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World Wrestlers ( Punch Out! )


Ultimagamer

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This is a series of cards I thought of based around the Punch-Out!! video game series ( The Wii version in particular ). The deck is based around level 3 monsters that allow for basic swarming and level 6 monsters that work with those monsters to gain effects and set up your graveyard. You get to summon powerful level 9 fusion monsters that when destroyed and sent to the mat, will come back up twice as strong! Reviving themselves and skipping right to your battle phase, these monsters are sure to land their punch! 

 

[spoiler=A little note about the monsters] 

The level 3 monsters are based on the Minor Circuit boxers 

The level 6 monsters are based on the Major Circuit boxers 

The level 9 monsters are based on the World Circuit boxers 

 

 

 

Any kind of review would be appreciated! 

 

( Name changed from "World Wrestler" to "World Boxer", I forgot what the right word was. )

 

[spoiler=World Boxers!!]

[spoiler=World Boxer Main Deck Monsters]

[spoiler=Level 3 Monsters]

World Boxer: Glass Joe

Level 3 / Earth / Warrior / Effect

500 attack / 1000 defense

 

Cannot be used as Link Material, except for the Link Summon of a Warrior Link Monster. You can only use each of the following effects of “World Boxer: Glass Joe” once per turn. If this card is Summoned: You can send 1 “World Boxer” card from your Deck to your GY. If this card is Tributed by the effects of a “World Boxer” Monster: You can Special Summon 1 “World Boxer: Glass Joe” from your hand or Deck in defense position.

 

World Boxer: Von Kaiser

Level 3 / Earth / Warrior / Effect

1000 attack / 500 defense

 

Cannot be used as Link Material, except for the Link Summon of a Warrior Link Monster. You can only use each of the following effects of “World Boxer: Von Kaiser” once per turn. If this card is Summoned: You can target 1 Level 3 “World Boxer” Monster in your GY, except “World Boxer: Von Kaiser”; Special Summon it. If this card is Tributed by the effect of a “World Boxer” Monster: You can Special Summon 1 “World Boxer: Von Kaiser” from your hand or Deck in defense position.

 

World Boxer: Disco Kid

Level 3 / Earth / Warrior / Effect

1200 attack / 300 defense

 

Cannot be used as Link Material, except for the Link Summon of a Warrior Link Monster. You can only use each of the following effects of “World Boxer: Disco Kid” once per turn. If you control a Level 3 “World Boxer” Monster: You can Special Summon this card from your hand. If this card is Tributed by the effect of a “World Boxer” Monster: You can Special Summon 1 “World Boxer: Disco Kid” from your hand or Deck in defense position.

 

World Boxer: King Hippo

Level 3 / Earth / Warrior / Effect

1500 attack / 1000 defense

 

Cannot be used as Link Material, except for the Link Summon of a Warrior Link Monster. You can only use each of the following effects of “World Boxer: King Hippo” once per turn. If you control a Level 3 “World Boxer” Monster: You can Special Summon this card from your GY. If this card is Tributed by the effect of a “World Boxer” Monster: You can Special Summon 1 “World Boxer: King Hippo” from your hand or Deck in defense position.

 

 

[spoiler=Level 6 Monsters]

World Boxer: Piston Hondo

Level 6 / Earth / Warrior / Effect

2000 attack / 1500 defense

 

If this card is in your hand: You can tribute 1 “World Boxer: Monster you control, except “World Boxer: Piston Hondo”, and if you do, Special Summon this card from your hand. If this card is Special Summoned: You can add 1 “World Boxer” Monster from your Deck to your hand, except “World Boxer: Piston Hondo”. You can only use each effect of “World Boxer: Piston Hondo” once per turn.

 

World Boxer: Bear Hugger

Level 6 / Earth / Warrior / Effect

1800 attack / 2200 defense

 

If this card is in your hand: You can tribute 1 “World Boxer: Monster you control, except “World Boxer: Bear Hugger”, and if you do, Special Summon this card from your hand. If this card is Special Summoned: You can add 1 “World Boxer” Spell/Trap card from your Deck to your hand. You can only use each effect of “World Boxer: Bear Hugger” once per turn.

