field to the graveyard and target 1 monster your opponent controls; that target’s attack and defense becomes 0, also negate that targets effects. If this card destroys an opponent’s monster by battle: special summon 1 level 7 or higher “Red-Eyes” monster from your deck, then equip this card to that target. If this card is sent to the graveyard while equipped to a monster: you can discard 1 card; add this card from your graveyard to your hand.

 

Red-Eyes Swordsman

Level 5 / Dark / Warrior / Effect

1800 attack / 1600 defense

 

This card is always treated as a level 4 monster and can be normal summoned without tributing. Once per turn (quick effect): you can target 1 “Red-Eyes” card in your graveyard; equip that target to this card. This card gains the effects of all cards equipped to this card by this card’s effect. Once per turn: you can special summon 1 monster equipped to this card by this card’s effect, then you can special summon 1 “Red-Eyes” monster with the same level from your hand, deck or graveyard. Any Gemini monster summoned by this effect becomes an effect monster and they gain their effects.

 

Red-Eyes Infinite Dragon

Level 7 / Dark / Dragon / Fusion / Effect

3000 attack / 2000 defense

 

1 Level 7 Dragon-type monster + 1 “Red-Eyes” monster

 

When this card is fusion summoned: you can send 1 “Red-Eyes” monster from your hand or deck to the graveyard; make the attack of all monsters your opponent controls become 0. You can only use this effect of “Red-Eyes Infinite Dragon” once per turn. Once per turn: you can target 1 level 4 or lower “Red-Eyes” monster in your graveyard; equip that target to this card as an equip spell with the following effect

  • All monsters your opponent controls lose 200 attack

While you control an equip card, your opponent cannot activate cards or effects in response to the effects of “Red-Eyes” cards in your possession.

 

Red-Eyes Ultimate dragon

Level 12 / Dark / Dragon / Fusion / Effect

4000 attack / 3500 defense

 

“Red-Eyes B. Dragon” + “Red-Eyes B. Dragon” + “Red-Eyes B. Dragon”

 

While you control this card your opponent cannot target or destroy spell/trap cards you control, also their effects cannot be negated. When this card declares an attack: you can target 1 “Red-Eyes” monster in your graveyard; inflict damage to your opponent equal to half of that target’s original attack, then special summon the targeted monster to your field. The summoned monster cannot attack during the turn it is summoned.

 

Domain of the Red-Eyes

Spell - Field

 

All Dragon-type monsters you control gain 300 attack and defense. Level 5 or higher “Red-Eyes” monsters can be normal summoned without tributing. You can normal summon 1 “Red-Eyes” Gemini monster in addition to your normal summon each turn. Once per turn: you can target 1 “Red-Eyes” monster you control; equip 1 level 4 or lower “Red-Eyes” monster from your deck to that monster.

 

Red-Eyes Reborn

Spell - Normal

 

Target 1 “Red-Eyes” monster in your graveyard; special summon that target to your field. You cannot summon monsters during the turn you activate this effect, except Dragon type monsters.

 

The Red-Eyes Claws

Spell - Normal

 

Send 1 “Red-Eyes” monster from your hand, deck, or field to the graveyard; special summon 1 “Red-Eyes” Gemini monster from your hand, deck, or graveyard to your field other than the sent monster, then special summon 1 “Red-Eyes Black Dragon Sword” from your extra deck or graveyard ignoring it’s summoning conditions. The Gemini monster summoned by this effect becomes an effect monster and it gains it’s effects. You cannot normal summon/set during the turn you activate this effect. You can only activate 1 “The Red-Eyes Claws” per turn.

 

Red-Eyes Shield and Sword

Spell - Quickplay

 

If your opponent controls a monster: target 1 “Red-Eyes” monster you control; add attack points to your “Red-Eyes” monster equal to the attack of the monster your opponent controls with the highest attack, then decrease the attack of one monster your opponent controls by the original attack of the “Red-Eyes” monster targeted by this card’s effect. You can only activate 1 “Red-Eyes Shield and Sword” per turn.

 

Red-Eyes Chasm With Spikes

Trap - Normal

 

When your opponent declares an attack against a monster you control while you control a “Red-Eyes” monster: destroy all attack position monsters your opponent controls, then if all of the monsters you control are “Red-Eyes” monsters: you can halve your opponent’s life points. You can only activate 1 “Red-Eyes Chasm With Spikes” per turn.

 
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IDK, I think Red-Eyes already got a lot of things to play with already and still be successful enough, but...let's see.

 

Wizard: I'm not fond of this being a Breakthrough Skill on legs that enable Red-Eyes to set up their combos every turn. If it were just during your turn, then fine, but as-is, not so much. Then again, this card can only SS original Red-Eyes, Flare (and Darkness Metal Dragon on a regular basis); I doubt one is running the Toon version and Darkness / Metal are Nomis and not worth it. Search effect is fine. 

 

Swordsman: You might as well make it a Level 4 already (and copy Blue Flame, as he is already a Level 4). Like Time Wizard, I have concerns with this cards equipping and SSing, especially in light of Wizard being a Quick Effect and doing whatever. It eliminates the need for Meteor, Black Flare and the like to be NS'd again, yes, but this is technically giving them more spam than they already have / should need.

 

Infinite Dragon: This one is fine on its own, though given a lot of the new supports you put out, the unchainable clause will be somewhat of a problem (on the opposing end anyway).

 

Ultimate Dragon: Backrow protection is nice and all (well, depending on how many Decks are still maining Twin Twisters and the like in 2018 nowadays, but still good). Burn effect is technically a better Black Flare in a way though, but it's on their new Fusion boss, so...

 

Domain: This one is generally fine, though it does feel like a Catalyst Field ripoff for Red-Eyes and all with stat bonuses to be honest. 

 

Reborn: No one's arguing with a no strings attached revival card that isn't a Trap, though in hindsight, the non-Dragon restriction is negligible a lot of the time. You may want to make it a hard OPT on its activation too. 

 

Claws: Least it enables Archfiend / Black Flare / Impact faster, but that's about it for the most part. Black Flare's burn is always nice. But then again, I'm not keen on it dumping stuff straight from the Deck as it does come off as a better Foolish that enables a lot of plays. 

 

Dragon Sword isn't bad per say, but outside pumping from your own GY, that's really all summoning it does (and you do lose action to the EMZ for Flare Metal or the Fusions they have)

 

Shield & Sword: This is more Riryoku than Shield & Sword, though I guess it's to have it usable on Link Monsters for the obvious reason (Links don't have DEF points). Just pushes them harder for game. 

 

Chasm: This is technically a better version of Mirror Force for them with LP halving, assuming you don't control non-archetype monsters. Yeah, OG isn't particularly good (Revolver memes aside), but I have concerns about it. Worst case scenario, I guess lower the opponent into kill range for Black Flare to burn away the rest after you summon it and all.

 


 

Similar to your other sets, you're adding on to archetypes that already have enough cards to work with as-is. Some of them are probably things the Deck still needs; others feel like accessories that they can probably live without, but you get extra kills off of using them. 

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