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The Eurobeat Intensifies [WRITTEN] (Super-archetype)


Tinkerer

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Hello, fine peoples!

I had this idea that I just couldn't get out of my head. It is a "Super-archetype" (which I kinda see as a single archetype that encompasses other archetypes under its umbrella - i.e. "HERO", "Number", etc.). As such, it is comprised of several normal sized archetypes, so it is way larger than things I'd conventionally make.

I haven't finished it, but I've got the main "glue" for the archetypes - the cards they all revolve around: the "Drift" Quick-Play spells!

I have the basic mechanics of the regular archetypes planned out (they're detailed in the spoilers below, along with the archetype's "Special Drift" card), but I've yet to write the monsters out. I also have a lore story for the cards too.

Anyways, onto the cards!

[spoiler=Dorifto!]
Up the Beat!
Quick-Play Spell
(This card is always treated as a "Drift" Quick-Play Spell)
Discard 1 card; add 1 "Drift" Quick-Play Spell (except "Up the Beat!") and 1 monster that lists ""Drift" Quick-Play Spell" in its card text from your Deck to your hand. You can only activate 1 "Up the Beat!" per turn.

Full Яeversal
Quick-Play Spell
(This card is always treated as a "Drift" Quick-Play Spell)
Discard 1 "Drift" Quick-Play Spell; draw 2 cards. Your opponent cannot activate cards in response to a "Drift" Quick-Play Spell's activation or effect for the rest of the turn. You can only activate 1 "Full Яeversal" per turn.

Parallel Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target any number of monsters that list ""Drift" Quick-Play Spell" in their card text (min. 2). Move those targets to different Main Monster Zones on your side of the field and change their battle positions. If all your monsters are in the same battle position when this effect resolves, destroy a number of cards your opponent controls equal to the number of cards you targeted.

Inertia Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, also, it gains 1000 ATK and DEF until the End Phase of the next turn. If it changes into attack position during the Battle Phase, immediately after this effect resolves, that monster can declare an attack.

Feint Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then you can move it to an empty Main Monster Zone on your side of the field and change its battle position. If you move the target twice by this effect, you can Special Summon 1 "Afterimage Drift Token" in the Zone the target first moved to. The token is treated as a monster that lists ""Drift" Quick-Play Spell" in its card text, also its Level, Type, Attribute, ATK and DEF are the same as the target, but it is destroyed during the End Phase. You can only activate 1 "Feint Drift" per turn.

Superior Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then, negate the effects of all cards in the same column as the target. You can only activate 1 "Superior Drift" per turn.

Apex Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then, activate the appropriate effect based on whose turn it is when this effect resolves:
- Your turn: The monster can declare a second attack this turn.
- Your opponent's turn: Inflict damage to your opponent equal to the target's ATK.

D.D. Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Banish it until the next phase. When the card returns to the field, gain LP equal to its ATK, also, it can declare a direct attack during your next Battle Phase.

Victory Over-Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Pay 1000 LP and target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position. When this effect resolves, you can take 2 "Drift" Quick-Play Spell cards in your GY (except "Victory Over-Drift") and Set them. You can only activate 1 "Victory Over-Drift" per turn.

 

Basic Drift

Quick-Play Spell

Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then, add 1 monster that lists ""Drift" Quick-Play Spell" in its card text from your Deck to your hand.  You can only activate 1 "Basic Drift" per turn.




[spoiler=Blazing Wheels]
Level 3 & 4 FIRE monsters. The most conventional archetype of the five. Uses the "drift" spells to help trigger their effects (trigger on battle position change?) and focus on using teamwork to win the duel by having lots of defensively focused handtrap effects to keep their teammates alive. Has Level 6, 7, and 8 Synchros.

Special Drift - Blazing Heroes!
Quick-Play Spell
(This card is also always treated as a "Blazing Wheels" card)
Can be activated from your hand during either player's turn. Pay 800 LP and target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then, Special Summon 1 monster from your GY that lists ""Drift" Quick-Play Spell" in its card text (except a Ritual, Fusion, Synchro, Xyz or Link monster). You can repeat this effect 1 additional time. You cannot Special Summon monsters the turn you activate this card except monsters that list ""Drift" Quick-Play Spell" in their card text. You can only activate 1 "Special Drift" Quick-Play Spell per turn.

 

[spoiler=Monsters]
Blazing Wheels - Captain Young
FIRE ****
Machine/Tuner/Effect
Gains 300 ATK for each "Blazing Wheels" monster you control.  If this card's battle position is changed by the effect of a "Drift" Quick-Play Spell, you can Special Summon 1 "Blazing Wheels" monster from your hand and it gains 300 ATK/DEF for each "Blazing Wheels" monster you control.
1600/1000
 
Blazing Wheels - Rogue Racer X
FIRE ****
Machine/Effect
Other "Blazing Wheels" monsters cannot be targeted by your opponent's card effects.  If this card's battle position is changed by the effect of a "Drift" Quick-Play Spell, you can target 1 other "Blazing Wheels" monster you control and 1 monster your opponent controls; reduce the ATK of the second target by the ATK of the first target, and if its ATK is reduced to 0 by this effect, it cannot activate its effects for the rest of the turn.
1800/600
 