 

World Boxer: Great Tiger

Level 6 / Earth / Warrior / Effect

2300 attack / 2000 defense

 

If this card is in your hand: You can tribute 1 “World Boxer: Monster you control, except “World Boxer: Great Tiger”, and if you do, Special Summon this card from your hand. If this card is Special Summoned: You can target 1 “World Boxer” card from your GY, except “World Boxer: Great Tiger”; add that target to your hand. You can only use each effect of “World Boxer: Great Tiger” once per turn.

 

World Boxer: Don Flamenco

Level 6 / Earth / Warrior / Effect

2500 attack / 2500 defense

 

If this card is in your hand: You can tribute 1 “World Boxer: Monster you control, except “World Boxer: Don Flamenco”, and if you do, Special Summon this card from your hand. If this card is Special Summoned: You can target 1 card your opponent controls; destroy it, then your opponent can draw 1 card. You can only use each effect of “World Boxer: Don Flamenco” once per turn.

[spoiler=World Boxer Extra Deck Monsters]

[spoiler=Fusion Monsters]

World Boxer: Aran Ryan

Level 9 / Earth / Warrior / Fusion / Effect

2800 attack / 2400 defense

2 “World Boxer” Monsters

 

If this card is Special Summoned: You can take control of 1 Monster your opponent controls. While you control that Monster, it is treated as a “World Boxer” Monster. You can only use this effect of “World Boxer: Aran Ryan” once per turn. If this card is destroyed by your opponent’s card ( by battle or card effect ) and sent to your GY: You can Special Summon this card. If this card is Special Summoned by this effect while it is not your Battle Phase: It becomes your Battle Phase.

 

World Boxer: Soda Popinski

Level 9 / Earth / Warrior / Fusion / Effect

3000 attack / 2800 defense

2 “World Boxer” Monsters

 

If this card is Special Summoned: You can activate this effect. This card can make up to 6 attacks on Monsters during each Battle Phase either this turn or during your next turn. If this card is destroyed by your opponent’s card ( by battle or card effect ) and sent to your GY: You can Special Summon this card. If this card is Special Summoned by this effect while it is not your Battle Phase: It becomes your Battle Phase.

 

World Boxer: Bald Bull

Level 9 / Earth / Warrior / Fusion / Effect

3200 attack / 3000 defense

3 “World Boxer” Monsters

 

If this card is Special Summoned: You can destroy all Spell/Trap cards your opponent controls, and if you do, inflict 500 damage to your opponent for each card destroyed. You can only use this effect of “World Boxer: Bald Bull” once per turn. If this card is destroyed by your opponent’s card ( by battle or card effect ) and sent to your GY: You can Special Summon this card. If this card is Special Summoned by this effect while it is not your Battle Phase: It becomes your Battle Phase.

 

World Boxer: Super Macho Man

Level 9 / Earth / Warrior / Fusion / Effect

3300 attack / 3200 defense

3 “World Boxer” Monsters

 

If this card is Special Summoned: You can draw 1 card for each card your opponent controls, and if you do, gain 500 LP for each card drawn by this effect. You can only use this effect of “World Boxer: Super Macho Man” once per turn. If this card is destroyed by your opponent’s card ( by battle or card effect ) and sent to your GY: You can Special Summon this card. If this card is Special Summoned by this effect while it is not your Battle Phase: It becomes your Battle Phase.

 

World Boxer: Mr. Sandman

Level 9 / Earth / Warrior / Fusion / Effect

3500 attack / 3300 defense

4 “World Boxer” Monsters

 

If this card is Special Summoned: You can destroy all Monsters your opponent controls, and if you do, inflict 500 damage to your opponent for each card destroyed. You can only use this effect of “World Boxer: Mr. Sandman” once per turn. If this card is destroyed by your opponent’s card ( by battle or card effect ) and sent to your GY: You can Special Summon this card. If this card is Special Summoned by this effect while it is not your Battle Phase: It becomes your Battle Phase.

