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[Vex-N-Hex 10/10] Fusion Monsters with no Fusion Materials


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https://duelmasters.wikia.com/wiki/Magic_Tool

 

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Vex-N-Hex Platter (Fiend/WIND/Level 4/Fusion/Effect/ATK 1000/DEF 0)

Must be Special Summoned with a "Vex-N-Hex" Spell/Trap or Spell/Trap effect, using a Spell. You can only control 1 "Vex-N-Hex Platter". If this card is Special Summoned: Place 1 Vex Counter each on up to 3 cards on the field. Fiend monsters on the field gain 400 ATK for each Vex Counter anywhere on the field. While this card is face-up on the field, replace the original effects of any Trap with a Vex Counter(s) with the following effect, except "Vex-N-Hex" Traps.

● Once while face-up on the field, during your Standby Phase, if this card has 2 or more Vex Counters: You must activate this effect; banish the top card of your Main Deck, face-down. If you cannot, take 1000 damage.

 

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Vex-N-Hex Candelabra (Fiend/FIRE/Level 6/Fusion/Effect/ATK 2000/DEF 0)

Must be Special Summoned with a "Vex-N-Hex" Spell/Trap or Spell/Trap effect, using a Trap. You can only control 1 "Vex-N-Hex Candelabra". If this card is Special Summoned: Place 1 Vex Counter each on up to 5 cards on the field. Each tiime the effect of a card with a Vex Counter(s) is activated, inflict 600 damage to that card's controller immediately after it resolves. While this card is face-up on the field, replace the original effects of any Spell with a Vex Counter(s) with the following effect, except "Vex-N-Hex" Spells.

● Once while face-up on the field, during your opponent's End Phase, if this card has 2 or more Vex Counters: You must activate this effect; banish 1 card from your GY, face-down. If you cannot, take 1000 damage.

 

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Vex-N-Hex Nightstand (Fiend/WATER/Level 8/Fusion/Effect/ATK 3000/DEF 0)

Must be Special Summoned with a "Vex-N-Hex" Spell/Trap or Spell/Trap effect, using a Fiend Monster Card. You can only control 1 "Vex-N-Hex Nightstand". If this card is Special Summoned: Place 1 Vex Counter each on up to 7 cards on the field. Once per turn, if a card(s) anywhere on the field is targeted by a card or effect (Quick Effect): You can remove the same number of Vex Counters from the field, then target the same number of other appropriate card(s) on the field; that card or effect now targets the new target(s). While this card is face-up on the field, replace the original effects of any monster that can be Normal Summoned/Set with a Vex Counter(s) with the following effect, except Fiend monsters.

● Once while face-up on the field, during your Standby Phase, if this card has 2 or more Vex Counters: You must activate this effect; banish 1 card from your hand, face-down. If you cannot, take 1000 damage.

 

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Vex-N-Hex Kingsize (Fiend/EARTH/Link/Effect/ATK 2000/LINK-3)

Link Arrows: ↙ ↓ ↘

2+ Fiend monsters

If this card is Link Summoned, or if another Fiend monster(s) is Special Summoned to a zone(s) this card points to: Place 1 Vex Counter each on up to 2 cards on the field. You can only control 1 "Vex-N-Hex Kingsize". Once per turn (Quick Effect): You can target 1 "Vex-N-Hex" Spell/Trap in your GY; Set that target to your field. While this card is face-up on the field, replace the original effects of any Extra Deck Monster with a Vex Counter(s) with the following effect, except Fiend monsters.

● Once while this card is face-up on the field, during your End Phase, if this card has 2 or more Vex Counters: You must activate this effect; banish 1 other card you control, face-down. If you cannot, take 1000 damage.

 

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Vex-N-Hex Fusion (Normal Spell)

Send 1 Spell, Trap, or Monster Card anywhere on the field to the GY, that is listed on a "Vex-N-Hex" Fusion Monster and has a number of Vex Counters equal to or higher than the Level of that Fusion Monster, then Special Summon that monster from your Extra Deck, and if you do; place 1 Vex Counter on 1 card on the field. You can only activate 1 "Vex-N-Hex Fusion" per turn.

 

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Vex-N-Hex Portrait (Continuous Spell)

If this card is activated: Add 1 "Vex-N-Hex" Spell/Trap from your Deck to your hand, and if you do; place 1 Vex Counter on 1 card on the field. Each time a Spell or Spell effect is activated on the field, except this card, place 1 Vex Counter on 1 card on the field immediately after it resolves. During your turn, except the Damage Step: You can send 1 Spell, Trap, or Monster Card anywhere on the field to the GY, that is listed on a "Vex-N-Hex" Fusion Monster and has a number of Vex Counters equal to or higher than the Level of that Fusion Monster, and if you do; Special Summon that monster from your Extra Deck. You can only use each effect of "Vex-N-Hex Portrait" once per turn.

