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Cheetahmen Archetype ( Action 52 )

- - - - - Cheetahmen Cheetahman Action 52

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#1
Ultimagamer

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This was an archetype I thought of based around the Cheetahmen game on Action 52. If you have never heard of Action 52, it's one of the worst games on the NES. Cheetahmen is the 52nd game in that game, based around the plot that the "Action Gamemaster" got sucked into his tv by a robot arm and that the cheetahmen are going to rescue him and get him back to the real world. The game wasn't very good, but hopefully, this archetype will be interestingly fun :). 

 

I'll be updating based on feedback, so please leave your thoughts below :D 

 

Action Gamemaster

Level 1 / Earth / Warrior / Effect

0 attack / 0 defense

 

During the standby phase, If this card is in your GY or banished cards and you don’t control an “Action Gamemaster”: you can Special Summon this card to your field in face-up defense position. This card cannot be destroyed by battle or card effects while you control a “Cheetahman” Monster. During either players turn: you can tribute this card; Special Summon 1 “Cheetahman” Monster from your Deck or GY. You can only use this effect of “Action Gamemaster” once per turn.

 

Apollo the Cheetahman

Level 7 / Earth / Beast Warrior / Effect

2500 attack / 2500 defense

 

If this card is Special Summoned by the effect of an “Action Gamemaster”: send 1 random card from your opponent’s hand to their GY. Once per turn: you can add 1 “Arrow of Apollo” from your Deck or GY to your hand. Your opponent cannot activate cards or effects in response to this effect. If this card you control would leave the field ( either by battle or card effect ), you can banish 1 “Action Gamemaster” from your hand or GY instead.

 

Arrow of Apollo

Spell - Equip

 

Equip only to an “Apollo the Cheetahman”. The Equipped Monster gains 500 ATK and DEF, also when it battles, your opponent cannot activate cards or effects until the end of the damage step. If this card is sent to the GY while you have an “Action Gamemaster” either banished or in your GY: you can add this card from your GY to your hand. You can only use this effect of “Arrow of Apollo” once per turn.

 

Aries the Cheetahman

Level 8 / Earth / Beast Warrior / Effect

2500 attack / 2500 defense

 

If this card is Special Summoned by the effect of an “Action Gamemaster”: send up to 2 Spell/Trap cards your opponent controls to their GY. Once per turn: you can add 1 “Club of Aries” from your Deck or GY to your hand. Your opponent cannot activate cards or effects in response to this effect. If this card you control would leave the field ( either by battle or card effect ), you can banish 1 “Action Gamemaster” from your hand or GY instead.

 

Club of Aries

Spell - Equip

 

Equip only to an “Aries the Cheetahman”. The Equipped Monster gains 500 ATK and DEF, also if it inflicts damage to your opponent by battle: destroy 1 card your opponent controls. If this card is sent to the GY while you have an “Action Gamemaster” either banished or in your GY: you can add this card from your GY to your hand. You can only use this effect of “Club of Aries” once per turn.

 

Hercules the Cheetahman

Level 9 / Earth / Beast Warrior / Effect

2500 attack / 2500 defense

 

If this card is Special Summoned by the effect of an “Action Gamemaster”: send 1 Monster your opponent controls to the GY. Once per turn: you can add 1 “Hand of Hercules” from your Deck or GY to your hand. Your opponent cannot activate cards or effects in response to this effect. If this card you control would leave the field ( either by battle or card effect ), you can banish 1 “Action Gamemaster” from your hand or GY instead.

 

Hand of Hercules

Spell - Equip

 

Equip only to a “Hercules the Cheetahman”. The Equipped Monster gains 500 ATK and DEF, also it can attack all Monsters your opponent controls once each. If this card is sent to the GY while you have an “Action Gamemaster” either banished or in your GY: you can add this card from your GY to your hand. You can only use this effect of “Hand of Hercules” once per turn.

 

Robotic Arm From the T.V.!

Spell - Normal

 

Apply one of the following effects

  • Add 1 “Action Gamemaster” from your Deck or GY to your hand.

