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Make a Structure Deck Game


Perry Ellis.

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Bump? It's been a week since the last post.

 

Reminder that you can do your own prompts if no one else has posted, even if not your thread. Just allow for 3-4 days or so at minimum. (May also depend on the Deck name) 

 

(And yeah, keep the amount of OOC posts to a minimum. You don't get post count for that.)

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I'll do this one just to get the game back up.

 

The Mighty Don't Kneel! is a Structure Deck that goes back to the old days where power meant everything. This Deck presents cards that prevent your Attack Position monsters from being forced to change battle positions and whenever they attack.

 

iU8EggM.png

 

Gigaramp the Colossus of Ancient Glory

Level 12 | EARTH | Machine | Effect

5000/1000

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 other monsters you control or from your hand to the GY whose total Levels equal 24 or more. Cannot be targeted by an opponent's effects. If a monster you control battles an opponent's monster, double any battle damage it inflicts to your opponent.

 

Swordsman of Ancient Glory

Level 8 | EARTH | Warrior | Effect

2800/2000

If a monster with 2500 or more ATK you control destroys an opponent's monster by battle: Target 1 card on the field; destroy it. If you control a Level/Rank 8 or higher monster, except this card, your opponent cannot activate cards or effects in response to this effect's activation.

 

Olympian Dominion

Field Spell

Attack Position monsters you control gain 600 ATK, also they are unaffected by your opponent's card effects. If an Attack Position monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.

 

Indomitable Resilience

Continuous Trap

Attack Position monsters you control cannot be destroyed by battle, also you take no battle damage from battles involving Attack Position monsters you control. Each time a monster is Summoned in Attack Position, monsters you control gain 200 ATK. If you control a monster with 3000 or more original ATK, you can activate this card from your hand.

 


 

Next Deck name:

 

Glorious Air Force

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Glorious Air Force is a Structure Deck focusing on the Mecha Phantom Beasts that will allow the archetype to adapt to MR4. Reprints include Foolish Burial, Scapegoat, Call of the Haunted, and Back To the Front.

 

Mecha Phantom Beast Airspace

Field Spell Card

When this card is activated: Add 1 Spell/Trap that lists "Mecha Phantom Beast Token" or "Mecha Phantom Beast" from your Deck to your hand. While you control a Token, this card cannot be destroyed by card effects. During your Main Phase: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine/WIND/Level 3/ATK 0/DEF 0) and if you do, you can only Special Summon WIND or Machine Monsters from your Extra Deck for the rest of the turn. You can only use each effect of "Mecha Phantom Beast Airspace" once per turn.

 

Mecha Phantom Beast Macondor

(USS Macon + Condor)

Level 7 WIND Machine/Effect

If the only monster(s) you control are Tokens, you can Special Summon this card (from your hand). You can only Special Summon "Mecha Phantom Beast Macondor(s)" this way once per turn. While you control a Token, this card cannot be destroyed by battle or card effects. If you Normal or Special Summon a "Mecha Phantom Beast" monster: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You can only use this effect of "Mecha Phantom Beast Macondor" once per turn. Once per turn: You can Tribute 1 Token, then target 1 "Mecha Phantom Beast" monster in your GY; add that target to your hand.

ATK/2400 DEF/2000

 

Catapult Assist

Normal Spell Card

Special Summon 2 "Mecha Phantom Beast Token" (Machine-type/WIND/Level 3/ATK 0/DEF 0), and for the rest of the turn, you can only Special Summon WIND Monsters. You can banish this card from your GY, the Tribute 1 Token monster you control; Draw 2 cards. You can only use each effect of "Catapult Assist" once per turn.

 

Mecha Phantom Beast Almazmey

(Almaz + Zmey)

Level 8 WIND Machine Synchro/Effect

1 "Mecha Phantom Beast" Tuner + 1 or more non-Tuner "Mecha Phantom Beast" monsters

Once per turn, during either player's turn (except during the Damage Step): You can target 1 face-up monster on the field; this turn, its effects cannot be negated by card effects, and, once only, it cannot be destroyed by battle. You must control a Token to activate and resolve this effect. You can Tribute as many "Mecha Phantom Beast Tokens" you control; banish that many face-up Monsters your opponent controls, but return them to the field during the End Phase. You can only use this effect of "Mecha Phantom Beast Almazmey" once per turn.

 

Mirage Covering

Continous Trap Card

Once per turn, you can send 1 "Mecha Phantom Beast" Monster from your Deck to the GY, and if you add 1 "Mecha Phantom Beast" from your Deck to your Hand. During either player's turn, if your opponent activates a card or effect that targets exactly 1 non-Token "Mecha Phantom Beast" monster you control (and no other cards): You can target a "Mecha Phantom Beast Token" you control that would be an Appropriate target; that card/effect now targets the new target. You can only use this effect of "Mirage Covering" once per turn.

 

Mecha Phantom Beast Catobarepas

(CATOBAR + Catobalepas)

LINK-3 WIND Machine/Effect

Bottom-Left, Bottom, Bottom-Right

3 Token WIND Monsters

If this card is Link Summoned, you can add 1 "Mecha Phantom Beast" Monster from your Deck to your hand. While you control a Token, this card cannot be destroyed by battle or card effects. You can Tribute 1 "Mecha Phantom Beast" you control, then target 1 WIND Monster you control; it can attack directly this turn. During the End Phase, you can draw cards equal to the number of WIND Tokens this card points to. You can only use each effect of "Mecha Phantom Beast Catobarepas" once per turn.

ATK/2500 LINK-3

 

N/C:

Lords of Cardinal Atlas

 

Multiple Meanings in this one

Cardinal meaning Red which links it to RDA

Atlas for Jack Atlas

Lords interchangeable with King

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I know this isn't what you were expecting. YOUR'E WELCOME
 

Lords of Cardinal Atlas

 

This structure deck is focused on the new Velvet archetype and focuses on getting Velvet Cardinal Atlas Dragon and Velvet Cardinal Direction Warrior on the field by using mass summoning and Velvet Pupa.

 

Map, Velvet Baby

Level 1

EARTH

Beast/Effect

200/200

Once per turn, you may discard a card, search for 1 field spell card.

 

Velvet Pupa
Continuous Trap
Select 1 EARTH Beast Velvet monster, special summon this card as an Evolution effect monster (Beast/Earth/Level 2/ 0 Atk/ 400 Def) using that card as the base monster. While summoned this way, this card cannot be destroyed by card effects. In two turns, evolve this card into 1 Level 4 or higher Earth Velvet monster.

 

Instant Evolution

Normal Spell

Banish the top 20 cards of your deck, summon 1 Evo monster you banished, ignoring its summon requirements.

 

Velvet Atlas Dragon

Level 7

EARTH

Wyrm/Effect/Evolve

3000/2000

"Velvet Pupa"

"Velvet Pupa"'s effect activates

This card cannot be evolved except by the effect of "Velvet Pupa". When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If you have a "Velvet Warrior" monster, you can discard a card, this card is able to attack directly till the end phase. If you have another "Velvet Dragon" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Atlas Dragon" once per turn.

 

Velvet Cardinal Atlas Dragon

Level 7

EARTH

Wyrm/Effect/Evolve

3500/2500

"Velvet Atlas Dragon"

1 other "Velvet" monster must be on the field.

When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. You may detach an Evo material from this card, this card cannot be targeted by card effects this turn. If you have a "Velvet Warrior" monster, you can discard a card, this card is able to attack directly till the end phase. If you have another "Velvet Dragon" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Cardinal Atlas Dragon" once per turn.

 
Velvet Direction Warrior

Level 7

EARTH

Wyrm/Effect/Evolve

2000/3000

"Velvet Pupa"

"Velvet Pupa"'s effect activates

This card cannot be evolved except by the effect of "Velvet Pupa". When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If there is a "Velvet Dragon" monster on the field, all other "Velvet" monsters you control gain that monsters attack*1/5. If you have another "Velvet Warrior" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Direction Warrior once per turn.

 

Velvet Cardinal Direction Warrior

Level 7

EARTH

Wyrm/Effect/Evolve

2000/3000

"Velvet Direction Warrior"

1 other "Velvet" monster must be on the field.

When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If there is a "Velvet Dragon" monster on the field, all other "Velvet" monsters you control gain that monsters attack*1/5. You may detach an Evo material from this card, other "Velvet" cards cannot be targeted by card effects this turn. If you have another "Velvet Warrior" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Direction Warrior once per turn.

 

Paleozoic Takeover

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[spoiler=stuff]

 

Lords of Cardinal Atlas

 

This structure deck is focused on the new Velvet archetype and focuses on getting Velvet Cardinal Atlas Dragon and Velvet Cardinal Direction Warrior on the field by using mass summoning and Velvet Pupa.

 

Map, Velvet Baby

Level 1

EARTH

Beast/Effect

200/200

Once per turn, you may discard a card, search for 1 field spell card.

 

Velvet Pupa

Continuous Trap

Select 1 EARTH Beast Velvet monster, special summon this card as an Evolution effect monster (Beast/Earth/Level 2/ 0 Atk/ 400 Def) using that card as the base monster. While summoned this way, this card cannot be destroyed by card effects. In two turns, evolve this card into 1 Level 4 or higher Earth Velvet monster.

 

Instant Evolution

Normal Spell

Banish the top 20 cards of your deck, summon 1 Evo monster you banished, ignoring its summon requirements.

 

Velvet Atlas Dragon

Level 7

EARTH

Wyrm/Effect/Evolve

3000/2000

"Velvet Pupa"

"Velvet Pupa"'s effect activates

This card cannot be evolved except by the effect of "Velvet Pupa". When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If you have a "Velvet Warrior" monster, you can discard a card, this card is able to attack directly till the end phase. If you have another "Velvet Dragon" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Atlas Dragon" once per turn.

 

Velvet Cardinal Atlas Dragon

Level 7

EARTH

Wyrm/Effect/Evolve

3500/2500

"Velvet Atlas Dragon"

1 other "Velvet" monster must be on the field.

When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. You may detach an Evo material from this card, this card cannot be targeted by card effects this turn. If you have a "Velvet Warrior" monster, you can discard a card, this card is able to attack directly till the end phase. If you have another "Velvet Dragon" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Cardinal Atlas Dragon" once per turn.

 
Velvet Direction Warrior

Level 7

EARTH

Wyrm/Effect/Evolve

2000/3000

"Velvet Pupa"

"Velvet Pupa"'s effect activates

This card cannot be evolved except by the effect of "Velvet Pupa". When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If there is a "Velvet Dragon" monster on the field, all other "Velvet" monsters you control gain that monsters attack*1/5. If you have another "Velvet Warrior" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Direction Warrior once per turn.

 

Velvet Cardinal Direction Warrior

Level 7

EARTH

Wyrm/Effect/Evolve

2000/3000

"Velvet Direction Warrior"

1 other "Velvet" monster must be on the field.

When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If there is a "Velvet Dragon" monster on the field, all other "Velvet" monsters you control gain that monsters attack*1/5. You may detach an Evo material from this card, other "Velvet" cards cannot be targeted by card effects this turn. If you have another "Velvet Warrior" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Direction Warrior once per turn.

 

 

 

Paleozoic Takeover

 

Implication of the game is that you stick to existing mechanics in this game, not use custom like you did here. Would also help if you explain how Evolve Summoning works.

 

Anyway....

 

Paleozoic Takeover is pretty much what it says on the box; purely Paleozoic supports with reprints of all of the main members and common cards that see play with them. 

 

====

 

Paleozoic Cambria

Link 3 | WATER | Aqua | Link | Effect

2400

SW S SE

2+ monsters, including a "Paleozoic" monster

Unaffected by your opponent's effects. You can activate each of these effects once per turn.

● Target 3 of your banished "Paleozoic" cards; return them to the GY. 

