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(Written) Mill Warrior archetype (9/9)


xray1324

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Monsters

Apprentice of the Mill Warrior
EARTH/Warrior/Level 3/1200/1400
If this card is sent from your deck to the GY: You can Special Summon this card from your GY, and if you do; add 1 'Mill Warrior' monster from your deck to your hand.
You can only activate this effect of 'Apprentice of the Mill Warrior' once per turn. 
 
Student of the Mill Warrior
EARTH/Warrior/Level 4/1600/1700/Tuner
If this card is added directly from your deck to your hand, you can Special Summon it, and if you do; Special Summon 1 'Mill Warrior' monster from your deck.
You can only activate this effect of 'Student of the Mill Warrior' once per turn.
 
Pet of the Mill Warrior
EARTH/Dragon/Level 3/1100/1000
If this card is in your GY: You can return this card to your hand, and if you do; Special Summon 1 'Mill Warrior' monster from your GY.
If your opponent activates a card or effect while you control a 'Mill Warrior' monster (Quick Effect): You can discard this card; Negate that activation, and if you do, destroy it.
You can only activate each effect of 'Pet of the Mill Warrior' once each per turn.
 
Pupil of the Mill Warrior
EARTH/Warrior/Level 4/1500/1000/Tuner
This card cannot be Special Summoned. 
When this card is Normal Summoned: Send the top 3 cards of your deck to the GY, and if any 'Mill Warrior' monsters are sent to the GY this way; you can add 1 of them to your hand.
You can only activate this effect of 'Pupil of the Mill Warrior' once per turn.
 
The Mill Warrior
EARTH/Warrior/Level 7/2700/2550/Synchro
1 non-tuner 'Mill Warrior' monster + 1 tuner 'Mill Warrior' monster
When this card is Special Summoned: You can send the top card of your deck to the GY, and if you do; you can Special Summon 1 non-Synchro 'Mill Warrior' monster from your GY.
If your opponent activates a card or effect (Quick Effect): You can negate that activation, and if you do; destroy it, and add 1 'Mill Warrior' monster from your deck to your hand, but you cannot Special Summon it until your next turn.
When a 'Mill Warrior' monster is Special Summoned: That monster gains 100 ATK for each 'Mill Warrior' monster in your GY.
You can only activate each effect of 'The Mill Warrior' once per turn.
 
Bus of the Mill Warrior
EARTH/Machine/Link 2/2000/Link/Left-Down,Right-Down
2 'Mill Warrior' monsters
When this card is Link Summoned: You can Special Summon 1 'Mill Warrior' monster from your GY with a level equal to or less than the combined total of all 'Mill Warrior' cards in your GY.
When a 'Mill Warrior' monster is Special Summoned to a zone this card points to, and was not Summoned by this card's effect: You can Special Summon 1 'Mill Warrior' monster from your GY with a level 1 below or above that monster's level, but it has it's effects negated.
You can only activate each effect of 'Bus of the Mill Warrior' once per turn.

Spells
 
Charge of the Mill Warrior
Spell Card
Send the top 3 cards of your deck to the GY: Send 1 'Mill Warrior' monster from your deck to the GY; Special Summon 1 'Mill Warrior' monster from your GY.
You can only activate 1 'Charge of the Mill Warrior' per turn.
 
Run of the Mill
Spell Card
Send the top X cards of your deck to the GY, and immediately after this effect resolves: You can Special Summon 1 'Mill Warrior' monster from your GY with a level equal to or less than the total amount of 'Mill Warrior' monsters sent to your GY by this card's effect. (X = the amount of 'Mill Warrior' monsters in your GY and face-up on your side of the field + 1)
You can banish this card from your GY: Send the top card of your deck to the GY.
You can only activate 1 'Run of the Mill' per turn.
 
Student Register of the Mill Warrior
Spell Card
Pay 1000 LP: Add 1 'Mill Warrior' monster from your deck to your hand; Send the top X cards of your deck to the GY. (X = that monster's level)
You can only activate 1 'Student Register of the Mill Warrior' per turn.
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  • 2 weeks later...

Your cards are Lightsworn, but focus on Special Summoning, searching, and milling more than anything. Besides this, your main cards really do not have any effects, which is in turn not very good. The Mill Warrior is the only card that can actually drive you to victory, but this is mostly due to its second effect, which is too goof. In fact, almost all of your cards are too good. Apprentice of the Mill and Pupil of the Mill are okay, and Bus might be as well, but the rest of your monsters and all of your Spells have very powerful effects. I would very much suggest that you tone down on the searching, milling, and Special Summoning, and start adding other effects to your main monster cards, and differentiate your Spells more.

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Your cards are Lightsworn, but focus on Special Summoning, searching, and milling more than anything. Besides this, your main cards really do not have any effects, which is in turn not very good. The Mill Warrior is the only card that can actually drive you to victory, but this is mostly due to its second effect, which is too goof. In fact, almost all of your cards are too good. Apprentice of the Mill and Pupil of the Mill are okay, and Bus might be as well, but the rest of your monsters and all of your Spells have very powerful effects. I would very much suggest that you tone down on the searching, milling, and Special Summoning, and start adding other effects to your main monster cards, and differentiate your Spells more.

100% I agree. This is like lightsworn (the milling and summons) and burning abyss (the recycle effects) decided "let's make them rage. At most I would have two effects per card or perhaps make a select one to activate per turn clause to them. Too many effects, mostly gains and very little resource cost. Rather unbalanced.

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