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[Written] C/C/Cs Reintroduced to Link Format (Updated/Fixed)


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So previously, I made some supports to C/C/C archetype as a way to fit them in to the current Link Format. If you missed them, here's all of the ideas from the last post (now with commentary):

[spoiler=C/C Main Deck monsters]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

 

Everyone had the same idea. This is a KEY card (capitalization required for emphasis). Of course it'll have an effect that can be really important. Besides that everything's the same.


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

 

Changing your opponent's monster's Attribute and Level is deemed important for this archetype for it'll affect what C/C/C could summon. And that discard as a cost-thing will actually help you to stack your Critical or Shutter cards in your GY and be recovered by the field spell as you start summoning C/C/Cs.


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

 

Another problem that C/C/C will have is the dependence to your opponent. If he/she willingly didn't summon monsters because of course it'll start up your plays, now force him/her to Summon something while causing drawbacks to his future plays. Forcing to summon a hand trap seems like a nice idea, no?


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 2 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

 

To put it simply, this guy is your consistency in one bulk. Sorry if i had to make his effects a +0 to hand advantage.

 

 

 

[spoiler=Critical Spell cards]"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.


The field spell that will glue this archetype into a gimmicky deck. It can have you keep summoning C/C/Cs one at a time. It stops your opponent from saying "No". And most of all, it's a Soul Charge.

 

"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.

 

Now you're starting to think, "Where do I get these C/C monsters for this card's tribute?" That's where you should start thinking on your own. But simply put, it goes hand in hand with the field spell to OTK your opponent by continuous summoning of C/C/Cs during your BP.


"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 Attribute and 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 the Attribute of 1 "C/C Critical Eye" you control becomes the same as this card's, but negate its effects. 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.

 

These four is your summoning engine. It can search each other out if you need a different one but for the sake of not abusing these together with the field spell, earn those extra C/C/Cs to be summoned by simply sending it from Deck to GY, via Foolish Burial Goods or something similar.

 


[spoiler=Shutter Spell/Trap cards]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).

 

Somewhere within this archetype's weird and complicated gimmicks, these Tokens will play a great part in your defenses and your combos. Just make sure to use them properly and decisively. Neat continuous effect, by the way.


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 Layer Mk. 2 with more control aspects. Have fun.

 

 

Shutter Change

 

Continuous Spell

 

Each time a monster is summoned to your opponent's side of the field or a monster on the field switched control to a different player: you can declare an Attribute; all monsters you opponent controls becomes that card's Attribute for the rest of this turn. You can banish this from your GY, then target 1 monster from either player's GY; Special Summon that target to your opponent's side of the field. You can only use this effect of "Shutter Change" once per turn.

 

A new idea I just thought about. Sometimes Alchemic Arm's effect won't be enough for a long run. It is also a way for your C/C/Cs to affect ALL monsters your opponent controls with their Attribute restriction effects. So here's his helper. I have a thought that GY effect will be horrific in ways I'm not aware as of now.

 

 

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.

 

Slightly situational but if used correctly, you win basically by OTK. Now figure that out on your own.


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. If you control no "Shutter Tokens", you can activate this card from your hand. You can banish this from your GY; then Special Summon 1 “C/C Critical Eye” from your hand, Deck, or GY in Attack Position.

 

Negate Attack + Shutter Token and a searcher for our main guy. Essentially, to be run @ 3 in normal thinking.

 

 

 

 

Now, here's the C/C/C. 3 Attributes in each Summoning method, and separated in different Levels/Ranks/Link Rating. In simple words, each one has an Attribute-based battle advantage and restriction effects. The low-levels though have a GY effect to compensate for their lack of either of the two.

[spoiler=C/C/C Fusion monsters]"C/C/C Infernal Shield the Embodiment of Fused Armors"

 

Fire / Level 4 / Fiend / Fusion / Effect

 

"C/C Critical Eye" + 1 Level 1-4 FIRE monster

Must first be Fusion Summoned using "C/C Critical Eye" as a Material and cannot be Special Summoned from the Extra Deck by any other way. If this card is Fusion Summoned: You can activate this effect; for the rest of this turn, this card cannot be destroyed by battle or card effects and gains additional attack up to the number of FIRE monsters on your opponent's side of the field. When this card battles an opponent's monster, any battle damage you would take will be inflicted to your opponent instead. If this card is sent from field to GY: You can add 1 "Critical" Quick-play Spell from your Deck to hand.