● Send 2 "Paleozoic" cards from your Deck to the GY. You cannot Special Summon monsters with the same name as the sent cards until the end of this turn.

 

Paleozoic Shale Formation

Field Spell

"Paleozoic" monsters gain 500 ATK/DEF, also they cannot be destroyed by battle. If a "Paleozoic" card in your possession activates its effect, your opponent cannot activate cards or effects in response to its activation.

 

Paleozoic Wiwaxia

Normal Trap

Target 5 "Paleozoic" cards in your GY; shuffle all 5 into the Deck, then draw 2 cards. Once per Chain, when a Trap Card is activated while this card is in your GY: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.

 

 

(Not exactly great, but I don't particularly have time to research the Burgess Shale stuff at the moment; also they seem to be doing okay on their own right now.)

 


 

Next Deck name:

 

Wild Rapids

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  • 4 weeks later...

Wild Rapids is structure deck based on the Nimble archetype. This structure deck introduces more Nimble monsters into the game as well as brand new Nimble XYZ monsters, included in this structure deck are reprints of the more popular Nimble monsters as well as cards like salvage, moray of greed, and Mistarboy.

 

Nimble Pika

EARTH | Level 2 | Beast | Effect

If this card is in the GY and you control a "Nimble" monster, you can Special Summon this card. If this card leaves the field as a XYZ material or by your opponent's card effect, you can Special Summon up to 2 "Nimble" monsters with the same name from your hand or Deck. You can only activate each effect of "Nimble Pika" once per turn. 

1000/1000

 

Nimble Puffer

WATER | Level 2 | Fish | Effect

You can send this card from your hand to the GY, Special Summon 1 "Nimble" monster from your Deck in Defense position also that card and cards with the same name cannot activate its effects this turn. If you would XZY Summon a "Nimble" monster, you can banish this card from your GY as material. you can only use each effect of "Nimble Puffer" once per turn.

800/900

 

Nimble Jackalope

EARTH | Rank 2 | Beast | XYZ | Effect

2 or more Level 2 "Nimble" monsters

This card gains 500 ATK and DEF for each XYZ material attached to this card. During your Main Phase: you can detach 1 XYZ material from this card, this turn, all "Nimble" and Level/Rank 2 Beast monsters can attack your opponent directly. When this card inflicts damage, you can target 1 monster your opponent controls, attach it to this card. You can only use this effect of "Nimble Jackalope" once per turn. 

1500/1500

 

Nimble Jersey

DARK | Rank 2 | Fiend | XYZ | Effect

3 or more Level 2 "Nimble" monsters

When this card is XYZ Summoned, activate 1 "Nimble Sanctuary" from your hand, Deck, or GY. You can Detach 2 XYZ materials from this card, Special Summon 2 "Nimble" monster from your Deck or GY and if you do banish 1 card on the field. During your opponent's turn, your opponent cannot target another "Nimble" monster for attacks or with card effects. You can only activate each effect of "nimble Jersey" once per turn. 

2500/2500

 

Nimble Sanctuary 

Field Spell

When this card is activated, add 1 "Nimble" card from your Deck to your hand. "Nimble" monsters you control cannot be destroyed by card effects. During your End Phase, shuffle 1 "Nimble" monster from your GY into your Deck, if you cannot; destroy this card.

 

Nimble Guard

Counter Trap

When your opponent activates a Spell/Trap or monster effect and you control a "Nimble" monster, negate the activation and if you do destroy that card. you can only activate "Nimble Guard" once per turn.

 

Next: Coliseum Nero 

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  • 7 months later...

Coliseum Nero is a Structure Deck based on the “Gladiator Beast” archetype, and more specifically “Gladiator Beast Nerokius”, with it receiving a new powerful retrain in the form of a Link Monster along with various support cards that make Summoning both Link and Fusion versions of “Nerokius” easier and more worthwhile. In addition to that, there are a variety of new cards that support the Gladiator strategy in general, including ways of disrupting your opponent in their turn and a new Field Spell that heavily powers them up.

 

[spoiler=Full Decklist]

Monsters

001 Gladiator Beast Caligula (SR) (New)

002 Gladiator Beast Arbelas (SR) (New)

003 Test Lion (New)

004 Gladiator Beast Andal

005 Gladiator Beast Murmillo

006 Gladiator Beast Bestiari

007 Gladiator Beast Laquari

008 Gladiator Beast Hoplomus

009 Gladiator Beast Dimacari

010 Gladiator Beast Secutor

011 Gladiator Beast Darius

012 Gladiator Beast Equeste

013 Gladiator Beast Retiari

014 Gladiator Beast Samnite

015 Gladiator Beast Augustus

016 Gladiator Beast Noxious

017 Test Ape

018 Test Tiger

 

Spells

019 Neo Colosseum - Stage of the Gladiator Beasts (SR) (New)

020 Gladiator Beast’s Battle Staff (New)

021 Colosseum - Cage of the Gladiator Beasts

022 Gladiator Beast’s Battle Manica

023 Gladiator Beast’s Respite

024 Gladiator Proving Ground

025 Gladiator Taming

026 Book of Moon

027 Terraforming

028 Forbidden Lance

029 Moon Mirror Shield

 

Traps

030 Champions of the Gladiator Beasts (SR) (New)

031 Defensive Tactics

032 Double Tag Team

033 Gladiator Beast’s War Chariot

034 Trojan Gladiator Beast

035 Solemn Judgment

036 Storming Mirror Force

037 Dimension Guardian

038 Lost Wind

039 Heavy Storm Duster

040 Infinite Impermanence

 

Extra Deck

041 Great Gladiator Beast Nerokius Claudi (UR) (New)

042 Gladiator Beast Dragases

043 Gladiator Beast Gyzarus

044 Gladiator Beast Essedarii

045 Gladiator Beast Nerokius (SR)

 

Great Gladiator Beast Nerokius Claudi

3/DARK/Winged Beast/Link/2800/↙️⬇️↘️

3 “Gladiator Beast” monsters

If this card is Link Summoned: You can target up to 2 “Gladiator Beast” monsters with different names in your GY; Special Summon an equal number of “Gladiator Beast” monsters from your Deck with different names from those targets and each other to zones this card points to, then shuffle those targets into the Deck. You can only use this effect of “Great Gladiator Beast Nerokius Claudi” once per turn. At the start of your Battle Phase: You can return this card to the Extra Deck; Special Summon 1 “Gladiator Beast Nerokius” from your Extra Deck, ignoring the Summoning conditions.

 

Gladiator Beast Caligula

7/WATER/Beast-Warrior/2400/800

If a “Gladiator Beast” Field Spell is face-up: You can Special Summon this card from your hand. You can only use this effect of “Gladiator Beast Caligula” once per turn. When this card is Special Summoned by the effect of a “Gladiator Beast” monster: Target face-up cards your opponent controls, up to the number of “Gladiator Beast” monsters you control; negate their effects until the end of this turn. At the end of the Battle Phase, if this card battled: You can shuffle it into the Deck; Special Summon 1 “Gladiator Beast” monster from your Deck, except “Gladiator Beast Caligula”.

 

Gladiator Beast Arbelas

4/EARTH/Reptile/1000/1900

When this card is Special Summoned by the effect of a “Gladiator Beast” monster: Special Summon 1 “Gladiator Beast Token” (Level 4/EARTH/Reptile/ATK 1900/DEF 1000). At the end of the Battle Phase, if this card battled: You can shuffle it into the Deck; Special Summon 1 “Gladiator Beast” monster from your Deck, except “Gladiator Beast Arbelas”.

 

Test Lion

3/EARTH/Beast/900/600

Can be Special Summoned (from your hand) while you control a “Gladiator Beast” monster. During your opponent’s turn (Quick Effect): You can Tribute this card, then target 1 “Gladiator Beast” monster you control; shuffle it into the Deck, then Special Summon 1 “Gladiator Beast” monster from your Deck. It is treated as if it was Special Summoned by the effect of a “Gladiator Beast” monster.

