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Archfiends done correctly.


SephirothKirby

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Actually, I might have gone overboard and made some of them a little OP.

 

Imprisoned Queen Archfiend

DARK

******** (8)

Fiend / Effect

This card's controller pays 600 Life Points during each of their Standby Phases (this is not optional). During your Standby Phase, if you control 1 "Pandemonium" and this card is in your Graveyard, increase the ATK of 1 level 4 or lower Fiend-Type monster by 1000 until the End Phase. By sending 1 "Pandemonium" you control to the Graveyard and paying 1000 Life Points, you can Special Summon this monster from your Graveyard.

ATK/ 2600 DEF/ 1700

 

Terrorking Archfiend

DARK

**** (4)

Fiend / Effect

This card cannot be Summoned unless you control an "Archfiend" