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"Zombie-Slaying" Archetype


iSnaprack

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Zombie-Slaying Doctor, 4*


EARTH-Warrior, 1700 ATK, 1100 DEF


When this Monster battles a Zombie-Type monster, it gains 400 ATK during damage calculation only. While this card is face-up on the field, and a Zombie-Type monster is sent to the Graveyard: Gain 200 Life Points. This card is always Warrior-Type, and cannot be changed to another type.


Zombie-Slaying Pilot, 4*


EARTH-Warrior, 1400 ATK, 1600 DEF


This card gains 100 ATK for each Spell or Trap card you control. You can Tribute one monster: Draw from your deck until you reveal a "Zombie-Slaying" Equip card, then add it to your hand. Send the other cards to the GY. This card is always Warrior-Type, and cannot be changed to another type.


Zombie-Slaying Samurai, 4*


EARTH-Warrior, 1100 ATK, 1100 DEF


When this card is Summoned: you can play a "Zombie-Slaying" Equip Card from your hand and equip it to this card. When you activate this effect: this card gains 400 ATK. This card is always Warrior-Type, and cannot be changed to another type.


Zombie-Slaying Soldier, 4*


EARTH-Warrior, 1200 ATK, 800 DEF


All face-up "Zombie-Slaying" monsters gain 300 ATK. This card gains 100 ATK for each Zombie-type monster in your opponent's Graveyard or on the field. This card is always Warrior-Type, and cannot be changed to another type.


Zombie-Slaying Sidearm


Equip Spell


This card can only be equipped to a Warrior-Type monster. The equipped monster gains 400 ATK. If the equipped monster destroys a monster by battle: Banish that monster.


Zombie-Slaying Firearm


Equip Spell


This card can only be equipped to a Warrior-Type monster. The equipped monster gains 500 ATK. If the equipped monster attacks a defense position monster: inflict piercing battle damage.


Zombie-Slaying Wonder Weapon


Equip Spell


This card can only be equipped to a "Zombie-Slaying" Monster. When this card is equipped to a monster: place two Ray counters on it. The equipped monster gains 300 ATK for each Ray counter on this card. You can remove one Ray counter from this card: Reduce the ATK of one face-up monster by 500. You can remove two Ray counters from this card: Target one spell or trap your opponent controls, destroy that card.


Zombie-Slayer's Soda


Counter Trap


When an opponent's card targets a "Zombie-Slaying" card you control, negate that card and then destroy it. You can only activate one "Zombie-Slayer's Soda" per turn.


Zombie-Slaying Teamwork


Continuous Trap


Once per turn, you can tribute one "Zombie-Slaying" monster; target another "Zombie-Slaying" monster you control and apply one of these effects based on which monster was tributed;


  • Zombie-Slaying Doctor: Gain 500 Life Points. Until the End Phase, if this monster destroys an opponents monster by battle; gain 200 Life Points.
  • Zombie-Slaying Pilot: Your opponent loses 500 Life Points. Until the End Phase, this monster gains 200 ATK for each Equip Card on the field.
  • Zombie-Slaying Samurai: Discard one Equip Spell Card; Until the End Phase, this monster gains 500 ATK and deals piercing battle damage.
  • Zombie-Slaying Soldier: This monster gains 300 ATK, and an additional 300 ATK for each Zombie-type monster on the field. During the End Phase; destroy this monster, and take damage equal to the attack gained by this effect.

This archetype is based on rapidly getting Zombie World on the field, and then combining multiple minor effects to reach huge ATK numbers in exchange for a lack of Special Summon support.


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Decent cards but is limited to very specific type/Deck of monsters so unless your playing something like DNA transplant your at a massive disadvantage this deck nowadays could not compete with probably any deck or even decks of maybe 7 years ago

1.the ATK gaining is very low and too slow to matter and most monsters will barely become a decent beater

 

2.The life point engine is very slow gaining 200 life points per monster sent wont make much of a difference 

 

3.The lack of special summoning makes the archetype extremely slow and hard to set up zombie slaying pilot 4 wont be able to activate its effect as they cant waste a normal summon 

 

4.Having them stay as warrior type monsters is a nice touch but how about a field spell that makes all monsters your opponent controls zombie 

 

5.zombie slaying soilder 4 can rise up to a alright beater but requires set up which is lacking from this archtype 

 

6.you Should include cards that negate zombie effects in the graveyard and stops them from being summoned from the graveyard maybe once per turn

 

7.Zombie Slayer's soda is actually a very good card and good protection which is why maybe you should include something like a fusion or xyz archtype monster could support these cards.

 

8.Have monsters that can special summon themselves or other monsters and monsters just being beatsticks does not always work and is not a good game tatic

 

overall i like the idea of the archtype and seems like it could become potentially very powerful 

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These are quite good points, and I thank you for the feedback!

However, as an answer to #4, the field spell "Zombie World" is an already printed YuGiOh! card that turns all monsters on the field into Zombie-type and you cannot tribute monsters except Zombie-Type monsters, which is the main way to use the archetype. I'll make some additions to the archetype in the next few hours hopefully to quell some of the other issues.

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