Blazing Wheels - Dr. Madoka
FIRE ***
Machine/Tuner/Effect
If a "Blazing Wheels" monster you control is targeted for an attack, you can Special Summon this card from your hand.  "Blazing Wheels" monsters you control cannot be destroyed by battle or card effects during the turn this card is Summoned. (Quick Effect): You can banish 1 "Drift" Quick-Play Spell from your GY; immediately after this effect resolves, Special Summon 1 monster from the Extra Deck using this card and any number of Machine monsters you control as Material.
1000/1800
 
Blazing Wheels - Gram the Prodigy
FIRE ****
Machine/Effect
(Quick Effect): You can discard this card and target 1 "Blazing Wheels" monster you control and 1 "Drift" Quick-Play Spell in your GY; banish the second target, and if you do, this effect becomes the effect of that banished card. (This effect is treated as being the effect of a "Drift" Quick-Play Spell.) All other "Blazing Wheels" monsters you control gain 500 ATK.
1000/1000
 
Blazing Wheels - Miracle Mechanic Greaseline
FIRE ***
Machine/Tuner/Effect
If a monster's battle position is changed by the effect of a "Drift" Quick-Play Spell, you can Special Summon this card from your hand or GY.  You can only Special Summon 1 "Blazing Wheels - Miracle Mechanic Greaseline" by this effect per turn.  Other "Blazing Wheels" monsters you control cannot be destroyed by card effects.
800/1200
 
Blazing Wheels - Henshin Racer
FIRE ****
Machine/Effect
Once per turn, if this card's Battle Position is changed by the effect of a "Drift" Quick-Play Spell: You can add 1 "Blazing Wheels" card from your Deck to your hand.  The first time each "Blazing Wheels" monster you control would be destroyed by battle, it is not destroyed.
1400/1600
 
Blazing Wheels - Master Draft
FIRE ****
Machine/Tuner/Effect
If your opponent targets a "Blazing Wheels" monster you control with a card effect, you can Special Summon this card from your hand, negate that effect, then add 1 "Drift" Quick-Play Spell from your Deck or GY to your hand.  If all the monsters you control are monsters that list ""Drift" Quick-Play Spell" in their card text, you choose the attack targets for your opponent's attacks.
0/2000

 
[spoiler=Spells]
Blazing Wheels Burnout
Quick-Play Spell
If you control 2 or more "Blazing Wheels" monsters, you can Special Summon 1 "Blazing Wheels" monster from your Deck, but you cannot Special Summon monsters for the rest of the turn except monsters that list ""Drift" Quick-Play Spell" in their card text.
 
Blazing Wheels Draft's Technique
Quick-Play Spell
If you control a "Blazing Wheels" monster, you can activate this card from your hand during either player's turn.  If a "Blazing Wheels" monster you control is targeted by a card effect: You can target 1 other appropriate card on the field, that card is also treated as the target of that effect.  During your opponent's Main or Battle Phase, if you control exactly 1 "Blazing Wheels" monster, you can banish this card from your GY; add up to 2 "Blazing Wheels" monsters with different names from your GY to your hand.

 
[spoiler=Synchros]
Blazing Wheels Advertiser - Mr. Dynamo
FIRE 6*
Machine/Synchro/Effect
1 Machine Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can add up to 2 "Drift" Quick-Play Spells from your GY to your hand.  When this card declares an attack, you can Special Summon 1 Machine monster from your hand, and if you do, this card gains ATK equal to the Summoned monster's ATK until your opponent's next End Phase.
2200/1600
 
Blazing Wheels Financer - Ms. Teeque
FIRE 7*
Machine/Synchro/Effect
1 Machine Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned, you can either: Send 1 "Blazing Wheels" card from your hand or Deck to the GY, then add 1 "Drift" Quick-Play Spell from your Deck to your hand OR: discard 1 "Drift" Quick-Play Spell, then add 1 monster that lists "Drift" Quick-Play Spell from your Deck to your hand.  If this card's Battle Position is changed, you can change the ATK and DEF of all monsters on the field.  If this card is in Attack Position, monsters with less ATK than DEF cannot activate their effects.
0/2700
 
Blazing Wheels Hauler - Big McMac
FIRE 8*
Machine/Synchro/Effect
1 Machine Tuner + 1+ non-Tuner monsters
You can only Special Summon 1 "Blazing Wheels Hauler - Big McMac" per turn.  If this card is Synchro Summoned: You can Tribute this card and target up to 3 "Blazing Wheels" monsters in your GY; Special Summon them.  If a "Drift" Quick-Play Spell is activated, you can banish this card from your GY: Until the End Phase, monsters you control that list ""Drift" Quick-Play Spell" in their card text are unaffected by your opponent's card effects.
2000/2800

 




[spoiler=Destiny Racers]
Level 1 WIND monsters. A highly spammable set of monsters that use the drift spells to trigger excavation mechanics that help summon out more and more. Use themselves as removal and negation while going into their Rank 1s to deal enough damage for the win.

