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[Written] C/C/C Reintroduced to Link Format


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Out of all the ARC-V decks out there that was given spotlight a few times, only one deck has not seen the light of being printed... Reira (or Riley)'s C/C/C archetype. I do understand from Konami's point of view on how very tricky this archetype will be in terms of rulings. And MY GOD! This is indeed confusing to construct supports with. So, yeah... Here's my attempt at it.

[spoiler=C/C Main Deck monsters (4)]C/C Critical Eye

Dark / Level 3 / Fiend / Effect

If this card is Normal or Special Summoned: You can add 1 "Critical" or "Shutter" Spell/Trap card from your deck to hand. You can only use this effect once per turn. If this card would be used as a Material for a Fusion, Synchro, Xyz, or Link Summon the other Material(s) cannot be a monster you control.

Atk/ 1400 Def/ 1000


C/C Alchemic Arm

Dark / Level 3 / Fiend / Effect

This card's name becomes "C/C Critical Eye" while on its original owner's field and cannot be negated by "Critical" cards. (Quick Effect): You can discard 1 card, then negate this card's preceding effect and apply 1 of the following effects:
• Target 1 monster your opponent controls (with a Level), then declare 1 Level from 1 to 8; it becomes that target's Level for the rest of this turn.
• Target 1 monster your opponent controls, then declare 1 Attribute; it becomes that target's Attribute for the rest of this turn.
If this card is used as a Material for a "C/C/C" Fusion, Synchro, Xyz, or Link monster, you can send 1 "C/C" monster from your Deck to GY. You can only use each effects of "C/C Alchemic Arm" once per turn.

Atk/ 1800 Def/ 1000


C/C Duplicate Body

Dark / Level 3 / Fiend / Effect

This card's name becomes "C/C Critical Eye" while on its original owner's field and cannot be negated by "Critical" cards. (Quick Effect): You can discard 1 card, then negate this card's preceding effect and apply 1 of the following effects:
• Look at your opponent's hand; choose 1 monster from it (that can be Special Summoned), and if you do, your opponent can choose to Special Summon it or shuffle it back to their deck. If there is no monster (or any monster that can be Special Summoned) within your opponent's hand, destroy this card.
• Target 1 monster (that can be Special Summoned) in your opponent's GY; Special Summon it to your opponent's side of the field in Defense position, and if you do, you can Special Summon 1 "C/C" monster from your deck but it is destroyed at the end of the turn.
If this card is used as a Material for a "C/C/C" Fusion, Synchro, Xyz, or Link monster, you can send 1 "Shutter" Spell/Trap Card from your Deck to GY. You can only use each effects of "C/C Duplicate Body" once per turn.

Atk/ 1000 Def/ 2100


C/C Transcended Mind

 

Dark / Level 3 / Fiend / Effect

This card's name becomes "C/C Critical Eye" while on its original owner's field and cannot be negated by "Critical" cards. (Quick Effect): You can discard 1 card, then negate this card's preceding effect and apply 1 of the following effects:
• Banish 1 each of "C/C," "Critical," and "Shutter" cards from your GY; draw 3 cards from your Deck, then shuffle 1 card from your hand to your Deck.
• Shuffle 1 "C/C," "Critical," or "Shutter" card from your hand to your Deck; add 1 banished "C/C," "Critical," or "Shutter" card to your hand.
If this card is used as a Material for a "C/C/C" Fusion, Synchro, Xyz, or Link monster, you can send 1 "Critical" Spell/Trap Card from your Deck to GY. You can only use each effects of "C/C Transcended Mind" once per turn.

Atk/ 1500 Def/ 1500


[spoiler=Critical Spell cards (6)]"Overloading Critical Fissure"

Field Spell

Once per turn, you can tribute 1 "C/C" monster you control. During the Main Phase or Battle Phase of your turn you tributed a "C/C" monster with this card's effect, when a "C/C/C" monster is Special Summoned from your Extra Deck to your side of the field: You can target 1 "Critical" or "Shutter" card from your GY; add that target to your hand. Your opponent cannot respond to the summons of your "C/C/C" monsters and the activation or effects of your "Critical", and "Shutter" cards you own. You can shuffle this card back to your Deck; destroy all cards on you control, then Special Summon any number of "C/C/C" monsters from your GY that was Special Summoned previously this turn. You can only activate 1 "Overloading Critical Fissure" once per turn.


"Nightmare Critical Loop"

Continuous Spell

Once per turn, you can tribute 1 "C/C" monster you control. During the Main Phase or Battle Phase of the turn you tributed a "C/C" monster with this card's effect: You can send 1 "C/C/C" monster you control to your GY; Special Summon 1 "C/C Critical Eye" from your GY. You can banish this card from your GY, then target 1 "C/C" monster in your GY; Special Summon that monster.


"Critical Fusion"

Quick-play Spell

Apply the following effect based on this card's activation timing. You can only use each effects of "Critical Fusion" once per turn.
• During the Main Phase, you can add 1 "Critical" Quick-play Spell card from your Deck, except "Critical Fusion", then shuffle this card back to the Deck instead of sending it to the GY.
• During the Battle Phase, if you control a "C/C Critical Eye": You can target 1 monster your opponent controls; treat this card as a Normal Monster with the same Type, Attribute, Level, original ATK, and original DEF as that target, also negate the effects of 1 "C/C Critical Eye" you control. Then, immediately after this effect resolves, Fusion Summon 1 "C/C/C" monster from your Extra Deck using only "C/C Critical Eye" and this card, but destroy it at the End Phase of your turn. You must be able to Fusion Summon to resolve this effect.



"Critical Tuning"

Quick-play Spell

Apply the following effect based on this card's activation timing. You can only use each effects of "Critical Tuning" once per turn.
• During the Main Phase, you can add 1 "Critical" Quick-play Spell card from your Deck, except "Critical Tuning", then shuffle this card back to the Deck instead of sending it to the GY.
• During the Battle Phase, if you control a "C/C Critical Eye": You can target 1 monster your opponent controls; that monster's Level becomes the following Level until the End Phase of this turn.

• Level 1-4: Level 1
• Level 5-6: Level 3
• Level 7 or higher: Level 5

Then, treat this card as a Normal Monster with the same Type, Attribute, Level, original ATK, and original DEF as that monster, also treat 1 "C/C Critical Eye" you control as a tuner monster but its effects are negated. Then, immediately after this effect resolves, Synchro Summon 1 "C/C/C" monster from your Extra Deck using only "C/C Critical Eye" that was treated as a tuner and this card, but destroy it at the End Phase of your turn. You must be able to Synchro Summon to activate this effect.


"Critical Overlay"

Quick-play Spell

Apply the following effect based on this card's activation timing. You can only use each effects of "Critical Overlay" once per turn.
• During the Main Phase, you can add 1 "Critical" Quick-play Spell card from your Deck, except "Critical Overlay", then shuffle this card back to the Deck instead of sending it to the GY.
• During the Battle Phase, if you control a "C/C Critical Eye": You can target 1 monster your opponent controls; that monster's Level becomes the following Level until the End Phase of this turn.

• Level 1-4: Level 4
• Level 5-6: Level 6
• Level 7 or higher: Level 8

Then, treat this card as a Normal Monster with the same Type, Attribute, Level, original ATK, and original DEF as that monster, also the Level of 1 "C/C Critical Eye" you control becomes the same as this card's, but its effects are negated. Then, immediately after this effect resolves, Xyz Summon 1 "C/C/C" monster from your Extra Deck using only "C/C Critical Eye" and this card with the same Levels, but destroy it at the End Phase of your turn. You must be able to Xyz Summon to activate this effect.


"Critical Linking"

Quick-play Spell

Apply the following effect based on this card's activation timing. You can only use each effects of "Critical Linking" once per turn.
• During the Main Phase, you can add 1 "Critical" Quick-play Spell card from your Deck, except "Critical Linking", then shuffle this card back to the Deck instead of sending it to the GY.
• During the Battle Phase, if you control a "C/C Critical Eye": You can target 1 Link monster your opponent controls; treat this card as a Link monster with the same Type, Attribute, Link Rating, and original ATK as that monster, also negate the effects of 1 "C/C Critical Eye" you control. Then, immediately after this effect resolves, Link Summon 1 "C/C/C" monster from your Extra Deck using only "C/C Critical Eye" and this card, but destroy it during the End Phase of your turn. You must be able to Link Summon to activate this effect.

 

 

[spoiler=Shutter Spell/Trap cards (4)]Shutter Layer

Continuous Spell

Once per turn, you can target 1 monster your opponent controls, except a Token; Special Summon 1 "Shutter Token” (treated as a Normal Monster) with the same Type, Attribute, Level, original ATK, and original DEF as that monster, if you do, negate that target's effects. As long as a “Shutter Token” is on your field, all cards your opponent controls are unaffected by your opponent's card effects. If this card on the field is destroyed, destroy all "Shutter Tokens" on your side of the field and this card's target(s).


Shutter Focus

Continuous Spell

Once per turn, you can target 1 monster your opponent controls, except a Token; Special Summon 1 "Shutter Token" (treated as a Normal Monster) with the same Type, Attribute, Level, original ATK, and original DEF as that monster, if you do, negate that target's effects. As long as a “Shutter Token” is on your side of the field, all monsters your opponent controls cannot be used as a Material for a Fusion, Synchro, Xyz, or Link Summon, except for “C/C/C” monsters. During either player’s turn, you can destroy 1 “Shutter Token” you control, then target 1 Spell/Trap Card on your opponent’s side of the field; shuffle it to their Deck.


Shutter Adjusting

Normal Spell

You can activate this card if the number of “Shutter Tokens” on your field is the same as the number of monsters your opponent controls. Take control of any number of monsters your opponent controls, and if you do give control the same number of “Shutter Tokens” you control to your opponent. Monsters that you gain control cannot attack and cannot tributed or used for a Fusion, Synchro, Xyz, or Link Summon while on your side of the field. For every “Shutter Token” that leaves the field, give control of 1 monster your opponent originally owns back to your opponent. You can only activate 1 “Shutter Adjusting” per turn.


Instant Shutter

Normal Trap

When an opponent's monster declares a direct attack: Target the attacking monster; Special Summon 1 “Shutter Token” (treated as a Normal Monster) with the same Type, Attribute, Level, original ATK, and original DEF as that monster, if you do, negate that monster’s attack. You can banish this from your GY; then Special Summon 1 “C/C Critical Eye” from your hand, Deck, or GY in Attack Position.

 

 

Okay, for now, these will be the stuff I could share confidently. I am currently trying to figure out the C/C/C monsters. So until I make an update to add in the C/C/C Extra Deck supports. Stay tune! Until then, please do comment in what seems wrong with these current supports (mechanic-wise and ruling wise, that is). Let see what can be fixed from them.

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