Jump to content

(Written CaC support) Possible Support for Ally of Justice


Diaz899

Recommended Posts

I kinda feel bad that this deck is so bad, so I decided to make some support that would increase this deck's playability while keeping it balanced.

 

Ally of Justice Assembly Line
[spell/Field]
While this card is face-up on the field, all monsters your opponent controls and in their GY are treated as LIGHT monsters. Once per turn: You can discard 1 card; add 1 "Ally of Justice" monster from your Deck to your hand, and if you do, you can Special Summon 1 "Ally of Justice" monster from your hand, except the added monster. If this card is in your GY: except the turn it was sent there, you can banish 1 "Ally of Justice" monster from your GY; add this card to your hand.

Ally of Justice Emergency Backup
[spell]
Add 1 level 4 or lower "Ally of Justice" monster from your Deck to your hand. If a "Ally of Justice" monster you control would be destroyed by battle or card effect, except the turn this card was sent to the GY, you can banish this card from your GY instead. You can only activate 1 "Ally of Justice Emergency Backup" once per turn.

Ally of Justice Re-Assembly Line
[spell]
Discard 1 "Ally of Justice" monster; Draw 2 cards. You can only activate 1 "Ally of Justice Re-Assembly Line" once per turn.

Alliance of Justice
[Continuous/Spell]
(This card is always treated as an "Ally of Justice" card).
When this card is activated: You can Special Summon 1 "Ally of Justice" monster from your GY, and if you do, Special Summon 1 Tuner monster from your Deck, but it has its effects negated, also, for the rest of turn you cannot Special Summon monsters, except "Ally of Justice" monsters. Once per turn: You can send 1 "Ally of Justice" monster you control to the GY; all monsters your opponent controls are treated as LIGHT monsters, until the End Phase. If this card is destroyed: Add 1 "Ally of Justice" card from your GY to the hand, except "Alliance of Justice".

EX: Ally of Justice GARADHOLG
[DARK/Machine] Lvl 4
1600 ATK / 400 DEF
If this card is Normal or Special Summoned: You can add 1 "Ally of Justice" card from your Deck to your hand.

You can only activate this effect of "EX: Ally of Justice GARADHOLG" once per turn. If this card battles a LIGHT monster, it gains 200 ATK for each LIGHT monster your opponent controls.

EX: Ally of Justice RUDRA
[DARK/Machine] Lvl 5
1900 ATK / 1200 DEF
If your opponent controls a LIGHT monster: You can Special Summon this card (from your hand). You can only Special Summon "EX: Ally of Justice RUDRA" once per turn this way. "Ally of Justice" monsters you control cannot be targeted by your opponent's card effects. If this card is used as material for the Summon of a Synchro or a Link "Ally of Justice" monster, that monster gains the following effect:
- If this card is Special Summoned: You can Special Summon 1 Lvl 5 or lower "Ally of Justice" monster from your Deck or GY, but its effects are negated (you can only gain this effect once per turn).

EX: Ally of Justice CLAUSOLAS
[DARK/Machine] Lvl 6
2300 ATK / 1200 DEF
You can discard 1 "Ally of Justice" monster, Special Summon this card (from your hand). This card is unnaffected by the effects of LIGHT monsters. If this card is Special Summoned: You can Normal Summon 1 "Ally of Justice" monster during your Main Phase this turn, in addition to your Normal Summon/Set (you can only gain this effect once per turn).
Once per turn, during either player's turn: You can tribute 1 DARK monster you control; negate the effects of all LIGHT monsters on the field.

EX: Ally of Justice CATASTOR
[DARK/Machine/Link]
800 ATK / Link-2
L.Arrows - B.Left / B.Right
Materials: 2 DARK monsters including 1 "Ally of Justice" monster
At the start of the Damage step, if this card battles a non-DARK monster: Destroy that monster. If an "Ally of Justice" monster is Summoned to a Zone this card points to, you can activate one of the following effects:
- Return it to the hand; Destroy 1 card on the field.
- Banish it; Special Summon 1 Lvl 4 or lower "Ally of Justice" monster from your Deck to a Zone this card points to. You can only activate this effect of "EX: Ally of Justice CATASTOR" once per turn.

 

(edit: Before EX GARADHOLG was not a hard OPT, EX RUDRA was also not a hard and its text was too big so I removed some effects OPT and EX CATASTOR also was battle immune and gave a "free" draw, emergency backup had no gy effect.)

Link to comment
Share on other sites

Assembly Line:

Looks solid enough. It has all I would expect from a Field Spell for AoJs.

 

Emergency Backup and Re-Assembly Line:

Effective support but awfully bland. Add secondary effects at least, possibly in-GY. (e.g. Zefra Providence).

 

EX monsters:

They may as well be brand-new AoJs rather than retrains of original AoJs.

 

GARADHOLG:

Put a "hard OPT" clause in there (You can only use this effect of X once per turn), mostly as a preemptive measure, really. Otherwise it can get silly by summoning multiples in the same turn.

 

RUDRA:

Looks fine to me. Likewise, add a hard OPT or else it can ensue loops since the gained effect can Summon a copy of RUDRA.

 

CLAUSOLAS:

Looks really good, especially the Quick Effect. I see potential for splashing or teching it in other decks as a meta or side-deck call, not unlike their fellow Cycle Reader.

 

CATASTOR:

First effects makes it really good since it make it difficult to beat through battle and allows it to deal with plenty of monsters, especially with their Field Spell active. I would remove the resistance to battle destruction since the Catastor effect makes it tough to run over already.

The bullet effects give me the vibe that it blatantly does too much and looks too saturated. It's 3 options that it gives you, after all. I think you should keep only 2.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...