Special Drift - Threading the Needle
Quick-Play Spell
(This card is also always treated as a "Destiny Racers" card)
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle postion, then excavate cards from the top of your Deck equal to the number of cards in the new column of the target. Add any number of "Drift" Quick-Play Spells and monsters that lists ""Drift" Quick-Play Spell" from among those excavated cards to your hand and send the rest to the GY. If you only excavate 1 card by this effect, you can look at the bottom 5 cards in your Deck and place any number of them on top of your Deck in any order. You can only activate 1 "Special Drift" Quick-Play Spell per turn.

 

[spoiler=Monsters]
The Original Destiny Racer
WIND *
Machine/Effect
You can target 1 monster your opponent controls; banish this card and that target until the End Phase.  If you control no monsters after this effect resolves, you can Special Summon 1 monster that lists ""Drift" Quick-Play Spell" in its card text from your hand.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is added to your hand, you can Special Summon it and target 1 "Drift" Quick-Play Spell in your GY, add it to your hand during the End Phase.  You can only use each effect of this card's name once per turn.
0/0
 
Destiny Racer, the First Clone
WIND *
Machine/Effect
Your opponent cannot target this card for attacks or card effects while you control another "Destiny Racer" monster.  You can only control 1 "Destiny Racer, the First Clone".  (Quick Effect) If your opponent activates a monster effect: you can tribute this card; negate that effect, then your opponent must pay 1000 or shuffle that monster into the Deck.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is placed on the bottom of your Deck, you can reveal it then Special Summon 1 "Destiny Racer, the First Clone" or "The Original Destiny Racer" from your Deck, but its effects are negated this turn.  You can only use each effect of this card's name once per turn.
0/0
 
Destiny Racer, the Fan-Favorite Clone
WIND *
Machine/Effect
You can banish 1 "Destiny Racer" card or 1 "Drift" Quick-Play Spell from your GY and target 1 face-up card your opponent controls; return that target to the hand.  If this card is in the same column as the target, your opponent cannot activate cards or effects in response to this effect.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is added to your hand, you can Special Summon this card from your hand and excavate the top 3 cards from your Deck, and place any number of them on the top or bottom of your Deck in any order.  You can only use each effect of this card's name once per turn.
0/0
 
Destiny Racer, the Experimental Clone
WIND *
Machine/Effect
You can tribute this card and send any number of Set cards you control to the GY; destroy a number of face-up cards your opponent controls equal to the number of cards sent to the GY by this effect.  You can only use this effect of this card's name once per turn.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  You can only use this effect of this card's name once per turn.  If this excavated card is placed on the bottom of your Deck, you can Special Summon 1 "Destiny Racer" monster from your hand.
0/0
 
Destiny Racer, the Supreme Clone
WIND *
During either player's Main Phase (Quick Effect): You can target 1 monster your opponent controls; banish this card and that target until the End Phase.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is added to your hand, you can Special Summon this card from your hand, then immediately after this resolves, you can Xyz Summon 1 Machine monster from your Extra Deck using this card and any number of "Destiny Racer" monsters you control or in your hand.  You can only use each effect of this card's name once per turn.
0/0

 
[spoiler=Spells]
Genetic Lab of the Destiny Racers
Field Spell
At the start of your Battle Phase, destroy this card then you can add 1 "Destiny Racer" monster from your Deck to your hand.  Once per turn: You can pay 500 LP and declare 1 card name; reveal the bottom card of your Deck.  If that card is has the declared name, add it to your hand.  Otherwise, send it to your GY.
 
Tunnel of Destiny
Quick-Play Spell
(This card is always treated as a "Destiny Racer" card)
Special Summon 2 Level 1 "Destiny Racer" monsters (from your hand and/or GY), then immediately after this effect resolves, Xyz Summon 1 monster using monsters you control including both of the monsters Summoned by this card's effect.  During your Main Phase, except the turn this card was sent to the GY, you can banish this card from the GY and target 1 Xyz Monster you control: Attach up to 2 "Destiny Racer" monsters from your GY to that target.

 
[spoiler=Xyzs]
The Original Destiny Racer - Prime
WIND R*
Machine/Xyz/Effect
2+ Level 1 Machine monsters
Cannot be destroyed by battle.  If this card battles a monster, your opponent takes damage from that battle instead.  If your opponent activates a Spell/Trap card or effect, you can detach 2 Xyz Materials from this card; negate that card or effect, and if you do banish that card.
0/0
 
King Orichalcum, Lord of the Destined Racer
WIND *
Machine/Xyz/Effect
3+ Level 1 monsters
Cannot be destroyed by battle.  Gains 500 ATK for each Level 1 monster in your GY.  Once per turn: You can discard 1 "Drift" Quick-Play Spell and banish 1 monster that lists ""Drift" Quick-Play Spell" in its card text from your GY; add up to 2 monsters with the same name as the banished monster from your Deck to your hand, then place 1 card from your hand on the bottom of your Deck.  Twice per turn (Quick Effect): You can detach 1 Xyz Material from this card; Either: Special Summon 1 "Destiny Racer" monster from your GY then you can immediately activate its first effect (you can use this effect even if a monster with the same name activated that effect this turn) OR: Target 1 monster in your GY with ""Drift" Quick-Play Spell" in its card text; banish it, and if you do, Special Summon 1 "Clone Token" with the same ATK, DEF, Type, Level, and Attribute as that target.  This token cannot be used as Material, except for the Summon of a monster with ""Drift" Quick-Play Spell" in its card text.
0/0

 




[spoiler=Galactic Flash]
Level 4 & 8 LIGHT monsters. A set that has a "protect the castle" playstyle that focuses on direct attacks. Level 4s focus on recycling the cards while the Level 8s beat face. Common effect: Unaffected by the effects of cards that are not in the same column as them/can attack directly if the opponent does not control a monster in the same column. Ritual boss?