  • Add 1 “Cheetahman” Monster from your Deck or GY to your hand.

  • Send 1 “Action Gamemaster” or 1 “Cheetahman” Monster from your Deck to your GY.

You can only activate 1 “Robotic Arm From the T.V.!” per turn.

 

Cheetahmen, Swap Out!

Spell - Normal

 

Shuffle up to 3 “Cheetahman” Monsters from your hand, face-up from your field, and/or from your GY into your Deck to draw an equal number of cards. You can only activate 1 “Cheetahmen, Swap Out!” per turn.

 

Hidden 1-Up!

Spell - Normal

 

Target 1 “Cheetahman” Monster in your GY; Special Summon that Monster to your field. This is treated as a Summon done by “Action Gamemaster”. If an “Action Gamemaster” or a “Cheetahman” Monster(s) you control would be destroyed ( by battle or card effects ) while this card is in your GY, you can banish this card from your GY instead.

 

Jumping While Airborne!

Spell - Continuous

 

Once per turn: you can Special Summon 1 “Cheetahman” Monster from your hand. Once per turn, if your opponent activates a card or effect ( quick effect ): you can return 1 “Cheetahman” Monster you control to your hand, and if you do, draw 1 card. If this effect was activated during your opponent’s turn, negate the next 2 attacks done by your opponent during this turn.

 

Lights, Camera, Action 52!

Spell - Normal

 

Add 1 “Action 52” from your Deck, GY, or banished cards to your hand. During your Main Phase, if this card is in your GY: you can banish this card from your GY; Special Summon 1 “Action Gamemaster” from your hand, GY, or banished cards

 

Action 52

Spell - Field

 

“Cheetahman” Monsters you control that are Equipped with Equip cards cannot be targeted by your opponent’s card effects, also your opponent cannot destroy them with card effects. Once per turn: you can Special Summon 1 “Cheetahman” Monster from your hand or GY. This is treated as a Summon done by the effect of an “Action Gamemaster”.


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#2
Flash Flyer - Sakura

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You know how this works by now. 

 

This was an archetype I thought of based around the Cheetahmen game on Action 52. If you have never heard of Action 52, it's one of the worst games on the NES. Cheetahmen is the 52nd game in that game, based around the plot that the "Action Gamemaster" got sucked into his tv by a robot arm and that the cheetahmen are going to rescue him and get him back to the real world. The game wasn't very good, but hopefully, this archetype will be interestingly fun :). 

 

I'll be updating based on feedback, so please leave your thoughts below :D 

 

Action Gamemaster

Level 1 / Earth / Warrior / Effect

0 attack / 0 defense

 

During the standby phase, If this card is in your GY or banished cards and you don’t control an “Action Gamemaster”: you can Special Summon this card to your field in face-up defense position. This card cannot be destroyed by battle or card effects while you control a “Cheetahman” Monster. During either players turn: you can tribute this card; Special Summon 1 “Cheetahman” Monster from your Deck or GY. You can only use this effect of “Action Gamemaster” once per turn.

 

This one seems fine for the most part, considering it's mostly the enabler for the larger stuff you got here.

 

Apollo the Cheetahman

Level 7 / Earth / Beast Warrior / Effect

2500 attack / 2500 defense

 

If this card is Special Summoned by the effect of an “Action Gamemaster”: send 1 random card from your opponent’s hand to their GY. Once per turn: you can add 1 “Arrow of Apollo” from your Deck or GY to your hand. Your opponent cannot activate cards or effects in response to this effect. If this card you control would leave the field ( either by battle or card effect ), you can banish 1 “Action Gamemaster” from your hand or GY instead.

 

Cutting off opponent's hand is alright and least it has protection / cycles Gamemaster to do what you need it. Might be the most potent out of the entire boss monster lineup (well, hand destruction is usually more potent than S/T removal and such).