 

Neo Colosseum - Stage of the Gladiator Beasts

Field Spell

When this card is activated: You can add 1 “Test Tiger” or “Test Lion” from your Deck to your hand. “Gladiator Beast” monsters on the field gain 100 ATK/DEF for each monster on the field. “Gladiator Beast” monsters you control are unaffected by the effects of monsters in your opponent’s possession with less ATK than their own ATK. You can only activate 1 “Neo Colosseum - Stage of the Gladiator Beasts” per turn.

 

Gladiator Beast’s Battle Staff

Equip Spell

Equip only to a “Gladiator Beast” monster. The equipped monster can attack directly, but if it does so using this effect, halve any battle damage it inflicts to your opponent. If this card is sent to the GY because the equipped monster left the field: You can add 1 “Gladiator Beast” card from your Deck to your hand. You can only use this effect of “Gladiator Beast’s Battle Staff” once per turn.

 

Champions of the Gladiator Beasts

Normal Trap

Can be activated from your hand while a “Gladiator Beast” Field Spell is face-up. Shuffle into the Deck, from your hand, field, or GY, the Fusion Materials that are listed on a “Gladiator Beast” Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions. Your opponent cannot target it with card effects this turn.

 

Next: Scales of Judgment

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Scales of Judgment is an expansion of the Wave of Light Structure Deck, giving more options to a Counter Fairy then never before. 

 

Radiant Phaedra
Level 4 LIGHT Fairy Pendulum/Effect
<5,5>
Pendulum Effect:
Once per Chain, you can activate 1 Counter Trap Card from your hand, and if you do and you do not control “Sanctuary in the Sky”, immediately after that Chain resolves, destroy this card.
Monster Effect:
If this card is destroyed by battle or card effects, Special Summon 1 LIGHT Fairy monster from your Deck, also for the rest of the turn, you can only Special Summon Fairy Monsters from your Extra Deck
ATK/1200 DEF/2000
 
Flight of Angelsong
Normal Spell Card
Activate at the Start of your Main Phase 1. Excavate the top 5 cards of your Deck. Special Summon any Fairy Monsters among those excavated cards, then Set any Counter Trap Cards among those excavated cards. You cannot Special Summon other monsters except Fairy Monsters for the rest of the turn.
 
Squire of Parshath
Level 4 LIGHT Fairy/Effect
If you control no monsters or the only monsters you control are Fairy Monsters, you can Special Summon this card from your hand.
(Quick-Effect): You can Tribute 1 Fairy Monster you control; Set 1 Counter Trap from your Deck and if you do, it can be activated this turn. You can not activate the effects of other monsters except Fairy Monsters the turn you activate this effect.
If this card is sent to the GY, you can target any number of banished Fairy Monsters in your possession, shuffle them into your Deck, then draw 2 cards. You can only activate each effect of "Squire of Parshath" once per turn. 

ATK/1000 DEF/2000
 
Avenging Mars
Level 4 LIGHT Fairy/Effect
If a Fairy Monster(s) you control is destroyed by battle or card effect, you can reveal this card in your hand; Special Summon this card, and if you do, Special Summon as many of those destroyed monsters as possible. If exactly 1 of your opponent's monsters is destroyed by battle or card effect, while you control only Fairy monsters (min. 1): inflict damage to your opponent equal to that monster's ATK. You can only use each effect of "Avenging Mars" once per turn. 
ATK/2000 DEF/1000
 
Strike From Heaven
Counter Trap
When a card or effect is activated that would target a face-up card you control: Discard the same type of Card being targeted (Monster, Spell, Trap), then negate the activation and if you do, banish 1 card on the field.
 
Bellona, Vanguard of the Sky

Level 4 LIGHT Fairy/Effect

You can Special Summon this card from your hand if you control "The Sanctuary in the Sky". Each time a Counter Trap Card is activated, immediately after it resolves, all monsters your opponent controls loses 1000 ATK, and if they do, if "The Sanctuary in the Sky" is on the field, Special Summon 1 Level 4 or lower LIGHT Fairy monster from your hand or Deck.

 

Next:

Magnetic Force

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Magnetic Force is a Structure made to bring Bastion Misawa's Magnet Warrior cards into their own. With tie-ins to the newly made Delta the Magnet Warrior, the Elephant Statues, and even a retrain of the original Rock Fusion Monster, Mystical Sand, this new Rock-centric Deck is sure to give your opponents a shock to their system!

 

DECKLIST:

 

2x Omega Minus the Magnet Warrior

2x Sigma Plus the Magnet Warrior

2x Delta the Magnet Warrior

2x Doki Doki

1x Valkyrion the Magna Warrior

1x Block Dragon

1x Blockman

1x Block Golem

1x Mathematician

1x Gnomaterial

1x Tackle Crusader

1x Revival Golem

1x Elephant Statue of Disaster

1x Elephant Statue of Blessing

1x BOXer

 

1x Catapult Zone

1x Block Launcher

1x Polymerization

1x Instant Fusion

1x Fusion Recovery

1x Double Spell

1x Mystical Sandstorm

2x Magnet Fabbery Minus Plus

1x Living Fossil

1x Mystical Space Typhoon

1x Mystical Wind Typhoon

 

1x Quaking Mirror Force

1x Spiritual Earth Art - Kurogane

1x Magnet Force

1x Typhoon

1x Ring of Destruction

1x Rock Bombardment

1x Release from Stone

1x Hollow Bastion

1x Cursed Seal of the Forbidden Spell

 

1x Mystical Sand

1x Mystical Sand Sorceress

1x Elephant Statue of Polarization

1x Linear Magnum the Conductive Magnet Warrior

1x Imperion Magnum the Superconductive Battlebot

 

NEW CARDS:

 

[spoiler=Omega Minus the Magnet Warrior]dd85tk8-9372ea1b-19a9-4767-a2b2-10b73703

 

EARTH/Rock-Type Effect Monster/Level 4/1900 ATK/800 DEF
 
Lore: If this card is Summoned: You can target 1 Rock monster in your GY with 1800 or less ATK; Special Summon it. During the Main Phase (Quick Effect): You can target 1 "Magnet Warrior" monster you control and 1 monster your opponent controls with more ATK than DEF; that monster's name becomes "Omega Plus the Magnet Warrior" (permanently), those monsters cannot battle each other, also they cannot target each other with card effects. You can only use each effect of "Omega Minus the Magnet Warrior" once per turn.
 
 
[spoiler=Sigma Plus the Magnet Warrior]dd85tk0-34dbabd2-a347-4d0d-bec6-5dd1ef5e

EARTH/Rock-Type Effect Monster/Level 4/1800 ATK/900 DEF
 
Lore: If this card is Summoned: You can add 1 "Magnet" Spell/Trap from your Deck to your hand. During the Main Phase (Quick Effect): You can target 1 "Magnet Warrior" monster you control and 1 monster your opponent controls with more ATK than DEF; that monster's name becomes "Sigma Minus the Magnet Warrior" (permanently), also that monster and this card cannot attack or activate effects, except to target the other monster with attacks or effects. You can only use each effect of "Sigma Plus the Magnet Warrior" once per turn.

 

 

[spoiler=Block Launcher]daphedl-879a9714-f5ac-4dc8-8126-d5e2524a

 

Field Spell Card

 

Lore: Once per turn, when you Summon an EARTH monster in Attack Position: You can activate 1 of these effects. If you Summoned a monster whose ATK or DEF is 1500, you can apply both effects and resolve in sequence.

● Change its battle position, then Special Summon 1 of your Rock monsters that is either banished or in your hand with the same Level as that monster.
● Change the battle position of 1 monster your opponent controls with less ATK than that monster.
 

 

[spoiler=Mystical Sandstorm]dd9f0e3-ef930990-41f5-4589-b040-7d826b14

 

Normal Spell Card

 

Lore: Add 1 Level 6 or lower Rock monster with 1500 or more ATK from your Deck or GY to your hand. You can banish this card from your GY; Fusion Summon 1 Rock Fusion Monster from your Extra Deck, by using monsters you control or in your hand as Fusion Materials. You can only use each effect of "Mystical Sandstorm" once per turn.

 

[spoiler=Magnet Fabbery Plus Minus]dd85u6y-c0cda4fd-2ca3-454a-a476-f31fa446

 

Continuous Spell Card
 
Lore: When this card is activated: You can add 1 "Sigma Plus the Magnet Warrior" or "Omega Minus the Magnet Warrior" from your Deck or GY to your hand. During your turn only, the first time each Rock monster you control would be destroyed by battle, it is not destroyed. If a "Magnet Warrior" monster(s) is sent to your GY: All monsters you currently control gain 400 ATK. You can banish this card from your GY; Fusion Summon 1 Rock Fusion Monster with 3000 or more ATK from your Extra Deck, by banishing Fusion Materials listed on it from your hand or GY.
 
 
[spoiler=Hollow Bastion]dd85wjq-a89a8d70-a4ad-4df1-b81e-51851888

Continuous Trap Card
 
Lore: All Level 7 or higher monsters you control cannot be destroyed by the effects of monsters with a different Attribute, and you take no battle damage from battles involving those monsters. Once per turn, during the Main Phase: You can discard 1 card; add 1 "Magnet", "Doom" or "Bonding" Spell/Trap with a different name from the cards in your GY from your Deck to your hand, and add 1 monster whose name is specifically listed on that card from your Deck or GY to your hand. If you control no cards, you can activate this card from your hand. You can only control 1 "Hollow Bastion".

 

 

[spoiler=Elephant Statue of Polarization]dd9f1b2-2957a6b4-0688-4646-b000-4886d236

 

EARTH/Rock-Type Fusion Effect Monster/Level 6/2500 ATK/ 500 DEF

 

Lore: "Elephant Statue of Blessing" + "Elephant Statue of Disaster"
Must be either Fusion Summoned, or Special Summoned by Tributing Rock monsters you control with 0 DEF whose total Levels equal 5 or more (in which case, you do not use "Polymerization"). If this card is Special Summoned: You can target 1 Rock monster in your GY; add it to your hand. Once per turn, when a Normal Spell/Trap Card is activated (Quick Effect): You can banish this card until your next Standby Phase; that activated effect becomes "Your opponent discards 1 card, and if they do, they draw 1 card, plus 1 more card if the discarded card was a Rock monster."

 

 

[spoiler=Mystical Sand Sorceress]dd9f0dv-d6bb0278-1215-4b92-9670-5d5e9593

 

EARTH/Rock-Type Fusion Effect Monster/Level 6/2100 ATK/1700 DEF

 

Lore: 1 Rock monster + 1 Level 4 monster

While you control a face-up Spell Card, this card gains ATK equal to its DEF, also it cannot attack directly. If this card is sent to the GY: You can banish 2 or 3 Rock monsters from your GY; Special Summon 1 Rock monster from your hand or GY whose Level is 1 lower than the combined Levels of those banished monsters, ignoring its Summoning conditions. 

 

 

[spoiler=Linear Magnum the Conductive Magnet Warrior]dd85uia-6cd72c39-5bc1-4ae6-8e62-f5e31889

 

EARTH/Rock-Type Fusion Effect Monster/Level 8/3500 ATK/1500 DEF

 

Lore: 3 Level 4 or lower "Magnet Warrior" monsters, including "Delta the Magnet Warrior"

Must be either Fusion Summoned, or Special Summoned by banishing 1 "Sigma Minus the Magnet Warrior", "Omega Plus the Magnet Warrior", and 1 Normal Summoned Rock monster you own from either field (in which case, you do not use "Polymerization"). Once per turn (Quick Effect): You can return 1 of your banished "Magnet Warrior" monsters to the hand, then target 1 other monster on the field; its name becomes the returned monster's name, it cannot attack, also negate its effects (max. 1). You can banish this card from your GY: Special Summon 1 Level 10 Rock monster from your Deck or Extra Deck, ignoring its Summoning conditions.
 
 
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Empire of Land and Sea
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