Special Drift - Galactic Rotation
Quick-Play Spell
(This card is also always treated as a "Galactic Flash" card)
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and you can change its battle position. Double its ATK. If this card is added from your GY to your hand, you can banish it from your hand; draw 2 cards. You can only use this effect of "Special Drift - Galactic Rotation" once per turn. You can only activate 1 "Special Drift" Quick-Play Spell per turn.

 

[spoiler=Monsters]
Sunstreak, Leader of the Galactic Flash
LIGHT 8*
Scale: 3<>9
Machine/Pendulum/Effect
PE: You can discard 1 card and target 1 monster you control with "Drift Quick-Play Spell" in its card text; shuffle it into the Deck, and if you do, Special Summon this card, and if you do that, Set 1 "Drift" Quick-Play Spell from your Deck.
ME: Cannot be Normal Summoned/Set. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. If there's a DARK monster on the field, this card gains 2 Levels and 800 ATK. If this card is Special Summoned, you can discard 1 "Drift" Quick-Play Spell: Add 1 monster with "Drift" Quick-Play Spell in its card text from your GY or face-up in your Extra Deck to your hand, and if you do, this card gains ATK equal to that monster's ATK until the End Phase.
3000/2500

Parallapex, Star Private of the Galactic Flash
LIGHT 8*
Scale: 3<>9
Machine/Pendulum/Effect
PE: Monsters with ""Drift" Quick-Play Spell" in their card text gain 400 ATK. Your opponent cannot negate the effects of "Drift" Quick-Play Spells you control.
ME: During each of your Standby Phases, halve this card's ATK and increase its DEF by 1000. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. When this card is destroyed by battle, you can add 1 "Drift" Quick-Play Spell from your GY to your hand.
3200/0

Blue Moon, Analyst of the Galactic Flash
LIGHT 8*
Scale: 3<>9
Machine/Pendulum/Effect
PE: If you activate a "Drift" Quick-Play Spell: You can target 1 monster your opponent controls, Move it to another Main Monster Zone, and if you do, gain LP equal to that monster's Level/Rank/Link Rating x 100.
ME: If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. During either player's Damage Step, when a "Galactic Flash" monster you control is battling: You can reveal this card in your hand: shuffle this card from your hand into the Deck; that monster gains 1000 ATK until the End Phase.
2800/2400

Miles Zenith, Commander of the Galactic Flash
LIGHT 8*
Scale: 3<>9
Machine/Pendulum/Effect
PE: If a card outside your Deck is shuffled into your Deck: You can Special Summon 1 "Galactic Flash" monster from your hand.
ME: You can Normal Summon this card without tributes or with 1 tribute, but it loses 1000 ATK for each fewer tribute used. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. When this card is destroyed by battle, you can add 1 "Drift" Quick-Play Spell from your Deck to your hand, then you can Special Summon 1 "Galactic Flash" monster from your hand. If you do not Special Summon a monster, shuffle 1 card from your hand into your Deck.
2800/1000


Asterbolt, Recruiter of the Galactic Flash
LIGHT ****
Scale: 3<>9
Machine/Pendulum/Effect
PE: If you only control 1 "Galactic Flash" monster, it gains 500 ATK. If you activate a "Drift" Quick-Play Spell: You can shuffle this card into your Deck; add 1 "Galactic Flash" monster from your Deck to your hand. You can only use this effect of this card's name once per turn.
ME: If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. When this card is destroyed by battle: You can Special Summon 1 Level 4 "Galactic Flash" monster from your Deck.
1000/1600

The Equinox, Twin Mechanics of the Galactic Flash
LIGHT ****
Scale: 3<>9
Machine/Pendulum/Effect
PE: Once per turn, if your Deck has more cards than your opponent's: You can target 1 "Drift" Quick-Play Spell in your GY; add it to your hand, but you cannot activate cards with the same name as that card this turn.
ME: If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. If a "Galactic Flash" monster is destroyed by battle, you can reveal this card in your hand; shuffle it into your Deck, and if you do, Special Summon the destroyed monster.
1200/2000

Nebulous, Bounty Hunter of the Galactic Flash
LIGHT ****
Scale: 3<>9
Machine/Pendulum/Effect
PE: Once per turn: You can reveal 1 monster with ""Drift" Quick-Play Spell" in its card text in your hand; shuffle it into your Deck, and if you do, Special Summon this card.
ME: If this card is Special Summoned by the effect of a "Galactic Flash" card or a "Drift" Quick-Play Spell, its original ATK is doubled. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. If this card would be destroyed by battle, you can make this card lose 400 ATK and shuffle 1 "Drift" Quick-Play Spell from your hand into your Deck instead.
1400/1000





[spoiler=The Яeverse]
Level 10 DARK monsters. The anti-drift archetype. They discard and destroy each other/drift spells for powerful removal effects. They force themselves through any obstacle and have lots of anti-negation options.