 

Arrow of Apollo

Spell - Equip

 

Equip only to an “Apollo the Cheetahman”. The Equipped Monster gains 500 ATK and DEF, also when it battles, your opponent cannot activate cards or effects until the end of the damage step. If this card is sent to the GY while you have an “Action Gamemaster” either banished or in your GY: you can add this card from your GY to your hand. You can only use this effect of “Arrow of Apollo” once per turn.

 

Armades effect for Apollo is fine; also no complaints about a 30/30 monster on top of it. Last effect is basically cookie-cutter for the entire boss thing (sans the different other effects), but I suppose they're all different enough to do things.

 

Aries the Cheetahman

Level 8 / Earth / Beast Warrior / Effect

2500 attack / 2500 defense

 

If this card is Special Summoned by the effect of an “Action Gamemaster”: send up to 2 Spell/Trap cards your opponent controls to their GY. Once per turn: you can add 1 “Club of Aries” from your Deck or GY to your hand. Your opponent cannot activate cards or effects in response to this effect. If this card you control would leave the field ( either by battle or card effect ), you can banish 1 “Action Gamemaster” from your hand or GY instead.

 

Would probably be better if it were cards (including monsters) instead of just S/T; least taking into consideration minimal backrow nowadays compared to the past. I mean, it can still work for blowing up Field Spells and P-Scales, so not a total waste. Otherwise, it's still Twin Twisters w/out the cost so that's fine. Rest of the effect is mostly similar to Apollo, barring the Equip Spell so defer to comments up there.

 

If not, you could probably change it to monsters instead of backrow, so you have a better chance of hitting multiple targets.

 

Club of Aries

Spell - Equip

 

Equip only to an “Aries the Cheetahman”. The Equipped Monster gains 500 ATK and DEF, also if it inflicts damage to your opponent: destroy 1 card your opponent controls. If this card is sent to the GY while you have an “Action Gamemaster” either banished or in your GY: you can add this card from your GY to your hand. You can only use this effect of “Club of Aries” once per turn.

 

I guess this is why Aries doesn't destroy monsters too, but otherwise, non-targeting removal is okay. Rest of the effect is again copy-paste, so...

 

Hercules the Cheetahman

Level 9 / Earth / Beast Warrior / Effect

2500 attack / 2500 defense

 

If this card is Special Summoned by the effect of an “Action Gamemaster”: send 1 Monster your opponent controls to the GY. Once per turn: you can add 1 “Hand of Hercules” from your Deck or GY to your hand. Your opponent cannot activate cards or effects in response to this effect. If this card you control would leave the field ( either by battle or card effect ), you can banish 1 “Action Gamemaster” from your hand or GY instead.

 

Any particular reason why this is Level 9 as opposed to 8 for the other two? Not that it'll affect this card being Tribute Summoned because Level 7+ all require 2 tributes.

 

But removal is fine otherwise (least it gets around Borreload and anything else that cannot be targeted nowadays).

 

Hand of Hercules

Spell - Equip

 

Equip only to a “Hercules the Cheetahman”. The Equipped Monster gains 500 ATK and DEF, also it can attack all Monsters your opponent controls once each. If this card is sent to the GY while you have an “Action Gamemaster” either banished or in your GY: you can add this card from your GY to your hand. You can only use this effect of “Hand of Hercules” once per turn.

 

In some ways, this is better and worse than the other two. If opponent has a lot of monsters out (including potential Extra Link), you could probably break it somewhat with this attacking everything, then direct shots from others. But it's also worse because it doesn't ignore backrow, other effects while attacking or other things. Still fine for what it does.

 

Robotic Arm From the T.V.!

Spell - Normal

 

Apply one of the following effects

  • Add 1 “Action Gamemaster” from your Deck or GY to your hand.

  • Add 1 “Cheetahman” Monster from your Deck or GY to your hand.

  • Send 1 “Action Gamemaster” or 1 “Cheetahman” Monster from your Deck to your GY.

You can only activate 1 “Robotic Arm From the T.V.!” per turn.

 

Set-up card is fine for most part.

 

Cheetahmen, Swap Out!