[spoiler=Link Monsters]

World Boxer: Referee

Link 2 / Earth / Warrior / Link / Effect

Link Materials: 2 Warrior Monsters

Link Markers: Bottom Left, Bottom Right

2000 attack

 

It this card is Link Summoned: You can add 1 “World Boxer: Grand Circuit” from your Deck or GY to your hand. Your opponent cannot target “World Boxer: Grand Circuit” in your Field Spell Zone with card effects, also it cannot be destroyed by your opponent’s card effects. During your Main Phase: You can Fusion Summon 1 “World Boxer” Fusion Monster by shuffling the required Fusion Materials from your field and/or GY into your Deck. You can only use this effect of “World Boxer: Referee” once per turn.

 

World Boxer: DK

Link 3 / Earth / Warrior / Link / Effect

Link Materials: 2+ Warrior Monsters, including 1 “World Boxer” Monster

Link Markers: Bottom Left, Bottom, Bottom Right

2500 attack

 

If this card is Link Summoned: You can add 1 “World Boxer Fusion” from your Deck or GY to your hand. During your Main Phase, if this card has not declared an attack this turn: this card cannot attack for the rest of this turn, also Special Summon 1 “World Boxer” Fusion Monster from your Extra Deck ignoring it’s Summoning Conditions ( This is treated as a Fusion Summon ). You can only use each effect of “World Boxer: DK” once per turn.

 

 

[spoiler=World Boxer Spells/Traps]

[spoiler=Spell Cards]

World Boxer: Grand Circuit

Spell - Field

 

When your “World Boxer” Monster battles, your opponent cannot activate cards or effects until the end of the damage step. Once during each turn, during the Main Phase, if your opponent activates a monster effect while you control a “World Boxer” Fusion Monster, you can change that effect to “Destroy all face-up Fusion Monsters your opponent controls”. Your opponent must have successfully resolved at least 3 activated effects during that Main Phase, including at least 1 Monster effect before you can resolve this effect.

 

World Boxer: Career Start

Spell - Normal

 

Add 1 “World Boxer” Monster from your Deck to your hand. During your Main Phase, if this card is in your GY while you control a “World Boxer” Fusion Monster, except the turn this card was sent to the GY, You can add this card from your GY to your hand. You can only use each effect of “World Boxer: Career Start” once per turn.

 

World Boxer Fusion

Spell - Quickplay

 

Fusion Summon 1 “World Boxer” Fusion Monster by shuffling the required Fusion Materials from your hand, field, GY and/or banished cards into the Deck. During your Main Phase, if this card is in your GY, except during the turn this card was sent to the GY: You can shuffle 1 “World Boxer” Monster from your GY into your Deck; add this card from your GY to your hand. You can only use this effect of “World Boxer Fusion” once per turn.

 

World Boxer: Title Defender

Spell - Equip

 

Equip only to a “World Boxer” Monster. The Equipped Monster gains 500 ATK/DEF and it cannot be targeted by your opponent’s card effects, also other Monsters you control cannot attack. During your Main Phase or at the start of your Battle Phase, if this card is in your GY while you control “World Boxer: Grand Circuit”: You can target 1 “World Boxer” Monster you control; Equip this card from your GY to that target, but destroy this card during your End Phase. You can only use this effect of “World Boxer: Title Defender” Once per turn.

[spoiler=Trap Cards]

World Boxer: Quick Attack

Trap - Normal

 

If you control a face-up “World Boxer” Monster: Negate the effects of 1 face-up card your opponent controls. You can only use this effect of “World Boxer: Quick Attack” once per turn. If you control a “World Boxer” Fusion Monster, you can activate this card from your hand.

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Mm... I'll be honest.  I find it extremely difficult to gather my thoughts together about this archetype.  I think it's because it's pulling together a lot of different pieces (level 3s, level 6s, Fusions and Links) that are somewhat contained but, at the same time, it's a combo-intensive strategy.

 

The archetype's design is a combo-based strategy whose purpose is to OTK, or at least put out big damage.  At least... I think it is?  The thing is, there are a lot of cards and design aspects that act extremely defensive: from the fusion monsters' on-destruction effects, to the equip spell, to the trap.

 

Ok, I think I'm starting to confuse myself again.  Lemme just cut to the core:

- The Fusion's destruction revival effect - I don't like it.  In practice, this would likely be taken as an extreme version of Thunder Dragons' protection effect, so I guess there is precedent in the tcg.  However, it is still an extremely dangerous effect, especially since there is literally no way to get around it.  One can keep attempting to destroy the Thunder Dragons until they are finally removed, but one can't get around this effect that easily.  It needs to be toned down.

- The Links - The Links each enable a huge amount that really isn't fair.  It's hard to explain it straight out, but I can give a combo example:

[spoiler=Combo]

Hand: Glass Joe (RotA/Career Start - search Glass Joe)

  • Normal Summon Glass Joe
  • Glass Joe effect > send Hippo
  • SS Hippo from GY
  • Glass Joe + Hippo > Link 2 (Referee)
  • Referee search Grand Circuit
  • Referee effect > Return Glass Joe + Hippo > Fusion Summon Aran Ryan
  • Aran Ryan effect > steal any opponent's monster (becomes World Boxer)
  • Aran Ryan + Referee > Link 3 (DK)
  • DK effect > search Fusion
  • Activate Fusion > Return Aran Ryan, Referee + the stolen monster > Fusion Summon Bald Bull
  • Bald Bull effect > Harpie's Feather Duster
  • DK effect > Fusion Summon Mr. Sandman
  • Mr. Sandman effect > Raigeki
  • Attack w/ Bald Bull + Mr. Sandman > 6700 damage

Optional:

  • Bald Bull + DK > Link 2 (Referee)
  • Referee effect > search a second Grand Circuit + protect your first Grand Circuit

 

 

 

...that's a ONE card combo for 7000+ damage (if you take into account the burn) + a full field nuke.  You could even replace Bald Bull in the combo with Super Macho Man and get ridiculous card draws and still do probably over 7000 damage.  And the thing is... you can do completely different plays before going into this to draw out opponent negation.

 

I think that's what makes this difficult: it's really hard for me to look at some of the interesting little parts of the archetype because the crazier aspects are just so ridiculously effective.  This might need a reworking from the ground up.  Or, at least the extra deck portion.  Sorry.

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Everything Tinkerer said, also some specific considerations:

 

- The Level 3 and 6 monsters are pretty much identical between each of them. There is basically no real reason to use one over the other, since ATK and DEF points won't really make a difference in choosing them, considering the difference is minimal and ATK/DEF isn't extremely relevant in modern Yu-Gi-Oh. The problem that comes with this is that if you'd add 3 copies of each to your deck, you'd basically have 12 cards that have the same effect but with different names infinitely summoning, searching and tributing each other with no costs, building up an extremely problematic combo.

 

- The Fusion monsters have at least a bit of a difference between each of them, so I find it really good that you tried to give each one an identity, but the effects don't really match their strength. Bald Bull has almost the same unique effect as Mr. Sandman, but he pops backrow which I believe to be stronger than destroying monsters since this is an archetype based on battling, and also he requires less World Boxer monsters to summon.

 

All in all, it seems the archetype became too generic within itself. The cards are all cool and the concept is interesting, but you could try giving them more uniqueness, make the person playing the cards think "Man, I need Disco Kid way more than Von Kaiser in this match because his effect will be great to counter the enemy's deck". Sorry if I have seemed too harsh, though, but I really like the potential in this archetype you came up with.

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