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[Written] Impact Reactor


Thomas★Zero

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Impact Reactor is a theme inspired of the Reactors from 5D's where this theme being DARK Machines focus on shutting down your your opponents plays when they use certain cards and creating powerful Link monsters while having their Spell and Traps help set up your field. In addition Impact Reactors are also based of German Planes.

 

Impact Reactor - Gotha

lv 1 DARK

Machine/Effect

When this card is Normal Summoned: you can Special Summon 1 "Impact Reactor" monster from your hand. Each time you activate the effect of a "Impact Reactor" monster, except "Impact Reactor - Gotha": you can target 1 monster your opponent controls, destroy the targeted card.

ATK/400 DEF/100

 

Impact Reactor - Bachem

lv 2 DARK

Machine/Effect

When this card is Normal Summoned: you can Special Summon 1 "Impact Reactor" monster from your hand. Each time you activate the effect of a "Impact Reactor" monster, except "Impact Reactor - Bachem": inflict 300 points of damage to your opponent.

ATK/800 DEF/200

 

Impact Reactor - Arado

lv 3 DARK

Machine/Effect

When your opponent activates a Spell Card (Quick Effect): you can negate that cards effects until the End Phase this turn. You can only activate this effect of "Impact Reactor - Arado" once per turn.

ATK/1600 DEF/500

 

Impact Reactor - Blohmvoss

lv 4 DARK

Machine/Effect

When your opponent activates a Trap Card (Quick Effect): you can negate that cards effects until the End Phase this turn. You can only activate this effect of "Impact Reactor - Blohmvoss" once per turn.

ATK/1900 DEF/800

 

Impact Reactor - Flettner

lv 5 DARK

Machine/Effect

When your opponent activates a monster effect (Quick Effect): you can negate that cards effects until the End Phase this turn. You can only activate this effect of "Impact Reactor - Flettner" once per turn.

ATK/2200 DEF/1300

 

Impact Reactor - Fieseler

DARK

Link: DL, DR

Machine/Link/Effect

2 DARK Machine monsters

This card, also "Impact Reactor" monsters this card points to, gain 300 ATK for each "Impact Reactor" this card points to. When a "Impact Reactor" monster is summoned to a zone this card points to, deal 400 points of damage to your opponent.

ATK/2000 LINK-2

 

Impact Reactor - Dornier

DARK

Link: DL, D, DR

2+ DARK Machine monsters

This card, also "Impact Reactor" monsters this card points to cannot be destroyed by battle or by card effects. At the start of the damage step, when this card battles an opponents monster: increase this cards ATK equal to the number of monsters in zones this card points to x 500 during damage calculation only.

ATK/3000 LINK-3

 

Impact Unit

Spell Card

Add 1 "Impact Reactor" monster from your deck to your hand, then, you can add 1 "Impact Reactor" monster from your GY to your hand. You can only activate "Impact Unit" once per turn.

 

Impact Maneuverer

Continuous Spell

"Impact Reactor" monsters you control cannot be destroyed by battle. When a "Impact Reactor" monster destroys a monster by battle, inflict 500 points of damage to your opponent.

 

Impact Airbase

Field Spell

Increase the ATK of all Machine monsters by 400. When you Normal Summon a "Impact Reactor" monster: you can Special Summon 1 "Impact Reactor" monster from your hand.

 

Impact Aircavalry

Trap Card

While you control no monsters and have 2 or more "Impact Reactor" monster in your GY, Special Summon 1 "Impact Reactor" each from your hand, deck and GY. You can only activate 1 "Impact Aircavalry" once per turn.

 

Impact Launcher

Continuous Trap Card

When a "Impact Reactor" monster is destroyed and sent to the GY, you can Special Summon 1 "Impact Reactor" with a different name from your GY. You can destroy 1 "Impact Reactor" monster you control or "Impact Launcher"; target 1 card on your opponents side of the field and destroy it, then, inflict 800 points of damage to your opponent. You can only activate each effect of "Impact Launcher" once per turn

 

Impact Airstrike

Counter Trap

Activate this card when your opponent activates a card or effect while you control a "Impact Reactor" monster. Negate the activation and effects of that card and destroy it. You can only activate 1 "Impact Airstrike" once per turn.

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I really like these. Basic premise that takes an older "archetype" and fleshes it out for a more modern game play. While the old Reactors focused more on the burn, these rely on their stun power with the burn acting as a bonus.

 

For the most part, everything looks solid.

However, there are a few aspects that might need tuning:

 

- The deck's speed: this is the biggest critique in the deck's viability. Unless you have the field spell up or set yourself up for Aircavalry, you are likely not putting more than 1 Impact Reactor on the board at a time. If the deck had a different focus, then this might be fine, but you'd need each monster to handle different threats. But since you can effectively only summon 1 at a time, they don't pose a threat.

 

- The Lv 1 + 2: On the whole, while I like the idea of them, these... don't really work. They trigger off a reactionary play and they have the same speed problem as the rest. There just isn't a feasible way of getting these on the field alongside the others to trigger them. If I were to make a suggestion here: maybe you could give the levels 1 + 2 some kind of archetypal Marauding Captain/Motivating Captain effect, so you can get multiple monsters on the field.

 

- Card Grammer errors: There're a few small things like forgetting to put "monster" after "impact reactor" on some of the cards, or not putting semicolons on certain effects. I'm not the best at grammar though, so another person could probably help ya out better in that area.

 

Other than that, yeah, I like these! Obviously, some are weaker and wouldn't really be used (the Lv 2 and the Continuous spell for one), but others are really strong and make a deck like this worth building (the Normal spell & Continuous trap). Cheers!

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Wow, you have a really mixed bag here.

On the spot, IMO Arado is the best card played as a generic. Blohmvoss isn't as good because Traps are less prominent, and what hurts Flettner is its Level of 5, otherwise it may be just as good as Arado.

Gotha and Bachem have a lot of potential since they lack OPTs, but their power goes down to how effective is the archetype at swarming the board. Both Links look bad to me, however. Well, the Link3 is kinda good as a beater, but there may better Link3 picks to go for.

The Spell/Trap are mostly good. They have power cards in Unit, Aircavalry, and maybe Impact Launcher (keep in mind that destruction as a cost has no precedence). Airstrike is good but bland as heck since it's such a cookie-cutter archetype omni-negation. The remaining Spell/Traps are average at best. I would say they are really missing searching effects for their Spell/Traps.

 

In short, it's an archetype carried by their Spell/Trap support, while Arado and to a lesser extent Flettner stand out due to their splashability potential.

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