Spell - Normal

 

Shuffle up to 3 “Cheetahman” Monsters from your hand, face-up from your field, and/or from your GY into your Deck to draw an equal number of cards. You can only activate 1 “Cheetahmen, Swap Out!” per turn.

 

Recycling Cheetahmen for better cards (and I guess redrawing Gamemaster to summon them once more) is fine. I think you'll mostly shuffle them from the GY or hand to prevent dead draws (which likely will happen given lack of low Levels here).

 

Hidden 1-Up!

Spell - Normal

 

Target 1 “Cheetahman” Monster in your GY; Special Summon that Monster to your field. This is treated as a Summon done by “Action Gamemaster”. If an “Action Gamemaster” or a “Cheetahman” Monster(s) you control would be destroyed ( by battle or card effects ) while this card is in your GY, you can banish this card from your GY instead.

 

 

Searcher / Foolish + Cheetahman + this = backrow pops or field removal. 

 

While this isn't necessarily busted by any means, stuff being non-targeting does raise some minor concerns about making them too easy to pull off in tandem with the SS4 search effect for respective Equips. Again though, all of the Level 8/9's are fine on their own and not going to be busted with this making it easier. (You still have to combo for it)

 

Jumping While Airborne!

Spell - Continuous

 

Once per turn: you can Special Summon 1 “Cheetahman” Monster from your hand. Once per turn, if your opponent activates a card or effect: you can return 1 “Cheetahman” Monster you control to your hand, and if you do, draw 1 card. If this effect was activated during your opponent’s turn, negate the next 2 attacks done by your opponent during this turn.

 

Seems fine for the most part, though as far as wording goes for effect 2, you do need to mention "during either player's turn" after the OPT thing if you want it to also trigger on the opponent's turn. Not Quick Effect because that's for monsters. Attack negation is alright, I suppose, albeit being baitable by the opponent.

 

Lights, Camera, Action 52!

Spell - Normal

 

Add 1 “Action 52” from your Deck, GY, or banished cards to your hand. During your Main Phase, if this card is in your GY: you can banish this card from your GY; Special Summon 1 “Action Gamemaster” from your hand, GY, or banished cards

 

Ohai archetypal Terraforming for theme Field. This one is fine for what it does, even if only to get Gamemaster to trigger everything else.

 

Action 52

Spell - Field

 

All “Cheetahman” Monsters you control gain 500 ATK and DEF. “Cheetahman” Monsters you control that are Equipped with Equip cards cannot be targeted by your opponent’s card effects, also your opponent cannot destroy them with card effects. Once per turn: you can Special Summon 1 “Cheetahman” Monster from your hand or GY. This is treated as a Summon done by the effect of an “Action Gamemaster”.

 

 

With Equips/this card, Cheetahmen go up to 3.5K and that's usually enough to destroy everything in battle, especially with Hercules's equip allowing for attacking everything. Also doesn't hurt to give them the 'specter protection clause while stuff is working, though we then get into the territory of "big boss that's near impossible to stop". I would probably suggest removing the stat boost as the Cheetahmen should be generally strong enough to handle stuff without it.

 

SS effect should be okay, much like Hidden 1-Up to some degree. As much as I would say put a hard OPT on the Cheetahmen's trigger effect to possibly curb this problem, I don't think it is needed too much (you have the Cont. Spell that technically returns stuff, but that usually relies on the opponent triggering something that isn't a Counter Trap on your turn for you to return, then summon again and re-trigger).


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#3
Ultimagamer

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You know how this works by now. 

 

I hope you enjoyed all of the Action 52 references ;) 

 

What Each Card References

 

( small thing to note, the levels of each cheetahman is different from each other ( Apollo is 7, Aries is 8, Hercules is 9, not too important though, but you were curious on why hercules was level 9 so that is why ) 

 

Edits made 

1. Club of Aries: Card now specifies battle damage 

2. Jumping While Airborne: Effect is now written as a quick effect 

3. Action 52: No longer provides 500 ATK and DEF boost 


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