Яeverse Яejection
Quick-Play Spell
(This card is always treated as a "Special Drift" Quick-Play Spell)
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field change its battle position. Banish all other cards in its column. This effect cannot be negated. If this card is sent from your hand to the GY: You can banish it from the GY; add 1 "Drift" Quick-Play Spell from your Deck to your hand except "Яeverse Яejection", but it cannot be activated this turn. You can only activate 1 "Special Drift" Quick-Play Spell per turn.

 

[spoiler=Monsters]

Яeverse King Axel
DARK 10*
Machine/Effect
You can Normal Summon this card without tributes, but if you do, discard 1 "Drift" Quick-Play Spell during the next End Phase or destroy this card. Negate the effects of cards in the same column as this card. If this card is destroyed, you can destroy the top card of your Deck, and if it a "Drift" Quick-Play Spell or a "Яevers" monster, you can Special Summon this card. If "Ignition - Mechanoid of the Яeverse" is destroyed by this effect, you can add 1 "Drift" Quick-Play Spell from your GY to your hand, then gain 1000 LP. You can only Special Summon 1 "Яeverse Salvo" by this effect per turn.
0/2700

Яeversal Servo
DARK 10*
Machine/Effect
You can reveal this card in your hand and target 1 monster you control with ""Drift" Quick-Play Spell" in its card text; destroy that target, and if you do, Special Summon this card from your hand. If you destroy "Ignition - Mechanoid of the Яeverse" by this effect, you can Special Summon it, and it gains 200 ATK and can attack twice per battle phase. Once per turn: You can discard 1 "Drift" Quick-Play Spell; all "Яevers" monsters you control gain 200 ATK and DEF, also, your opponent cannot activate cards or effects during your next Battle Phase.
2500/0

Яeverse Chassique
DARK 10*
Machine/Effect
You can reveal 1 other "Яevers" card in your hand to Special Summon this card from your hand, but its Level and DEF is halved. The effects of "Яevers" monsters cannot be negated. If this card is destroyed, you can destroy 1 card in your hand or that you control, and if you do, Special Summon 1 other "Яevers" monster from your GY. If you Special Summon "Ignition - Mechanoid of the Яeverse" by this effect, gain 1000 LP. You can only use this effect of "Яeverse Chassis" once per turn.
0/2700

Яeverse Cylincinder
DARK 10*
Machine/Effect
You can discard 2 "Drift" Quick-Play Spells and/or monsters with ""Drift" Quick-Play Spell" in its card text to Special Summon this card from your hand. If a "Яevers" card you control is destroyed: You can target 1 card your opponent controls; destroy it. If this card is destroyed, you can add 1 "Яevers" monster from your Deck to your hand. If you add "Ignition - Mechanoid of the Яeverse" to your hand by this effect, gain 1000 LP.
3000/2500

Яeversal CPU
DARK 10*
Machine/Effect
If this card is added to your hand by a card effect, you can Special Summon this card from your hand, then you can destroy 1 "Яevers" card in your Deck. You can only use this effect of "Яeversal Gearbox" once per turn. If you destroy "Ignition - Mechanoid of the Яeverse" by this effect, you can target 1 monster your opponent controls; take control of it until the End Phase, and if you do, it is treated as a "Яevers" monster and a monster with ""Drift" Quick-Play Spell" in its card text. Once per turn: You can discard 1 "Drift" Quick-Play Spell; your opponent cannot activate the effects of monsters in their hand or GY this turn.
0/2500

Ignition - Mechanoid of the Яeverse
DARK 10*
Machine/Effect
Any battle damage this card inflicts to your opponent is treated as effect damage instead. You can destroy any number of cards you control to Special Summon this card from your hand or GY. You can only Special Summon 1 "Ignition - Mechanoid of the Яeverse" per turn. This card gains 200 ATK for each card destroyed by this effect, also, this card can declare a number of attacks equal to the number of monsters with different names destroyed by this effect. Once per turn: You can discard 1 "Drift" Quick-Play Spell; add 1 "Яevers" Spell from your Deck to your hand.
2500/2000



[spoiler=Spells]
Heel Яeverse
Spell
(This card is always treated as a "Drift" Quick-Play Spell)
Send all monsters you control with ""Drift" Quick-Play Spell" in its card text to the GY (min. 1); Special Summon 1 monster from your Extra Deck with an effect that discards a "Drift" Quick-Play Spell. It is treated as a "Яevers" monster. (If you Special Summon an Xyz Monster by this effect, you can attach this card and all sent cards to it as Xyz Material instead, also it gains 500 ATK for each Xyz Material attached to it by this effect.) You cannot Special Summon monsters for the rest of the turn except "Яevers" monsters.

Яeversal Tour
Quick-Play Spell
(This card is always treated as a "Drift" Quick-Play Spell)
Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. If its combined ATK and DEF is evenly divided by 200: You can banish 1 "Drift" Quick-Play Spell from your GY; this card's effect is treated as that card's effect. If its combined ATK and DEF is not evenly divided by 200: You can discard up to 3 "Drift" Quick-Play Spells, then Special Summon that many "Яevers" monsters from your Deck, but destroy them during the End Phase. Your opponent takes no battle damage the turn you activate this effect. You cannot Special Summon monsters from your Extra Deck the turn you activate this card except monsters with ""Drift" Quick-Play Spell" in their card text.