ATK/ 0 DEF/ 2500

 

 

"C/C/C Liquid Sword the Embodiment of Fused Arms"

 

Water / Level 6 / Fiend / Fusion / Effect

 

"C/C Critical Eye" + 1 Level 5-6 WATER monster

If this card is Fusion Summoned: You can target 1 monster your opponent controls, change that card's battle position. When this card declares an attack: You can have this card gain ATK equal to half of the total ATK of all WATER monsters your opponent controls during that Battle Phase only. Your opponent cannot activate any effects of WATER monsters while this card is on the field.

 

ATK/ 2400 DEF/ 0

 

 

"C/C/C Sonic Halberd the Embodiment of Fused Arms"

 

Wind / Level 8 / Fiend / Fusion / Effect

 

"C/C Critical Eye" + 1 Level 7 or higher WIND monster
If this card is Fusion Summoned: You can activate this effect; for the rest of this turn, this card cannot be destroyed by battle or card effects. This card can make a second attack during each Battle Phase, and if your opponent controls a WIND monster, it can also make a third. All WIND monsters this card destroys by battle are shuffled to the Deck instead.

 

ATK / 3000 DEF / 0

 

 

 

 

[spoiler=C/C/C Synchro monsters]"C/C/C Radiant Helm the Embodiment of Tuned Armors"

 

Light / Level 4 / Fiend / Synchro / Effect

 

"C/C Critical Eye" + 1 non-tuner LIGHT monster
If this card is Synchro Summoned: You can negate the effects of all LIGHT monsters your opponent controls, if you do, increase this card's attack by 300 for each card negated for the rest of this turn. If this card is sent from field to GY: You can Special Summon 1 "C/C" monster from your Deck.

 

ATK/ 1800 DEF/ 1500

 

 

"C/C/C Stone Shooter the Embodiment of Tuned Attacks"

 

Earth / Level 6 / Fiend / Synchro / Effect

 

"C/C Critical Eye" + 1 non-tuner EARTH monster
(Quick Effect): You can target 1 face-up monster your opponent controls; it loses 1000 ATK. When this card declares an attack: You can have this card gain ATK equal to the total Levels of all EARTH monsters currently on the field (other than this card) x 200. Your opponent must pay 500 LP for each summon of an EARTH monster on their side if the field.

 

ATK/ 2200 DEF/ 1000

 

 

"C/C/C Infernal Flail the Embodiment of Tuned Arms"

 

Fire / Level 8 / Fiend / Synchro / Effect

 

"C/C Critical Eye" + 1 non-tuner FIRE monster

If this card is Special Summoned: You can target any number of “C/C,” “Critical,” or “Shutter” from your GY up to the number of FIRE monsters your opponent controls; add those targets to your hand. Once per turn (Quick Effect): You can decrease this card's ATK by 500, then target 1 card your opponent controls; destroy that card, then if it was a monster, inflict damage to your opponent equal to that monster’s level x 300. Your opponent cannot Special Summon FIRE monsters while this card is on the field.

 

ATK/ 2800 DEF/ 500

 

 

 

[spoiler=C/C/C Xyz monsters]"C/C/C Sonic Arrow the Embodiment of Overlaid Attacks"

 

Wind / Rank 4 / Fiend / Xyz / Effect

 

2 Level 4 WIND monsters, including at least 1 "C/C Critical Eye"
If this card is Xyz Summoned: You can target 1 WIND monster your opponent controls; attach that target to this card as a Xyz Material. During either player's turn: You can detach 2 Xyz Materials from this card; for the rest of this turn, all WIND monsters your opponent controls lose half of their current ATK/DEF. If this card has a WIND monster as a Xyz Material, you can half the ATK/DEF of all monsters your opponent controls instead. If this card is sent from field to GY while having a WIND monster as a Xyz Material: You can target 1 "Shutter" card from your Deck; either add it to your hand or activate it to the field.

 

ATK/ 1500 DEF/ 100

 

 

"C/C/C Stone Armor the Embodiment of Overlaid Armors"

 

Earth / Rank 6 / Fiend / Xyz / Effect

 

2 Level 6 EARTH monsters, including at least 1 "C/C Critical Eye"
If this card is Xyz Summoned: You can attach any number of “C/C” monsters from your GY as a Xyz Materials up to the number of EARTH monsters your opponent controls. During either player's turn: You can detach 1 Xyz Material from this card; this card gains ATK equal to half the total DEF of all EARTH monsters currently on the field. If this card battles an EARTH monster, negate that monster's effects.

 

ATK/ 2500 DEF/ 2000

 

 

"C/C/C Abyssal Staff the Embodiment of Overlaid Arms"

 

Dark / Rank 8 / Fiend / Xyz / Effect

 

2 Level 8 DARK monsters, including at least 1 "C/C Critical Eye"
You can also Xyz Summon this card using 1 "C/C/C" Xyz monster as a Material (All Xyz Materials attached to it becomes this card's Xyz Materials as well). If Summoned this way, you cannot activate any other effects for the rest of this turn, except this card. Once per turn, if your opponent activates an effect that includes moving a card from the GY to a different place (Quick Effect): You can detach 2 Xyz Materials from this card; banish up to 5 DARK monsters from your opponent's GY. Your opponent cannot respond to this card’s effect activation. When this card declares an attack: You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; banish it at the end of Battle Phase.

 

ATK/ 3000 DEF/ 2000

 

 

 

[spoiler=C/C/C Link monsters]“C/C/C Liquid Whip the Embodiment of Linked Arms”

 

Water / Link-2 / Fiend / Link / Effect
Link Arrows: B, R

 

2 WATER monsters, including at least 1 “C/C Critical Eye”
All WATER monsters your opponent controls lose 500 ATK/DEF. Once per turn, if this card battles a WATER monster: You can activate this effect; for the rest of this turn, this card cannot be destroyed by battle and any battle damage you take from that battle will gain LP instead, and if you do, destroy that monster this card battled. If this card is sent from field to GY: You can target 1 “C/C” monster from your GY, except “C/C/C” monsters; Special Summon it in Defense Position.

 

ATK/ 1500

 

 

“C/C/C Abyssal Gauntlet the Embodiment of Linked Armors”

 

Dark / Link-3 / Fiend / Link / Effect
Link Arrows: L, T, R

 

+2 DARK monsters, including at least 1 “C/C Critical Eye”
“C/C/C” monsters this card points to cannot be destroyed by battle or card effects. Once per turn, if a DARK monster(s) your opponent controls or in their GY has been banished (Quick Effect): You can randomly banish the same number of cards from your opponent’s hand until the end of this turn. Any DARK monsters Special Summoned to your opponent’s side of the field have their effects negated during the turn they are Summoned.

 

ATK/ 2500

 

 

“C/C/C Radiant Ballistics the Embodiment of Linked Attacks”

 

Light / Link-4 / Fiend / Link / Effect
Link Arrows: L, BL, BR, R

 

+2 LIGHT monsters, including at least 1 “C/C Critical Eye”
If this card is Link Summoned: You can target 1 “C/C/C” monster from your GY; Special Summon it to a zone this card points to. If your opponent activates a card or an effect (Quick Effect): You can destroy 1 monster this card points to; negate that effect, and if your do, destroy it. Any LIGHT monsters sent to the GY are shuffled to its owner’s Deck instead.

 

ATK/ 3000

 

 

 

Finally! It has been done. But feel free to think more of C/C/C monsters since in theory it can have all the Levels, Attributes, and Summoning methods covered, except for Pendulum and Rituals since they won't fit it with the field spell.

 

Up next on my card making: "Inverse Sages" -- a Spellcaster archetype based on Dark Tuning mechanic (which has been totally forsaken by Konami by now). Tune in for that.

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