 

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Vex-N-Hex Loaded Dice (Quick-Play Spell)

Roll a six-sided die; place 1 Vex Counter each on a number of cards on the field up to that result. If there are already 6 or more total Vex Counters anywhere on the field when this card is activated, double the number Vex Counters placed on each card by this effect. You can activate this card from your hand during your opponent's turn by removing 4 Vex Counters from the field. You can only activate 1 "Vex-N-Hex Loaded Dice" per turn.

 

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Vex-N-Hex Trashed Can (Normal Trap)

Special Summon 1 "Vex Token" (Fiend/DARK/Level 1/ATK 1000/DEF 0), and if you do; place 1 Vex Counter on 1 card on the field. If this card is in the GY, except the turn it is sent there: You can banish this card, then remove a number of Vex Counters from anywhere on the field up to your unused Main Monster Zones; Special Summon the same number of "Vex Tokens". You cannot Normal Summon/Set or Special Summon monsters the turn you activate this card, except Fiend monsters. You can only use 1 "Vex-N-Hex Trashed Can" effect per turn, and only once that turn.

 

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Vex-N-Hex Lantern (Continuous Trap)

If this card is activated: Target 1 "Vex-N-Hex" Spell/Trap in your GY, then add it to your hand, and if you do; place 1 Vex Counter on 1 card on the field. Each time a Trap or Trap effect is activated on the field, except this card, place 1 Vex Counter on 1 card on the field immediately after it resolves. During your opponent's turn, except the Damage Step: You can send 1 Spell, Trap, or Monster Card anywhere on the field to the GY, that is listed on a "Vex-N-Hex" Fusion Monster and has a number of Vex Counters equal to or higher than the Level of that Fusion Monster, and if you do; Special Summon that monster from your Extra Deck. You can only use each effect of "Vex-N-Hex Lantern" once per turn.

 

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Vex-N-Hex Broken Sword (Counter Trap)

If exactly 1 monster would be Summoned, or if a card or effect is activated on the field: Remove 3 Vex Counters from anywhere on the field, then negate that Summon or activaion, and if you do, destroy that card. You can only activate 1 "Vex-N-Hex Broken Sword" per turn.

 

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Sooooo this is my first review. So I'll try my very bestest best (best)! But it might suck.

 

I've seen some other people review archetypes card by card, so I'll do that. But I won't review them in the order in the post because I'm an independant woman and I do what I very well please.

 

First and Fortnite I love the idea of the archetype and that is some fine card art, guuuuurl.

 

Vex-N-Hex Fusion

Love the execution of this card!!! I don't know how much the counter you get afterwards is going to do, but it doesn't do any harm. I also love the idea of a Fusion card being a removal card as well. Bit lacking in the power department though.

 

Vex-N-Hex Portrait

So this card is basically 2 counters and a potential fusion. Straight upgrade over the last card but that one left a bit to be desired so I don't really mind. However because the deck is kinda slow you do basically need to first take a turn to set all the traps, then wait for your opponent's turn, and then you can go off with this card.

 

Vex-N-Hex Loaded Dice

3 counters for a minus 1 is really not worth it. Even if quick play. I'd play 1 to search of of portrait.

Edit: It's horrible to draw (basically a minus 1). Great to search of of portrait because it makes your cards live.

 

Vex-N-Hex Trashed Can

The counters are too important in this deck to just throw around like that. You have to first set this card, then wait a turn and activate it in the end phase and then somehow generate a bunch of counters during your turn so you can use its grave effect to, in the end, have a glorified scapegoat essentially. It'd be great as a Spell though.

 

Vex-N-Hex Lantern

Again, only praise for this card. Together with other card the counters should be enough to where you can reliably fusion a little bit with this card.

 

Vex-N-Hex Broken Sword

Negation is good, but 3 counters is admitaddly a pretty high price to ask for this deck because just before you basically had a card that went minus 1 just to place a few counters.

 

Overal, I'm not impressed with the Spell/Trap line up. I made a sample deck with these card and a fiend engine and all I could ever really do is play with the fiends and summon platter or candelabra. And once I did summon platter it didn't really do too much that the more fiends wouldn't've done better to be honest. Portrait is pretty good but it lacks anything good it can search. The rest really only bricked me.

 

Speaking of platter!

 

Vex-N-Hex Platter

It doesn't play to its own goal. It adds 1 counter to 3 cards. But what it really wants to do is add 3 counters to 1 card or spread them freely. It also only works on continuous trap cards. Which no one plays anymore these days. Long story short, I ended up using it for link and Xyz plays. The deck feels like its goal is to summon these things but this one ends up just being a side product of the removal.