Яeversal Raceway
Field Spell

(This card is treated as a "Drift" Quick-Play Spell in your hand)

When this card is activated, discard any number of "Drift" Quick-Play Spells from your hand, and if you do, add the same number of "Яevers" cards from your Deck to your hand. If you control or reveal 1 "Ignition - Mechanoid of the Яeverse", your opponent cannot activate cards or effects in response to this card's effects. If a monster is destroyed by battle with "Ignition - Mechanoid of the Яeverse", you can either: Special Summon it to your side of the field in defense position (it is treated both as a "Яevers" monster and a monster with ""Drift" Quick-Play Spell" in its card text), OR: Banish it face-down, and if you do, gain 1000 LP.

 

 




[spoiler=Dimensional Speedstars (DS)]
LIGHT monsters of varying levels. Storywise, they are a team comprised from the Blazing Wheels, Destiny Racers, and Galactic Flash to combat The Яeverse. They use bits of all the above archetypes' mechanics while running a mechanic involving Quick Effect Linking and Un-linking to press advantage. They also have a boss monster "Final Horizon" (Fusion) that negates the effects of all cards that aren't in the same column as itself.

Special Drift - Space-time Transcendance
Quick-Play Spell
(This card is also always treated as a "DS" card)
Can be activated from your hand during either player's turn. Banish 1 "Blazing Wheels" monster, 1 "Destiny Racer" monster and 1 "Galactic Flash" monster from your hand, side of the field, and/or GY; Special Summon 1 "DS - Final Horizon" from your Extra Deck. You can only activate 1 "Special Drift" Quick-Play Spell per turn.



I may post a full description of the lore, but it should be pretty obvious from what I wrote for the Dimensional Speedstars and The Яeverse.

Anyways, thank you so much for looking through this! Any CnC would be much appreciated!

Cheers!

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Bump: Added the first archetype, the Blazing Wheels!  Also added another Drift spell.

 

"Burning up the track and the mountain passes alike with their high-speed drift techniques, this team of elite racers are indisputably the best drivers in the world.  It is only when their old mentor, the enigmatic Master Draft, calls the team back to her underground racing dojo that she warns them of a threat that looms from beyond their tiny planet.  Will the Blazing Wheels be able to compete against the best drivers in the universe?"

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Bump: The second archetype is added.  Introducing the Destiny Racers!

 

Story continuation:

 

"While the Blazing Wheels were perfecting their skills aboveground, an undersea civilization was thriving and began developing their own racing techniques.  100 years ago, the king - Orichalcum - sired a child whom the oracles claimed would save the galaxy.  The child, however, was interested only in racing and seeking better and better challenger - completely forgoing his father's instruction.  His father, angered, exiled the boy and his mother.  However, the people loved him and even without his father's help, the boy became influential and his skills took him to the top of the undersea's racing world."

 

"10 years later, recognizing that the prince was a racer unlike any that was ever seen, undersea scientists came to him and offered him a unique opportunity.  They would preserve him in cryosleep and create clones of him so that he would always have a true challenge.  The prince agreed.  He did not realize that his father had talked to his mother and - recognizing his error - had hired the scientists to place the prince in cryosleep so that the boy could be awoken when his destiny finally caught up to him.  As the prince slept, the lab's clones took the racing world by storm. Soon the entire racing circuit was clones racing each other, each racer and car tweaked to specialize in certain racing techniques.  The people did not care; they loved this new entertainment."

 

"Back in the present, Orichalcum and his undersea civilization had finally been "discovered" by the surface peoples.  Seeing this as an invasive force, Orichalcum sent diplomats to the surface.  The diplomats returned with amusing news.  The people on the surface were peaceful; however, they were curious if these legendary "clone racers" were any good.  They insisted that the undersea peoples bring their best racing team to the surface and face off against the dominant Blazing Wheels team."

 

"Orichalcum, flabbergasted at this development, had the lab awaken his son for the race of a lifetime..."

 

 

 

Sidenote:

 

I'm liking how this story is going.  As a note, I've been contemplating how this story will move forward and so to fit things better I've had to edit some of the previous "Drift" and "Blazing Wheels" cards.  Nothing is super notable though.  They mostly function the same way, but it'll come in useful later.

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Bump: The third archetype is added.  The Galactic Flash are here to race!!

 

To be honest, the Galactic Flash was the original idea I'd had for this series when I first thought of this archetype: Monsters that'd use the Drift cards to dodge their opponent's effects and strike at the opponent directly by "drifting" around their defenses.  I had to change up the original concept a bit for the purposes of lore, but they're still pretty functional in the way I'd intended.

 

[spoiler=Story]

"And so the world race began: the Blazing Wheels versus the clones and their Prince of Destiny.  The Blazing Wheels worked together to overcome obstacles but they began to fear the undersea visitors and their tactics.  They Destiny Racers were like lemmings... the clones didn't care for their own lives, going so far as to take themselves out along with the members of the Blazing Wheels.  Soon, the only racers left were the Prince and the leader of the Blazing Wheels, Captain Young."

