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[Sakura] Skystorm Mecha (10/?)


Flash Flyer - Sakura

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[spoiler=Cards]

Main Deck

 

Skystorm Mecha Jet - Sonic Arrow
Level 4 | WIND | Machine | Effect
1700/1200
When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or "Skystorm Mecha" monster from your hand, except "Skystorm Mecha Jet - Tornado". Once per turn: You can target 1 WIND Machine monster you control; this turn, it can attack your opponent directly, but other monsters you control cannot attack.

 

Skystorm Mecha Jet - Golden Cyclone

Level 4 | WIND | Machine | Effect
1600/1400
When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or "Skystorm Mecha" monster from your Deck or GY, except "Skystorm Mecha Jet - Dual Cyclone". Once per turn: You can target 5 "Skystorm Mecha" cards in your GY; shuffle all 5 into the Deck, then draw 2 cards.
 

Skystorm Mecha Jet - Red Blaster
Level 4 | WIND | Machine | Effect
1800/500
Other monsters you control gain 200 ATK/DEF for each "Skystorm Mecha" monster you control. Once per turn, if a WIND Machine monster you control destroys an opponent's monster by battle: You can inflict damage to your opponent equal to the destroyed monster's ATK.

Skystorm Mecha Jet - Cream Gale
Level 3 | WIND | Machine | Effect
1000/2000
While you control another WIND Machine monster, this card cannot be destroyed by battle or card effects. You can Normal Summon 1 "Skystorm Mecha Jet" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

Skystorm Mecha Jet - Pink Impulse
Level 4 | WIND | Machine | Effect
1500/1500
When this card is Normal or Special Summoned: You can target 1 monster on the field; destroy it. Once per turn, if another WIND Machine monster you control would be targeted by an opponent's effect: You can have this card become the new target. Once per turn, if another WIND Machine monster(s) you control would be destroyed by an opponent's effect: You can destroy this card instead.

 

Skystorm Mecha Jet - Black Spear
Level 4 | WIND | Machine | Effect
1900/200
If you control another "Skystorm Mecha" monster with a different name, you can Special Summon this card (from your hand). Once per turn, if a WIND Machine monster you control battles an opponent's monster: You can have it gain ATK equal to the ATK of the opponent's monster it is currently battling until the end of the Damage Step.

 

EXTRA DECK

 

Skystorm Mecha Fortress - Blue Typhoon
Link 4 | WIND | Machine | Link | Effect
3000
W E SW SE
2+ WIND Machine monsters
Cannot be targeted or destroyed by an opponent's effects while it points to a monster. You can activate each of these effects once per turn.
● You can Special Summon 1 WIND Machine monster from your hand or GY, except "Skystorm Mecha Fortress - Blue Typhoon".
● You can target a number of cards your opponent controls, up to the number of "Skystorm Mecha" monsters you control; banish them, face-down.

 

Skystorm Mecha Fighter Jet - X-Tornado

Link 3 | WIND | Machine | Link | Effect

2400

W E S

2+ WIND Machine monsters

This card can attack all monsters your opponent controls once each. Once per turn, if this card destroys an opponent's monster by battle: You can destroy 1 card your opponent controls. During the End Phase, if this card is in your GY because it was sent there this turn: You can banish 1 other WIND Machine from your GY; Special Summon it.

 

Skystorm Mecha Fighter Jet - Cyclone
Link 2 | WIND | Machine | Link | Effect
1800
SW SE
2 WIND Machine monsters
When this card is Link Summoned: You can Special Summon 1 Level 4 or lower "Skystorm Mecha" monster from your hand or Deck, but for the rest of this turn, you cannot Special Summon monsters, except WIND Machine monsters. This card and monsters it points to cannot be destroyed by battle or card effects.

 

SPELL / TRAP

 

Skystorm Mecha Base

Field Spell

"Skystorm Mecha" monsters gain 400 ATK. Once per turn: You can add 1 "Skystorm Mecha" card from your Deck to your hand, except "Skystorm Mecha Base". If a "Skystorm Mecha" monster you control battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step.

 

 

I'll add more later as I get ideas for the backrow and other stuff. But yeah, general thematics behind this are probably evident.

 

[spoiler=I'm still writing these out of habit and to say other disclaimers I need to make clear]

I originally planned on this being implicit support for Mecha Phantom Beasts, albeit limited mostly to the monsters. Blue Typhoon was the first one I made, and then built on from there.

 

I am also aware about Speedroids still existing and potentially abusing the Typhoon's summon requirements, however I doubt that they can still reasonably field 4 monsters to summon this without a Link (early on). For X-Tornado, probably enough to go into them.

 

I may add a requirement that you must use at least 1 "Skystorm Mecha" as material should this issue be of major concern, but let's try this out now.

 

Putting this out right now before someone makes a complaint about these breaking Speedroids.

I am honestly tired of that being mentioned and limiting design for other stuff that require the help.

 

 

Alright then, you know what to do.

Members who review properly and don't act up will get repped.

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Pretty bare-bones at the moment, as you have said. I do like the variety present in the selection of Main Deck monsters, which are much more creative than your usual selection. As a spam-from-hand rather offensive archetype, it works alright, although the exclusivity of the Main Deck monsters in terms of their support clashes with the fact that they only have 1 card that does anything search related. At least there is a card, and a Field Spell at that. They're decently effective if you open a lot of them, but then they suffer from the same problem as Raidraptors; not easily recovering should the initial Summon be stopped.
 
X-Tornado seems a little lacking for a boss monster, or even a ladder. With Terrortop at 1, it's not so easy to field the monsters required to Summon it, but at least we still have Take. Although Speedroids can easily make this and Typhoon, I don't they'll be gaining anything from making Tornado over a Synchro, especially not with those Link arrows. Perhaps a tech for an OTK. Typhoon is a little more problematic; I'd suggest lowering the genericness on 1 of the effects, as, while it's not incredibly strong by itself, the fact that if you do have 4 Speedroids (which isn't so hard to do, mind you), you get this, can SS 1 back, then banish 2 cards face-down. Break up the system to at least encourage an engine of the combination of the two archetypes, methinks. I do like Tornado's banish to SS from hand though, as it is reminiscient of that one Speedroid Synchro which does a similar thing while standing out on its own...one question though, it says "sent to the GY" and not much else as a condition; does it mean "sent to the GY this turn" or just "if this card is in the GY" because the latter works just as what you have written, save for returning to the GY from being banished.
 
A nice battle-themed offensive archetype. Pretty neat, not super memorable but with a few points that stand out. Looking forward to seeing how it branches out!

Minor OCG note: "Once per turn, if another WIND Machine monster(s) you control would be targeted or destroyed by an opponent's effect: You can send this card to the GY instead." This effect is a little awkward, as would be targeted isn't really a thing in the current TCG/OCG, with targeting happening at activation and there being no precedent for the targeting being prevented as it were. As for the would be destroyed bit, it wouldn't activate as the actual destroying wouldn't allow for the start of a chain, so a comma would go there. Don't know how you want to actually implement this, but happy to help  it up.

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Yeah, it's barebones at the moment, so mostly need to increase their summoning capacity and address not getting Strike'd or something. Would be good to get another Main Deck that can do other support duties like SS from the GY, recover resources and so forth. I think I left the GY thing to Typhoon, but in-archetype without it, yeah, they need it. Deck summoning is an option too, but gotta be careful about it.

 

As far as Impulse goes, idea would be that if anything else gets targeted or something, you can either transfer the effect to it or well, destroy this in its place. I broke it up into two effects, though idea is that you can only use either/or that turn (but not a hard lock).

 

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X-Tornado should trigger on the turn it was actually sent there. On an overall thing, I need to buff its offensive capacities so it's worth making. I did have it able to attack all monsters your opponent controls. Maybe lift the limiter on its destruction effect or just don't make it target. Should be fixed now; can strike everything your opponent controls (granted, it won't work as efficiently if opponent isn't carrying multiple monsters, but most times they likely will) and doesn't target when it kills stuff. Also the clarification thing.

 

Typhoon's banish effect requires that you have its own archetype out now, but that's the major one you'd want otherwise. The SS one is still the same.

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Should look a lot nicer than me borrowing heavily from the usual monster lineup that feels like a copy of 'tellar/'specter triggers (yeah, a lot of my designs are usually patterned on it because the playstyle works). May have to borrow a little more from them here in the form of other Main Decks, but should be workable in the end.

 

Link 2s might be nice as well, so you don't have to invest 3 Main Deck for the Tornado.

 

 

But yeah, thanks for reviewing. I'll let you know when I add the rest.

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  • 2 weeks later...

Added 2 new Main Deck (Golden Cyclone and Black Spear) and a Link 2 member (Cyclone). Still gotta work on backrow, though when I ran the archetype prompt, it did say minimal of it, so...that means I need to make them succinct and powerful enough to warrant slots. Might be good to get some negation in here, as I really do lack any form of it at the moment. 

 

(Will think of more later on, but up to 10 cards right now.)

 

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Also yeah, you can take a guess at where the names are coming from.

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