Ok, so I was recently rewatching the legacy of the worthless series of RANK10ygo on youtube, and the episode on reactors inspired me. to summarize, Reactors have a really cool design and an interesting mechanic, but they are wasted on crappy effects that are the monster equivalent of "MST negates" and neglectable burn damage, with their boss monster being Valkyrion 2.0 in terms of how difficult it is to summon in the archetype. They also have a total of six cards, including a synchro,but no archetypal tuner to summon it.
So I decided to design a bit of legacy support, here are the cards.
Prototype Reactor ● SF
WIND Machine Level 4 Tuner
Effect: Cannot Synchro Summon using this card as a Material unless the other Material(s) are DARK Machine "Reactor" monsters, in which case this card is treated as DARK. Once per turn; You can increase or reduce this card's Level by 1. If you control no monster, or if you control a DARK Machine "Reactor" monster, you can Special Summon this card (from your hand). You can only Special Summon “Prototype Reactor ● SF” once per turn this way. You can Tribute this card: Special Summon 1 DARK Machine "Reactor" monster from your Deck, also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK Machine Synchro monsters. You can only use this effect of "Prototype Reactor ● SF" once per turn. If this card is Special Summoned from the GY: Banish it when it leaves the field.
Aaand let's start with a tuner. The level change allows you to go for Dark Flattop with any reactor, and it summons itself if you have another reactor for an easy synchro. the restrictions on the materials are there to prevent link/synchro abuse of a level 3 to 5 tuner that special summon itself and can fetch any reactor from the deck. Idem for the banishing clause, to avoid multiple reuses with Dark Flattop. I thought about giving it also an effect that special summoned itself from the GY by discarding a card, but I decided it would have been too much. Overall it should help with consistency and swarming, and having it and another low level reactor in hand is a two card combo that ends with either two reactors, or Dark Flattop and any reactor.
Normal Spell Card
Effect: Add 1 of the following cards from your Deck to your hand.
● WIND Machine effect monster that lists "Reactor" card(s) in its text.
● Spell/Trap that lists "Reactor" card(s) in its text, except "Reactor Blueprint".
If this card is in your GY: You can banish it; Send 1 DARK Machine "Reactor" monster from your Deck to the GY.
You can only activate 1 "Reactor Blueprint" per turn.
A semi-ROTA for the archetype. it fetches either the tuner or the boss monster, or a support Spell/Trap card. Doesn't search the original reactors, there is the field spell for them, but it mills them for combos or to revive with Dark Flattop.
Aircraft Hangar - Haven
Field Spell Card
Effect: Once per turn: You can discard 1 card, and if you do, add 1 "Reactor" monster from your Deck to your hand. You can choose in response to which Summon activate the effect of "Summon Reactor ● SK" you control. If the effect of a "Reactor" monster you control would activate in response to an opponent's Spell/Trap card activation or monster(s) Summon, it can also negate the effect(s) of the card until the End Phase (if in response to a Spell or Trap card) or destroy it (if in response to a Monster(s) Summon). You can activate this effect of "Aircraft Hangar - Haven" once per card type (Monster, Spell or Trap) per turn. The first time a "Flying Fortress SKY FIRE" monster(s) you control would be destroyed each turn, it is not destroyed. You can banish this card from the GY: Shuffle into the Deck, from your hand, field or GY, 3 DARK Machine "Reactor" monsters with different names, then Special Summon 1 "Flying Fortress SKY FIRE" from your hand or GY, ignoring its Summoning conditions (it is treated as being properly Special Summoned by the effect of "Summon Reactor ● SK").
Oh, you can see the support. A big, beefy field spell with a ton of effects, I'm getting B.E.F. Zelos and Cyberdark Inferno flashbacks. And I actually had to pick to avoid writing a poem, but with five effects it should be more than fine.
The first is the searching effect. Plain and simple, it boosts consistency. I thought about making it search only the original Reactors, or to make it a Lightstage-like search-on-activation or to shuffle and search instead of discard. In the end I settled for a Diagram like effect, because you really need that tuner as fast as possible and to keep searching. No hard OPT, you are already getting minus and none of your stuff floats immediately (unless you are teching in Dark Worlds for some reason).
The second lets you get around that asinine restriction on Summon reactor that force you to activate its effect on the first summon instead of choosing like the others.
The third is the most important, its a continuous effect that bestow OPT negation on your spell and trap reactor and transform the summon one into a trap hole, so that they actually do something other than mild burn. If you have two of the same reactor you can still activate their effects, but you can give negation to only one of them
Continuing the trend of copying Diagram, the fourth effect makes so that your boss monster doesn't go down like an anvil because your opponent has blown on it.
And the last is a GY miracle fusion that restrict the places from where you can summon but gives you more range to take the materials from. Also recycling.
Continuous Trap Card
Effect: You can only control 1 face-up "Engine Overheat". Your opponent cannot target "Aircraft Hangar - Haven" you control with card effects. As long as you control "Aircraft Hangar - Haven", Machine-Type monsters you control cannot be put face-down or returned to the hand by your opponent's card effects. Each time the effect of a Machine-Type monster you control that would inflict 800 damage to your opponent activates, have that monster gain 800 ATK instead of inflicting damage (even if this card leaves the field). If "Flying Fortress SKY FIRE" you control leaves the field: You can banish this card from the GY and target 1 DARK Machine "Reactor" monster in your GY; Special Summon that target.
And here's the last piece of support. you WANT the field spell to not be wrecked by your opponent, so it protects it in a give-take fashion, where if it has a field spell to protect it also bestow a bit of protection on your monsters to prevent the boosts granted by the next effect to go waste. Speaking of which, nobody likes burn, and reactors don't burn nearly enough to win the game before being run over by bigger monsters. so this card transforms the damage in ATK value transforming your monsters in ever-growing beaters. Also when it is in the graveyard makes so that your boss monster can float into something upon destruction Berserkion-like style.