 

""Could these undersea racers be the threat Master was warning us about?" Captain Young thought as both cars ran neck and neck over the desert sands."

 

"Before either car reached the finish line though, both racers were enveloped in a white light and the racers found themselves in a ship flying over their planet.  They were approached by a tall, thin, humanoid alien in a racing suit who introduced itself as Sunstreak, leader of the noble Galactic Flash team."

 

 

"Eons ago, intelligent life began venturing into space.  Peoples began making contact with other peoples and, after rough initial encounters, a galactic unity was formed.  To bridge the differences between the peoples, competitive games formed with the most popular being racing.  Many teams formed.  Some represented single planets or solar systems, others tried to gather amazing racers from lots of different races.  The Galactic Flash was one of the latter teams.  They raced their way to the top, always aiming to find the best racers, honorably racing with their opponents in one-on-one races, and stopping racing teams that shamed the competition or used racing for their own gain."

 

"The Galactic Flash had always been successful until... the Яeverse.  The Яeverse appeared to be racers unlike anything any team had ever seen, and their power drew in many other racing teams.  They became a plague, unable to be beaten and constantly growing stronger with every race."

 

"The Galactic Flash, now desperate, turn to underdeveloped planets, hoping to find new blood who might be able to bring unique racing techniques to the universal track and defeat the Яeverse once and for all."

 

"The Prince and Captain Young agreed, and duo joined the leader of the Galactic Flash as the trio flew off to challenge the Яeverse..."

 

 

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Hello there, man! I'm just now reading this post of yours, and it is absolutely wonderful.Not only did you come up with a whole story to back these monsters, but these are some of the most well thought out, creative mechanics I've ever seen. But at the same time, I did notice a few (Few being two) glaring issues with the archetypes as well. And I'm going to start with the first one now. First off, the Destiny Racers? While they seem to have decent effects, their effects are so all over the place that they literally cannot be played outside of their own archetype. God forbid you summon these things in Attack mode with no other plays in mind. Now, I don't know if i'm wrong in assuming they also do most of the banishing in this big archetype of yours, but that leads me into the second issue. What Recycling? You have to discard your spells or tribute your monsters so much in this archetype that you might as well have an empty hand and field on turn one, or turn two rather because you can't go first with either of these decks. And what about the banishing? By the time you prepare to grab your spells or monsters from the graveyard, either you or your opponent will have banished all your cards. You need a way to recur resources in the banished zone, or you will run out of things to use very quickly. The only archetypes that can seemingly be played together well, are the Blazing Wheels and the Galactic Flash, and that's only because they're pendulums and you technically only ever need to summon one. The Destiny Racers seem to get in the way more often than not, to be honest. But other than that, great job. I could've never done this myself, let alone done better, so I can't really complain.

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Hello there, man! I'm just now reading this post of yours, and it is absolutely wonderful.Not only did you come up with a whole story to back these monsters, but these are some of the most well thought out, creative mechanics I've ever seen. But at the same time, I did notice a few (Few being two) glaring issues with the archetypes as well. And I'm going to start with the first one now. First off, the Destiny Racers? While they seem to have decent effects, their effects are so all over the place that they literally cannot be played outside of their own archetype. God forbid you summon these things in Attack mode with no other plays in mind. Now, I don't know if i'm wrong in assuming they also do most of the banishing in this big archetype of yours, but that leads me into the second issue. What Recycling? You have to discard your spells or tribute your monsters so much in this archetype that you might as well have an empty hand and field on turn one, or turn two rather because you can't go first with either of these decks. And what about the banishing? By the time you prepare to grab your spells or monsters from the graveyard, either you or your opponent will have banished all your cards. You need a way to recur resources in the banished zone, or you will run out of things to use very quickly. The only archetypes that can seemingly be played together well, are the Blazing Wheels and the Galactic Flash, and that's only because they're pendulums and you technically only ever need to summon one. The Destiny Racers seem to get in the way more often than not, to be honest. But other than that, great job. I could've never done this myself, let alone done better, so I can't really complain.

 

Thanks for the look!  I really appreciate it!

 

I see what you're saying and I feel like I didn't do a great job explaining my intention with these.  Each of the individual archetypes aren't really meant to work with each other except in specific cases.  It's kinda like E-HEROs, D-HEROs, Evil HEROs, and Vision HEROs - all of them were tied together through the theme of being "HERO" cards, but each archetype, for the most part, had its own focus and playstyle (at least, until Konami started bridging the gap between 'em).

 

For these, all the monsters are under the banner of "monsters with '"Drift" Quick-Play Spell' in its card text", but they'll only be useful within their own sub-archetype until... [spoiler=Spoiler]I get to the D.S. archetype, which will bridge certain aspects of the archetypes both in story and in gameplay.

 

 

Hope that was a better explanation.

 

...as for the overall viability of the cards, yeah, I'll probably have to tweak certain cards to be stronger or weaker.  It's pretty hard to gauge right now.  There's a lot of interactions though, and two whole sub-archetypes to go, so (for my own sanity) I think I'll have to wait until I complete the whole thing so I can see the big picture.  If there are individual cards that seem too strong/weak though, please let me know!  I admit, I tend to turn a blind eye towards some of my own stuff, so fresh eyes is always great!

 

Thanks again!

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Bump.

 

Probably won't be able to post an update to this tomorrow.  Kinda sad since the Яeverse portion of the story was gonna be fun to write.  If I do get a chance, it probably won't come up until late tomorrow evening and I dunno if I'll be willing to put a few hours into it at that point.  We'll see.

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Bump: Added the fourth archetype.  Introducing the corrupting power of the Яeverse!

 

[spoiler=Story]
"The three made their way to a distant planet where Sunstreak, the leader of the Galactic Flash, said they had tracked down the Яeverse.  The trio prepped their cars and Sunstreak set the ship to bring them down."

 

"Being beamed down to the planet's surface, the trio immediately found themselves surrounded by sleek, black, amorphous-looking cars that slowly circled them until they parted.  A single large car, as amorphous as the rest, drove up the gap.  The goo that seemed to make up the car twitched and bent, pulling itself inward and forming itself into a humanoid figure that stepped over the skeleton of the vehicle and made its way to the trio."

 

"Sunstreak exited his vehicle and pointed at the robot.  He declared a final race; them three versus Ignition for the fate of the galaxy."

 

"Ignition jerked its head in assent, then returned to its car, its skin once more melting onto the frame of the vehicle.  Two of the black cars moved between the trio and the six cars set themselves up on the starting line.

 

[spoiler=The race]

"The race was grueling.  Neither Captain Young's car nor the prince's car was built for the harsh conditions of the rocky planet.  They quickly fell behind Sunstreak and the trio of Яeverse cars.  It wasn't until they reached maintained roads and began running through sharp mountainous passes that their skill at the wheel enabled them to catch up with the others."

 

"'These beings are robots, Mr. Young.' The prince warned.  'Much like the clones that we employ, they may not care for their own lives as long as they win.  We must work together if we don't want to crash here'"

 

"The captain agreed and as they moved to overtake the Яeverse cars, each of them assisted the other to knock off the other two Яeverse cars, only leaving Ignition."

 

"The end of the race was close.  All the trio needed to do was pass Ignition and not careen down the mountainside."

 

"'I'm going to go for it,' Young said to the prince and Sunstreak, 'draft and cover me'"

 

"The trio aligned themselves and, with a perfectly timed parallel drift, Captain Young overtook Ignition."

 

"'Yea--!'"

 

"A fireball erupted in Young's rear view mirror.  His mouth opened as he saw Sunstreak's car plow through the smoke.  His car, normally a flashy orange and yellow, was morphing, streaking itself with black and silver.  The face of the kind alien was breaking apart, opening to reveal a bright red robotic eye.  The half of its face that was intact was grinning as his car accelerated and crashed into Captain Young's bumper.  The young captain lost control of his vehicle and his car began flipping end over end off the mountain."

 

 

 

 

"Back on their home planet, people began gripping their heads and writhing in pain before standing up, stock still with glowing red eyes.  The time had come.  Who knows how many people were now Яeverse?

 

"Master Draft sent an emergency message to the Blazing Wheels and got in contact with the undersea scientists who gathered the remaining clones and sent them to assist the Blazing Wheels.  As the Blazing Wheels and the remaining clones drove back to Master Draft's dojo, they encountered multiple glossy black cars that tried to stop them.  They escaped, but before they reached the dojo, the entire group was beamed up into a spaceship.  A racer in full body suit and a helmet covering his face stepped to the cars and introduced himself as Parallapex, and explained the Galactic Flash to the two teams."

 

"The teams were wary of this man until he took off his helmet.  He was the splitting image of Captain Young, just with more lines on his face.  Their fears were completely eliminated when Master Draft stepped from the shadows and gave him a kiss."

 

"Mr. Young gave a small smile before turning back to the racers.  'We have work to do.  I believe my son and your prince are in danger.  If we're going to save the galaxy, we will only have one chance.'"

 

 

 

[spoiler=Яeverse Design Notes]
I'd mentioned in my initial design notes for the Яeverse that they are "anti-drift".  Basically, that is meant to be a clue: any card in any of the other archetypes that discarded a "Drift" card was really a Яeverse in disguise ("Blazing Wheels Financer - Ms. Teeque", "King Orichalcum, Lord of the Destined Racer", and "Sunstreak, Leader of the Galactic Flash").

 

Ms. Teeque became Яeverse Chassique

King Orichalcum became Яeverse King Axel - (I'll explain his stats in a post-story explanation)

Sunstreak became Яeverse Cylincinder

 

Another clue I'd given was that all the Яeverse cards had "odd" total ATK/DEF values (values that didn't divide evenly by 200).  However, that was something I hadn't really emphasized at all.

 

The other 2 main deck monsters besides Ignition are meant to be the two other Яeverse racers in the story.  Their name scheme is supposed to emphasize their robotic nature over their racing nature and their effects are meant to be aspects of Ignition rather than being corrupted forms of other racers.  Ignition is the core of the Яeverse, hence the protag stats (which I couldn't give to any other of the teams because of the aforementioned "odd" stat line).

 

 

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