 

Vex-N-Hex Candelabra

At least this one actually works because continuous spells are actually played. Agains spreading 5 counters freely would be a lot better. The 500 damage is ok, but not very noticable.

 

Vex-N-Hex Nightstand

Yaaaaaaaaasss guuuuuuurl. Big numbers=big good. It's a glass cannon for sure (read, it dies before it does its thing) but it's so darn fun. As long as you don't get raigekied this card makes you feel like you actually played the deck as intended. Which I don't feel is a quallity the other two monsters have.

 

Overall. I like them because they give you your counters back. They give the deck some tempo ellements possibly allowing it to become a big force late game.

 

I might sound super critical but I honestly would play the heck out of this deck. Even if just to summon nightstand and go off with the rest of the cards.

 

I would review the other one but I got distracted and bored. Just know it's good and I like it a lot.

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Sooooo this is my first review. So I'll try my very bestest best (best)! But it might suck.

 

I've seen some other people review archetypes card by card, so I'll do that. But I won't review them in the order in the post because I'm an independant woman and I do what I very well please.

 

First and Fortnite I love the idea of the archetype and that is some fine card art, guuuuurl.

 

Vex-N-Hex Fusion

Love the execution of this card!!! I don't know how much the counter you get afterwards is going to do, but it doesn't do any harm. I also love the idea of a Fusion card being a removal card as well. Bit lacking in the power department though.

 

Vex-N-Hex Portrait

So this card is basically 2 counters and a potential fusion. Straight upgrade over the last card but that one left a bit to be desired so I don't really mind. However because the deck is kinda slow you do basically need to first take a turn to set all the traps, then wait for your opponent's turn, and then you can go off with this card.

 

Vex-N-Hex Loaded Dice

3 counters for a minus 1 is really not worth it. Even if quick play. I'd play 1 to search of of portrait.

Edit: It's horrible to draw (basically a minus 1). Great to search of of portrait because it makes your cards live.

 

Vex-N-Hex Trashed Can

The counters are too important in this deck to just throw around like that. You have to first set this card, then wait a turn and activate it in the end phase and then somehow generate a bunch of counters during your turn so you can use its grave effect to, in the end, have a glorified scapegoat essentially. It'd be great as a Spell though.

 

Vex-N-Hex Lantern

Again, only praise for this card. Together with other card the counters should be enough to where you can reliably fusion a little bit with this card.

 

Vex-N-Hex Broken Sword

Negation is good, but 3 counters is admitaddly a pretty high price to ask for this deck because just before you basically had a card that went minus 1 just to place a few counters.

 

Overal, I'm not impressed with the Spell/Trap line up. I made a sample deck with these card and a fiend engine and all I could ever really do is play with the fiends and summon platter or candelabra. And once I did summon platter it didn't really do too much that the more fiends wouldn't've done better to be honest. Portrait is pretty good but it lacks anything good it can search. The rest really only bricked me.

 

Speaking of platter!

 

Vex-N-Hex Platter

It doesn't play to its own goal. It adds 1 counter to 3 cards. But what it really wants to do is add 3 counters to 1 card or spread them freely. It also only works on continuous trap cards. Which no one plays anymore these days. Long story short, I ended up using it for link and Xyz plays. The deck feels like its goal is to summon these things but this one ends up just being a side product of the removal.

 

Vex-N-Hex Candelabra

At least this one actually works because continuous spells are actually played. Agains spreading 5 counters freely would be a lot better. The 500 damage is ok, but not very noticable.

 

Vex-N-Hex Nightstand

Yaaaaaaaaasss guuuuuuurl. Big numbers=big good. It's a glass cannon for sure (read, it dies before it does its thing) but it's so darn fun. As long as you don't get raigekied this card makes you feel like you actually played the deck as intended. Which I don't feel is a quallity the other two monsters have.

 

Overall. I like them because they give you your counters back. They give the deck some tempo ellements possibly allowing it to become a big force late game.

 

I might sound super critical but I honestly would play the heck out of this deck. Even if just to summon nightstand and go off with the rest of the cards.

 

I would review the other one but I got distracted and bored. Just know it's good and I like it a lot.

 

Thank you for this review, it helps me when I make other cards. BTW, I also had D/D/D and the Dark Contract Spells/Traps in mind when making these cards so they could have consistency and give you the ability to Pendulum Summon on top of spamming with these cards. Also, I don't know if I made it clear in their effects but you could use Fusion, Portrait, and Lantern with your opponent's cards to get out Platter, Candelabra, and Nightstand. Oh and what about Kingsize?

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