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#21
FourEyesIsAFish

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/skip

 

@Draconus297

1. Some of those cards (Velvet) I made earlier. Just wanted to include them for consistency

2. The number of cards in "Lightspeed" is exactly 15.

3. If the 'insane Level 5' was Exosaur Tyrannus, it is acutally a modified card from the "Expand My Archetype" game.



#22
Flash Flyer - Sakura

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I don't know what Draco's stance on the matter is, but there is the issue of the Velvet stuff you wanted to make using a custom mechanic. (Also the reason why I didn't bother with it in the other thread). Draco, you may want to make this explicitly clear.

 

But that being said, you do need to read over the rules in the game thread (and general section stuff).

 

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#23
Perry Ellis.

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Actually, it has to be 1 or 2 final cards that tie an archetype together, either making up for its flaws or kicking its plays into overdrive.

 

  

 

My b, thought it was non-driect support. had I known that then the overswarm archetype would have gotten better support lol. anyways

 

 

Lightspeed Prospect

LIGHT | Level 1 | Thunder | Effect

If this card is Special Summoned, Special Summon as many copies of "Lightspeed Prospect" from your hand, Deck, or GY as possible. This card can attack your opponent directly. During the Damage step, if a "Lightspeed" monster you control attacks, you can send this card from the field to the GY, that monster gains ATK equal to the total level(s) of the monster(s) involved in that battle times 200. 

200/200

 

Lightspeed Statistician 

LIGHT | Level 4 | Thunder | Effect

If a Thunder monster's ATK increases, you can Special Summon this card from your GY. Once per turn, you can target 1 "Lightspeed" monster you control; it gains ATK equal to the Total Level of all face up monster(s) times 300, also other monsters cannot attack this turn. 

1200/1000

 

Lightspeed False Start

Counter Trap

When your opponent would Summon a monster(s) and you control a "Lightspeed" monster, negate those monster's effects and reduce their ATK to 0. You can only activate "Lightspeed False Start" once per turn.

 

Lightspeed Running Shoes

Equip Spell

Target 1 "Lightspeed" monster in your GY (except "Lightspeed Coach"), Special Summon that target and if you do, add 1 "Lightspeed Coach" from your Deck or GY to your hand. You cannot Special Summon monsters except for Thunder monsters until the end of this turn. If the monster equipped to this card is sent to the GY as Material, you can shuffle this card back into the Deck, You can only activate this effect once per duel. You can only activate "Lightspeed Running Shoes" once per turn.

 

Lightspeed (17/17-18)(0/2)



#24
Draconus297

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Lightspeed Evasion
Counter Trap
If a "Lightspeed" monster is targeted for your opponent's attack or effect: Apply the appropriate effect depending on which of those is occurring in this Chain;
●Attack: Reduce the ATK of all monsters your opponent controls to 0, then all monsters your opponent currently controls must attack.
●Effect: Negate the effect, then Special Summon 1 Level 4 or lower "Lightspeed" monster from your Deck.

("Lightspeed" - 18)

New archetype!

Resultfire Blazing Dragon
FIRE - Level 5 - Dragon/Effect - 1800/2000
If you control 2 or more "Resultfire" monsters: You can Special Summon this card from your hand. You can only activate each of the following effects of this card's name once per turn:
●If this card is Special Summoned by the effect of a "Resultfire" card: You can banish the top card of your opponent's Deck, face-down, then inflict 100 damage to your opponent for each of their face-down banished cards.
●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 4 or lower "Resultfire" monster from your Graveyard.

Resultfire Spark Dragon
FIRE - Level 4 - Dragon/Effect - 1500/1000
If this card is Normal or Special Summoned: You can add 1 "Resultfire" monster from your Deck to your hand, except "Resultfire Spark Dragon". You can only activate each of the following effects of this card's name once per turn:
●If this card is Special Summoned by the effect of a "Resultfire" monster: You can banish the top card of your opponent's Deck, face-down, then negate the effects of a number of face-up cards your opponent controls up to half the number of your opponent's face-down banished cards.
●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 3 or lower "Resultfire" monster from your Graveyard.

Resultfire Wyvern
FIRE - Level 3 - Dragon/Tuner/Effect - 1200/200
If you control a face-up "Resultfire" monster: You can Special Summon this card from your hand. Once per turn, you can target 1 face-up monster your opponent controls: That target loses 400 ATK, then, if that monster is destroyed by battle this turn; you can add 1 "Resultfire" Spell/Trap Card from your Deck to your hand. You can only activate each of the following effects of this card's name once per turn:
●If this card is Special Summoned by tne effect of a "Resultfire" card: You can banish the top card of your opponent's Deck, face-down, and if you do; you can banish 1 card from your opponent's Graveyard, face-down.
●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 2 or lower "Resultfire" monster from your Graveyard.

Resultfire Arsenal Ignition
Continuous Spell
If you Special Summon a "Resultfire" monster: Place 1 Ignition Counter on this card. "Resultfire" monsters you control gain 100 ATK and DEF for each Ignition Counter on this card. Once per turn, you can target 1 "Resultfire" monster you control: Destroy that target and 1 card your opponent controls in the same column as that target.

Resultfire Second Shot
Normal Spell
Discard 1 "Resultfire" monster: Draw 2 cards. You can banish this card from your Graveyard to target 1 "Resultfire" monster in your Graveyard: Special Summon that target. You can only activate one effect of "Resultfire Second Shot" per turn, and only once that turn.

(Resultfire - 5/18-27)
(If I get a second turn, I do have a solid second support wave all ready.)
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#25
Bringerofcake

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Resultfire Lockon Dragon

FIRE
Dragon/Effect

6/2300/1500

You can only use each of the following effects of "Resultfire Lockon Dragon" once per turn:

  • If you control a Level 4 or lower "Resultfire" monster: You can Special Summon this card (from your hand) with its ATK and DEF halved.
  • If this card is Special Summoned by the effect of a "Resultfire" card, banish the top card of your opponent's Deck facedown.
  • If this card is sent from the field to the GY: You can Special Summon 1 Level 4 or lower "Resultfire" monster from your GY.

 

 

Resultfire Combusting Dragon

FIRE
Dragon/Synchro/Effect

8/3000/2300

 

1 Tuner + 1+ non-Tuner "Resultfire" monsters

You can only use each of the following effects of "Resultfire Combusting Dragon" once per turn:

  • If this card is Synchro Summoned: You can destroy cards your opponent controls, up to half the number of their cards banished facedown (rounding down).
  • If this card is sent from the field to the GY: You can Special Summon 1 "Resultfire" monster from your GY, whose Level is equal to or less than the number of your opponent's cards banished facedown, except "Resultfire Combusting Dragon"

 

 

Resultfire Supply Line

Normal Trap

Add 1 "Resultfire" monster from your Deck to your hand. You can banish this card from your GY and reveal 1 "Resultfire" monster in your hand; send 1 "Resultfire" monster from your Deck to the GY, whose Level is less than the revealed monsters'. You can only activate one effect of "Resultfire Supply Line" per turn, and only once that turn.

 

 

Resultfire Shooting Gallery

Field Spell

"Resultfire" monsters you control gain 300 ATK/DEF. You can only activate each effect of "Resultfire Shooting Gallery" once per turn:

  • Target 1 "Resultfire" monster you control: You cannot Special Summon monsters from the Extra Deck for the rest of the turn, except "Resultfire" monsters, then send that target to the GY, and if you do, banish cards from the top of the opponent's Deck facedown, equal to the Level of the sent monster on the field.
  • You can Tribute 1 "Resultfire" monster; place 1 Ignition Counter on all face-up cards.

9/18-27



#26
Draconus297

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Things I'd like to point out


Resultfire Inferno Dragon
FIRE - Level 7 - Dragon/Synchro/Effect - 2500/1600
1 Tuner + 1 or more non-Tuner "Resultfire" monsters
If this card destroys your opponent's monster by battle, banish the destroyed monster face-down. You can only activate each of the following effects of this card's name once per turn:
●If this card is Synchro Summoned: You can banish 1 random card from your opponent's Extra Deck, face-down, and if you do; you can flip 1 of your opponent's face-up banished cards face-down.
●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 6 or lower "Resultfire" monster from your Graveyard.

Resultfire Dual-Ignition Dragon
FIRE - Link 2 - Dragon/Link/Effect - 1000 - Left/Down
2 FIRE Dragon-Type monsters
If this card inflicts battle damage to your opponent: You can Special Summon 1 "Resultfire" monster from your Graveyard whose ATK is less than or equal to this card's, except "Resultfire Dual-Ignition Dragon". You can only activate each of the following effects of this card's name once per turn:
●If a Dragon-Type monster is Summoned to a Zone this card points to: You can banish the top card of your opponent's Deck, face-down, and if your opponent has 4 or more face-down banished cards; you can draw 1 card for every 4 face-down banished cards in your opponent's possession.
●You can target 1 other monster on the field whose ATK is different from its original ATK (Quick Effect): This card gains ATK equal to the difference, and if it does; all monsters your opponent controls lose ATK and DEF equal to that gained ATK.

Resultfire Amphithere
FIRE - Level 2 - Dragon/Tuner/Effect - 800/200
If this card is added to your hand by a card's effect: You can Special Summon this card from your hand. You can only activate each of the following effects of this card's name once per turn:
●If this card is Special Summoned by the effect of a "Resultfire" card: You can banish the top card of your opponent's Deck, face-down, and if you do; you can gain 300 LP for each of your opponent's face-down banished cards.
●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 1 "Resultfire" monster from your Graveyard.

Resultfire Hatchling
FIRE - Level 1 - Dragon/Tuner/Effect - 400/200
You can only activate each of the following effects of this card's name once per turn:
●If your opponent's monster declares an attack: You can Special Summon this card from your hand, then you can either; change the attack target to any "Resultfire" monster you control, OR negate the attack.
●If this card is Special Summoned by the effect of a "Resultfire" card: You can banish the top card of your opponent's Deck, face-down, and if you do, you can make this card gain 100 ATK for each of your opponent's face-down banished cards, then reduce the ATK and DEF of all monsters your opponent controls by the amount of ATK this card gained.
●If this card is sent from the field to the Graveyard: You can banish the top card of your opponent's Deck face-down, and if you do; you can Special Summon 1 Level 4 or lower "Resultfire" monster from your Deck.

Resultfire Arsenal Reload
Continuous Trap
If a "Resultfire" monster is Special Summoned: Place 1 Ignition Counter on this card. "Resultfire" monsters you control gain 100 ATK for each Ignition Counter on this card. During either player's Main Phase 1: You can Special Summon 1 "Resultfire" monster from your Graveyard whose ATK is less than or equal to the number of Ignition Counters on this card x300. If you resolve this effect of this card's name, you cannot activate it again this turn.

14/18-27
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#27
Draconus297

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It's been over two weeks, I'm free to double post by the rules.

Resultfire Tri-Ignition Dragon
FIRE - Link 3 - Dragon/Link/Effect - 2000 - BL/BR/R
2 or more FIRE Dragon-Type monsters
Once per turn, if your opponent Special Summons exactly 1 monster with less ATK than this card (Quick Effect): You can send 1 "Resultfire" monster you control and the Summoned monster your opponent controls to the Graveyard. You can only activate each of the following effects of this card's name once per turn:
●If a FIRE Dragon-Type monster is Special Summoned to a Zone this card points to, you can banish the top card of your opponent's Deck, face-down, and if you do; you can Special Summon 1 "Resultfire" monster from your hand or Graveyard whose ATK is less than or equal to the number of face-down banished cards x300.
●If there are 8 or more Ignition Counters on the field (Quick Effect): You can banish the top card of your opponent's Extra Deck, face-down.

Resultfire Burst Dragon
FIRE - Level 7 - Dragon/Effect - 2400/1000
If your opponent adds a card(s) from their Deck or Graveyard to their hand by a card's effect: You can Special Summon this card from your hand in Defense Position, and if you do; return 1 random card from your opponent's hand to the top or bottom of their Deck (their choice, before the card is selected). You can only activate each of the following effects of this card's name once per turn:
●If this card is Special Summoned by the effect of a "Resultfire" card: You can banish the top card of your opponent's Deck, face-down, then place 1 Ignition Counter on a card you control for every 3 of your opponent's face-down banished cards.
●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 6 or lower "Resultfire" monster from your Graveyard.

Chambered Resultfire
Normal Trap
If your opponent controls a face-up monster that was Special Summoned from the Extra Deck, you can target 1 each of a "Resultfire" monster with less ATK than that monster, and 1 "Resultfire" Continuous Spell/Trap Card, in your Graveyard: Special Summon the monster target with its effects negated and its original ATK halved, and activate the Spell/Trap target. You can banish this card from your Graveyard: Special Summon 1 "Resultfire" monster from your Graveyard in Defense Position. You can only activate 1 effect of "Chambered Resultfire" per turn, and only once that turn.

Resultfire Arsenal Fusillade
Continuous Spell
If a "Resultfire" monster is Special Summoned: Place 1 Ignition Counter on this card. "Resultfire" monsters you control gain 100 ATK for each Ignition Counter on this card. If a "Resultfire" monster is Normal Summoned: You can banish 1 card from your opponent's Graveyard, face-down. Once per turn, you can remove 2 Ignition Counters from this card to target 1 face-up card your opponent controls: Return that target to its original owner's hand.

Resultfire Arsenal Upgrade
Continuous Trap
If a "Resultfire" monster is Special Summoned: Place 1 Ignition Counter on this card. "Resultfire" monsters you control gain 100 ATK for each Ignition Counter on this card. At the start of the Damage Step, if a "Resultfire" monster battles: You can banish the top card of your opponent's Deck, face-down. Once per turn, you can remove 3 Ignition Counters from anywhere on your field (Quick Effect): Immediately after this effect resolves; Synchro or Link Summon a Dragon-Type monster, using "Resultfire" monsters you control as Material.

19/18-27

So, next person has a choice: another support wave of 4-5 cards, or the equivalent of a Beatrice or Mecha-Dogoran for Resultfire to end it (but if they do, they start the next archetype).
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#28
Darj

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Damn, these Resultfires look insane. The floating alone gives them so much laddering power. They got solid setup Spell/Trap support, too. Second Shot is both an archetype Allure and a reborn, wow. I cannot but imagine them playing better than Goukis. They may not have something like a Re-Match, nor access to Isolde, but they can make up for it, especially with Needlefiber as an option. Not to mention the upcoming Guardragon support.

 

Anyway, will give a shot to wrapping these guys up with a blast:

 

Resultfire Nuke Dragon

FIRE/Dragon/Synchro/Level 11/Effect

3400/3000

2 "Resultfire Tuners" + 1+ non-Tuner monsters

You can only use each of the following effects of "Resultfire Nuke Dragon" once per turn.

• If this card is Synchro Summoned: Destroy all other cards on the field, and if you do, banish them face-down, then place 1 Ignition Counter on this card for each card banished by this effect.

• Once per opponent's turn, if a Spell/Trap Card or effect, or another monster's effect, is activated (Quick Effect): You can remove 2 Ignition Counters from anywhere on the field; negate that effect.

• If this card is sent from the field to the GY: You can Special Summon 1 Level 10 or lower "Resultfire" monster, or 1 "Resultfire" Link monster, from your GY.

 

 

For the next archetype, if it's allowed, I will borrow an idea from the Archetype Game:

Immolatron

 

 

Immolatron Flarrus

FIRE/Fairy/Level 2/Effect/Tuner

500/200

(Quick Effect): You can destroy this card in your hand or face-up in your field, and if you do, both players take 200 damage. If this card is in your GY because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Flarus" once per turn.

 

Immolatron Flammus

FIRE/Fairy/Level 2/Effect/Tuner

500/200

(Quick Effect): You can destroy this card in your hand or face-up on your field, and if you do, gain 200 LP. If this card is in your GY because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Flamus" once per turn.

 

Immolatron Bladdus

FIRE/Fairy/Level 4/Effect

1800/800

(Quick Effect): You can destroy this card you control, and if you do, for the rest of this turn, all monsters your opponent controls will lose 200 ATK. If this card is in your GY because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Bladus" once per turn.

 

Immolatron Blazzus

FIRE/Fairy/Level 4/Effect

1800/800

(Quick Effect): You can destroy this card you control, and if you do, for the rest of this turn, all monsters you control gain will 200 ATK. If this card is in your GY because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Blazus" once per turn.

 

Immolatron Moltennus

FIRE/Fairy/Fusion/Level 9/Effect

2500/2800

1 "Immolatron" monster + 1 Fairy monster
Must be either Fusion Summoned, or Special Summoned during the turn a FIRE monster was destroyed by a card effect, by Tributing 1 Fairy Effect non-Fusion Monster (in which case you do not use "Polymerization"). Once per opponent's turn (Quick Effect): You can choose 1 card in your hand or field and 1 card in your opponent's hand or field; destroy them. If this card is in your GY because it was destroyed (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Moltennus" once per turn.


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#29
Draconus297

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I mean, I knew that I'd made them pretty strong, but not "compete with Gouki" strong. Their floating does require setup, after all. Offhand, do you think that you could outline the ideal first turn for Resultfire? Like, what they're capable of if they don't get interrupted.

On topic:

Immolatron Barrier
Field Spell
Once per turn, if an "Immolatron" monster is destroyed: You can add 1 "Immolatron" card from your Deck to your hand, except "Immolatron Barrier". Any change in a monster's ATK or DEF, or a player's LP, applied by the effect of an "Immolatron" monster is doubled. If this card is destroyed: You can Special Summon 1 "Immolatron" monster from your hand or Graveyard with its ATK increased by half its original DEF, until the End Phase.

Immolatron Cinddus
FIRE - Level 2 - Fairy/Tuner/Effect - 500/200
(Quick Effect): You can destroy this card in your hand or face-up on your field, and if you do, both players can draw 1 card during the next Standby Phase. If this card is in your Graveyard because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your Graveyard. You can only activate each effect of "Immolatron Cinddus" once per turn.

Immolatron Iggnus
FIRE - Level 2 - Fairy/Tuner/Effect - 500/200
(Quick Effect): You can destroy this card in your hand or face-up on your field, and if you do; activate 1 "Immolatron Barrier" from your Deck or Graveyard. If this card is in your Graveyard because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your Graveyard. You can only activate each effect of "Immolatron Cinddus" once per turn.

Immolatron Burssus
FIRE - Level 6 - Fairy/Synchro/Effect - 2200/1000
1 FIRE Tuner + 1 or more non-Tuner monsters
During your Main or Battle Phase: You can destroy 1 "Immolatron" card you control, and up to 1 each of a Monster and Spell/Trap Card your opponent controls. If an "Immolatron" monster is Special Summoned by its own effect, you can target 1 face-up card your opponent controls: That target's effects are negated, also, if the target is a monster, it cannot be used as Material for a Summon. If this card is in your Graveyard because it was destroyed (Quick Effect): You can Special Summon this card from your Graveyard. You can only activate each effect of "Immolatron Burssus" once per turn.

8/18-27
I'm also on DeviantART
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Oh, and CowCow says I'm a Tyrunt.One of these days I will evolve . . .
But I am a Pokémon of my own


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#30
Darj

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I mean, I knew that I'd made them pretty strong, but not "compete with Gouki" strong. Their floating does require setup, after all. Offhand, do you think that you could outline the ideal first turn for Resultfire? Like, what they're capable of if they don't get interrupted.


I have no idea, really. With some milling support you can get a couple of copies in the GY and make their float effects live right away. Single Resultfires can easily be sent to the GY through the new Guardragons, which require 1~2 materials, to trigger their floating effects, the Guadragons can search for more Resultfires or REDMD, keep the combos going, and so on. And I'm not even addressing their effects to Summon themselves or other Resultfires from the hand. Then add to the mix stuff like Needlefiber and Summon Sorceress.
Granted, Guardragons were not a thing when you conceived Resultfires, but that's why futureproofing is important, too. That floaty gimmick they have is bound to bring up issues like Goukis did: they too weren't impressive until Knightmares arrived.


By the way, I assume we are not allowed to pigeonhole the entries, right? Otherwise it takes away some fun from the game. Asking because you took an approach I wasn't expecting with your Immolatron additions.


Immolatron Voltarrus
FIRE/Fairy/Fusion/Level 9/Effect
2500/2800
1 "Immolatron" monster + 1 Fairy monster
Must be either Fusion Summoned, or Special Summoned during the turn a FIRE monster was destroyed by a card effect, by Tributing 1 Fairy Effect non-Fusion Monster (in which case you do not use "Polymerization"). Once per opponent's turn, if your opponent would Special Summon a monster(s) (Quick Effect): You can destroy 1 card in your hand or on the field, and you do, negate the Summon, and if you do that, destroy that monster. If this card is in your GY because it was destroyed (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Voltarrus" once per turn.


Immolatron Solarrus
FIRE/Fairy/Fusion/Level 11/Effect
3000/4200
1 "Immolatron" Fusion Monster + 2 Fairy monsters
Must be either Fusion Summoned, or Special Summoned during the turn 3 or more FIRE monsters were destroyed by card effects, by Tributing 1 "Immolatron" Fusion Monster (in which case you do not use "Polymerization"). (Quick Effect): You can destroy any numbers of cards in your hand and/or on the field, then destroy an equal number of cards on the field, and if you do, banish them.
If this card is in your GY because it was destroyed (Quick Effect): You can banish this card from your GY, then target up to 2 "Immolatron" monsters in your GY, except "Immolatron Solarrus": Special Summon them. You can only use each effect of "Immolatron Solarrus" once per turn.

Immolatron Fusion
Quick-Play Spell
Fusion Summon 1 Fairy Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards in your hand, on the field, and/or in your GY. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 Fairy monster from your Deck, but its ATK is halved, also it is destroyed during the End Phase. You can only use each effect of “Immolatron Fusion” once per turn.

Immolatron Tempering
Continuous Trap
If you control no monsters, or only Fairy monsters, you can activate this card from your hand. Once per turn, if a Fairy monster(s) on the field would be destroyed by battle or card effect, you can destroy that many FIRE monsters in your hand and/or Deck instead. If this card is sent to the GY: You can destroy 1 FIRE monster in your Deck. You can only use this effect of "Immolatron Melting" once per turn.


13/18~27

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#31
Perry Ellis.

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immolatron cards 14-18

that would be 18 so if its ok id like to start the next archetype 

Blackwood



#32
Darj

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Little Red of Blackwood
DARK | Level 3 | Fairy | Effect
If you control "Blackwood Forest" in your Field Spell zone, you can Special Summon this card from your hand. once per turn, "Blackwood" cards cannot be targeted by card effects. If this card is destroyed by a Beast monster, Special Summon 2 "Blackwood" Fairy monsters from your Deck and or GY. you can only activate each effect of "Little Red of Blackwood" once per turn.
1200/300

 
A correction on that effect: It cannot mechanically work because if the cards cannot be targeted in the first time, the first attempt would never wear off. It may as well say that the card cannot be targeted by effects at all. You would have to make the cards be unaffected by the first effect that targets them.

 

Blackwood: 5-9

 
 
9/18~27


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#33
Draconus297

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To answer your question, Darj, you're only allowed to catch people on mis-application of an established archetypal gimmick. For example, if "F.A." were made in this game, the person who started the archetype would be totally in their rights to point out how asynergetic the Link was, and ask that it be fixed.

Young Shepherd of Blackwood
DARK - Level 3 - Fairy/Effect - 1000/1000
If this card is Normal Summoned: You can Special Summon 1 "Blackwood" monster from your hand, or a Beast-Type "Blackwood" monster from the Graveyard. If you Normal or Special Summon a "Blackwood" monster: You can Special Summon this card from your Graveyard. You can only activate this effect of "Young Shepherd of Blackwood" once per turn, or up to thrice per turn if "Blackwood Forest" was in the Field Zone each time this effect was activated and resolved. Other "Blackwood" cards you control cannot be destroyed or banished from the field, except by a Beast-Type monster.

Crafty Fox of Blackwood
DARK - Level 4 - Beast/Effect - 1900/1500
If your opponent Special Summons a monster(s) from their Extra Deck while you control "Blackwood Forest", and the combined ATK of monsters your opponent controls equals or exceeds 3500, you can reveal this card in your hand: Special Summon this card to your opponent's field, then destroy all Special Summoned monsters your opponent controls except this card, and if you do; this card gains 200 ATK for each monster destroyed this way. This card must attack if able. Both players take all damage from battles involving this card.

Blackwood Forest
Field Spell
Once per turn, if your opponent Summons a monster: You can change the Summoned monster's Type to Beast. Beast-Type monsters on the field cannot activate effects that would negate the activation or effect of a card, or that would Special Summon a monster(s). If you Summon a "Blackwood" Link monster: You can draw 2 cards, but if you do, you cannot Summon Link monsters for the rest of the Duel, except DARK monsters (you can only activate this effect of this card's name once per turn).

Sudden Growth in Blackwood Forest
Normal Trap
If you control no cards, and your opponent has activated 4 or more cards or effects this turn, you can activate this card from your hand. Activate 1 "Blackwood Forest" from your hand, Deck, or Graveyard, then target 1 face-up card your opponent controls: Banish it. You can only activate 1 "Sudden Growth in Blackwood Forest" per turn.
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#34
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Narcissistic Man of Blackwood

DARK | Link 2 | L - U | Fairy | Effect

1 "Blackwood" monster you control and 1 monster your opponent controls

When this card is Link Summoned, change the type of all face up monsters your opponent controls to Beast, then shuffle banished cards into their respective Deck(s) equal to the number of monster(s) who's type was changed by this effect. Your opponent cannot select another target for attack while this card is on the field. When this card battles, you can send 1 "Blackwood" monster from your hand or face up on the field to the GY and if you do, change your opponent's monster's ATK/DEF to 0 and double this card's ATK. When this card is sent to the GY by the effect of a Beast monster or was destroyed by Battle by a Beast monster, Special Summon 1 "Blackwood" monster from your GY. You can only activate each effect of "Narcissistic Man of Blackwood" once per turn.

1900

 

Golden Locks of Blackwood

DARK | Level 3 | Fairy | Effect

If your opponent controls a Beast type monster, you can Special Summon this card from your hand. When this card is Special Summoned by the effect of a "Blackwood" card, add 1 "Blackwood" Spell/Trap from your Deck to your hand. If this card is destroyed by battle or by the card effect of a Beast monster, destroy 1 Spell/Trap card on the field. You can only activate each effect of "Golden Locks of Blackwood" once per turn, or Thrice per turn if "Blackwood Forest" is in the Field Spell Zone. 

1100/1700

 

Grizzled Family of Blackwood

DARK | Level 5 | Beast | Effect

If you control a "Blackwood" Fairy monster, you can Special Summon this card to your opponent's side of the field by tributing 1 monster your opponent controls. The controller of this card cannot Normal or Special Summon a monster(s) with less ATK than this card. this card cannot be used as Material or be used as a tribute for a tribute summon. When this card is destroyed, Special Summon this card to it's original owner's field but its effects are negated. 

2100/1900

 

Cabin in the Blackwood

Continuous Spell

"Blackwood" Fairy monsters with a level can attack your opponent directly. Once per turn, if you control no Field Spell and "Blackwood Forest" is in the GY because it was destroyed either this turn or last turn, you can activate that card. Beast Type monster(s) you opponent controls lose 1000 ATK/DEF during the Damage Step. You can only control 1 face up "Cabin in the Blackwood". 

14-17/18~27



#35
Draconus297

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Blackwood Cursed Growth
Quick-Play Spell
Destroy 1 DARK Fairy or Beast-Type monster on the field: Special Summon 2 "Blackwood Traveler Tokens" (DARK/Level 3/Fairy-Type/ATK 0/DEF 0). If "Blackwood Forest" was in the Field Zone when this effect was activated: You can Special Summon 1 "Blackwood" monster from your Graveyard with its effects negated. You can only activate 1 "Blackwood Cursed Growth" per turn.

Next archetype:

Phantasm Serpent - Vaal
DARK - Level 4 - Reptile/Effect - 1500/1200
(Quick Effect): You can reveal this card in your hand until the End Phase. While this card is revealed this way, if you draw a card(s), you can reveal 1 drawn "Phantasm Serpent" monster: Special Summon this card from your hand. If this card is Special Summoned: You can Special Summon 1 Level 3 or lower "Phantasm Serpent" monster from your hand or Graveyard. You can shuffle this banished card into your Deck (Quick Effect): Add 1 "Phantasm Serpent" Spell/Trap Card from your Deck to your hand. You can only activate each effect of this card's name once per turn.

Phantasm Serpent - Gandr
DARK - Level 3 - Reptile/Effect - 1200/800
(Quick Effect): You can reveal this card in your hand until the End Phase. While this card is revealed this way, if you draw a card(s), you can reveal 1 drawn "Phantasm Serpent" monster: Special Summon this card from your hand. If this card is Special Summoned: You can add 1 DARK Reptile-Type monster from your Deck or Graveyard to your hand. You can shuffle this banished card into your Deck (Quick Effect): Special Summon 1 "Phantasm Serpent" monster from your Deck, except "Phantasm Serpent - Gandr". You can only activate each effect of this card's name once per turn.

Phantasm Serpent - Naga
DARK - Level 2 - Reptile/Effect - 0/1000
(Quick Effect): You can reveal this card in your hand until the End Phase. While this card is revealed this way, if you draw a card(s), you can reveal 1 drawn "Phantasm Serpent" monster: Special Summon this card from your hand. If this card is Special Summoned: You can draw a number of cards equal to the number of "Phantasm Serpent" monsters you control with different names. You can shuffle this banished card into your Deck (Quick Effect): Send the monster your opponent controls with the lowest ATK to the Graveyard, and negate its effects in the Graveyard. You can only activate each effect of this card's name once per turn.

Phantasm Serpent Seal
Normal Spell
Banish 1 Level 4 or lower "Phantasm Serpent" monster from your hand or Graveyard: Special Summon a number of "Phantasm Serpent Tokens" (DARK/Level 1/Reptile-Type/ATK 100/DEF 100) equal to the Level of the banished monster. While you control a face-up DARK Reptile-Type monster, you can banish this card from your Graveyard: Your opponent discards 1 random card, then you draw 1 card. You can only activate 1 effect of this card's name per turn, and only once that turn.

Phantasm Serpent Suppression
Continuous Spell
If you Normal Summon a "Phantasm Serpent" monster: You can send 1 "Phantasm Serpent" monster from your Deck to the Graveyard (You can only activate this effect of this card's name once per turn). If your opponent Special Summons exactly 1 monster, or a card you own is banished: Place 1 Phantasmal Counter on this card. DARK Reptile-Type monsters you control gain 100 ATK for each Phantasmal Counter on this card, also, if your opponent controls the monster on the field with the lowest ATK while you control a DARK Reptile-Type monster, your opponent cannot activate monster effects on the field, except during the Battle Phase. Once per turn, if a monster(s) you control would be destroyed by battle or your opponent's card effect: You can banish 1 "Phantasm Serpent" monster from your Graveyard; no cards you control are destroyed by that attack/effect.

5/18-27
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#36
Darj

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To answer your question, Darj, you're only allowed to catch people on mis-application of an established archetypal gimmick. For example, if "F.A." were made in this game, the person who started the archetype would be totally in their rights to point out how asynergetic the Link was, and ask that it be fixed.

 

In that case, want to mention that, for Immolatrons I intended to go for pairs of monsters with the same Level, and their names starting with the same letter, but they kept getting Level2 monsters. It's a welcomed twist. However, Iggnus and Torchus don't follow the name pattern of having the the consonant before the "u" repeated.

 

By the way, what's the thread's stance on text fixes? Because I have spotted some PSCT inconsistencies here and there.

 

Off-topic but I would make the case that the F.A. Link goes well when paired with Dawn Dragster.

 

 

Anyway:

 

Phantasm Serpent - Chinoko
DARK/Reptile/Level 1/Tuner/Effect

300/100
(Quick Effect): You can reveal this card in your hand until the End Phase. If you draw a card(s) while this card is revealed: You can reveal 1 "Phantasm Serpent" monster drawn among those cards, and if you do, Special Summon this card. If this card is Special Summoned: You can draw cards up to the number of DARK Reptile monsters with different names on your field and in your GY, and if you do, reveal them, then shuffle the same number of cards from your hand into the Deck. (Quick Effect): You can shuffle this banished card into the Deck; banish 1 "Phantasm Serpent" monster from your Deck or GY, except "Phantasm Serpent - Chinoko". You can only use each effect of "Phantasm Serpent - Chinoko" once per turn.

 

Phantasm Serpent - Konawa
DARK/Reptile/Level 5/Effect

2000/1500
(Quick Effect): You can reveal this card in your hand until the End Phase. If you draw a card(s) while this card is revealed: You can reveal 1 "Phantasm Serpent" monster drawn among those cards, and if you do, Special Summon this card. If this card is Special Summoned: All monsters your opponent controls lose 500 ATK, then you can Special Summon 1 DARK Reptile monster from your Deck whose ATK is less than or equal to the total ATK that was lost by this card's effect. (Quick Effect): You can shuffle this banished card into the Deck, then target 1 card in your opponent's GY; banish it, and if you do, its effects are negated. You can only use each effect of "Phantasm Serpent - Konawa" once per turn.

 

Phantasm Serpent Hypnotism

Quick-Play Spell

Activate only if you control a "Phantasm Serpent" monster. Take control of the monster your opponent controls with the lowest ATK, until the End Phase. If you control a DARK Reptile monster while this card is in your GY: You can banish this card from your GY; during the Main Phase(s) of this turn, monsters you control cannot be destroyed by your opponent's card effects, also monsters you control cannot be targeted by your opponent's card effects. You can only activate 1 "Phantasm Serpent Hypnotism" once per turn.

 

Phantasm Serpent Hallucination

Continuous Trap

The first time a "Phantasm Serpent" monster you control would be destroyed by battle or card effect each turn, you can destroy 1 monster your opponent controls instead. If another card or effect is activated that targets exactly 1 card on the field (and no other cards) while you control a DARK Reptile monster: You can banish this card from your GY, then target another card on the field that would be an appropriate target for that card/effect; that card/effect now targets the new target.

 

 

9/18~27


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#37
Perry Ellis.

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Phantasm Serpent- Kaa

DARK | Link 2 | DL-R | Reptile | Effect

2 Reptile monsters 

When this card is Link Summoned, Place "Phantasm Serpent" cards you control from your GY on the top of your deck in any order equal to the number of cards that you revealed in hand this turn. You can banish 1 "Phantasm Serpent" monster you control or in your hand, draw 2 cards. You can remove 2 "Phantasmal Counters" from anywhere on the field, target 1 card on the field, destroy it. You can only activate each effect of "Phantasm Serpent- Kaa" once per turn.

1800

 

Phantasm Serpent Exoscales

Normal Spell

Place 1 "Phantasmal Counter" on each Spell/Trap card you control and if you do draw 1 card. (Quick Effect) If a banished "Phantasm Serpent" monster is shuffled into the deck, You can activate this card (from your GY) as a Continuous Spell. While this card is face up on the field because of its own effect, it gains the following effect:

During each Stand By phase, place 1 "Phantasmal Counter" on each face up Spell/Trap card. "Phantasm Serpent" monster(s) in the same column as a face up card that has a "Phantasmal Counter" on it cannot be targeted by card effects. 

You can only activate each effect of "Phantasm Serpent Exoscales" once per turn. 

 

Phantasm Serpent Coil

Normal Trap

When a "Phantasm Serpent" monster is targeted for an attack, you can banish 1 DARK Reptile monster from your Deck and if you do, destroy the attacking monster. You can only activate "Phantasm Serpent Coil" once per turn.

 

Phantasm Serpent Venom

Continuous Trap

When this card is activated, you can target one "Phantasm Serpent" monster with a level you control or that is banished, reduce the ATK of monsters your opponent controls by 300 times the targeted monster's level. (Quick Effect) you can remove 2 "Phantasmal Counter(s)" from this card, your opponent cannot activate card effects in response to "Phantasm Serpent" cards until the end of this turn. You can only activate each effect of "Phantasm Serpent Venom" once per turn. 

 

13/18~27



#38
Draconus297

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Do you want me to change the Level of one of my two Immolatron monsters? I can still do that.

In terms of PSCT, you can request fixes for incomprehensible text, but if the basics are legible I've learned not to bother.

Offhand, I like how the name theming of the S/T slowly changed from the "Phantasm" part of Phantasm Serpents to the "Serpent" part. Other than that, I'd like to point out that the Phantasm Serpents I made took their statlines from old Normal monsters of their Level. Vaal is Kojikocy, Gandr is Burstinatrix, and Naga is an Ojama. You also took the shuffle part of the effect out of the cost for . . . some reason.

Phantasm Serpent - Phion
DARK - Link 3 - Reptile/Link/Effect - 2400 - L/BL/BR
2 or more DARK Reptile-Type monsters
During the turn you Link Summon this card, you cannot Link Summon monsters, except Reptile-Type monsters. Once per turn, if your opponent activates a monster effect, or would Special Summon a monster from their Extra Deck, with less ATK than this card: You can banish 1 "Phantasmal Serpent" monster from your Graveyard with a Level to negate the Summon/activation, and if you do; banish that monster. If a "Phantasmal Serpent" monster activates its effect that shuffles itself into your Deck: Reduce the ATK of all monsters your opponent controls by 200. Your opponent cannot activate cards or effects in response to this effect or its activation, but you can only activate this effect of this card's name once per turn.

[Note: It explicitly negates the effect or ED Summon of monsters weaker than itself. It cannot stop the Summon or effect of any monster that ties in ATK with itself, but it is barely big enough to negate the Summon of monsters like Tri-Gate or Decode Talker, or any Knightmare that is not Gryphon.]

Phantasm Serpent - Eob
DARK - Level 4 - Reptile/Effect - 1600/0
(Quick Effect): You can reveal this card in your hand until the End Phase. While this card is revealed this way, if you draw a card(s), you can reveal 1 drawn "Phantasm Serpent" monster: Special Summon this card from your hand. If this card is Special Summoned, you can target 1 Level 4 or lower monster in your opponent's Graveyard: Special Summon that target as a DARK Reptile-Type monster with its ATK reduced to 0 and its effects negated, but banish it when it leaves the field. You can shuffle this banished card into your Deck (Quick Effect): Set 1 "Phantasm Serpent" Spell/Trap Card from your Graveyard or that is banished. You can only activate each effect of this card's name once per turn.

Night of the Phantasm Serpents
Normal Trap
If a "Phantasm Serpent" card you control is targeted by your opponent's attack or card effect: Negate that attack/effect, then reduce the ATK and DEF of all monsters your opponent controls by 100 for each card on the field. If a "Phantasm Serpent" monster activates its effect that shuffles itself into the Deck while this card is in your Graveyard, you can banish this card in your Graveyard: Special Summon 1 DARK Reptile-Type monster from your hand, then; for the rest of the turn, each time your opponent resolves an effect that adds a card(s) from their Deck to their hand, they must banish an equal number of cards from their field or the top of their Deck, face-down. You can only activate 1 effect of "Night of the Phantasm Serpents" per turn.

Phantasm Serpent Séance
Continuous Trap
If a "Phantasm Serpent" card is banished, place 1 Phantasmal Counter on this card. While you control a face-up DARK Reptile-Type monster, monsters your opponent controls lose 100 ATK for each Phantasmal Counter on this card. Once per turn, if a "Phantasm Serpent" monster you control is shuffled into your Deck by its own effect, you can excavate the top 3 cards of your Deck, and place them on top or bottom of your Deck in any order. If there are 3 or more Phantasmal Counters on this card, you can, immediately after this effect resolves; Link Summon 1 DARK Link monster, by banishing "Phantasm Serpent" monsters from your Graveyard that would be appropriate Link Materials, and by removing Phantasmal Counters from this card equal to triple that monster's Link Rating. You can only activate this effect of "Phantasm Serpent Séance" once per turn.

17/18~27
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#39
Darj

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Do you want me to change the Level of one of my two Immolatron monsters? I can still do that.

In terms of PSCT, you can request fixes for incomprehensible text, but if the basics are legible I've learned not to bother.

Offhand, I like how the name theming of the S/T slowly changed from the "Phantasm" part of Phantasm Serpents to the "Serpent" part. Other than that, I'd like to point out that the Phantasm Serpents I made took their statlines from old Normal monsters of their Level. Vaal is Kojikocy, Gandr is Burstinatrix, and Naga is an Ojama. You also took the shuffle part of the effect out of the cost for . . . some reason.

 

Well, I did miss a (;) in Chinoko but Konawa still got it right, I follow the PSCT formatting of "Condition: Cost; effect", and in this case (Quick Effect) is the condition.

I will find appropriate stat values for my monsters. I don't have cards to wrap up the set yet so /skip for now.

 

EDIT: Konawa coincidentally had Curse of Dragon's stats. I gave the Level1 the same stats as Mokey Mokey.


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#40
Perry Ellis.

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Phantasm Serpent's Forked Tongue

Normal Spell

Look at the top card of your opponent's Deck, then have them guess which card type it is (Monster, Spell, Trap). if they guessed correctly, add that card to their hand and inflict 1000 Damage, if they guessed it incorrectly draw 2 cards and place that card on the bottom of their deck. You must control a revealed "Phantasm Serpent" monster in hand in order to activate this effect. You can only activate "Phantasm Serpent's Forked Tongue" once per turn.

 

New Archetype: Bamboozled Bayou

 

Bamboozled Bayou Opossum

EARTH | Level 4 | Beast | Effect

(Quick Effect) you can change this card's Battle Position. If you control a "Bamboozled Bayou" monster, you can special Suommon this card from your hand. When this card is changed to Attack Position, target 1 card on the field and if you do, change that card to the Set Position. When this card is changed to Defense Position,  Destroy 1 Set card on the field. You can only use each effect of "Bamboozled Bayou Opossum" once per turn.

1500/800

 

Bamboozled Bayou Turtle 

WATER | Level 4 | Reptile | Effect

(Quick Effect) You can change this card's Battle Position. If a monster's Battle Position is changed while this card is in your hand, you can Special Summon this card. When this card is changed to Attack Position, "Bamboozled Bayou" monsters cannot be destroyed by battle this turn. When this card is changed to Defense Position, add 1 "Bamboozled Bayou" monster from your Deck to your hand. You can only activate each effect of "Bamboozled Bayou Turtle" once per turn.

200/2000

 

Bamboozled Bayou Band

Continuous Spell

Once per turn, if a "Bamboozled Bayou" monster is targeted by a card effect, change that monster's Battle Position and if you do negate that card's effect and destroy it. Once per turn you can activate one of the following effects based on the number of "Bamboozled Bayou" monster that changed their battle Positions this turn:

1: "Bamboozled Bayou" monsters gain 500 ATK and DEF

2: Change the Battle Positions of all monsters on the field. 

3: Draw 2 cards.

4: Destroy 1 card on the field.

5: Have your opponent discard 2 cards. 

 

Bamboozled Bayou Riverboat

Continuous Trap

Target up to 2 "Bamboozled Bayou" monsters in your GY, add 1 target to your hand and Special Summon the other target and equip this card as an equip spell to the Special Summoned monster. If the equipped monster would be destroyed, you can send this card to the GY instead. While this card is in the GY (expect the turn this card was sent to the GY) you can banish this card, Set 1 "Bamboozled Bayou" Spell/Trap from your Deck. You can only activate each effect of "Bamboozled Bayou Riverboat" once per turn. 






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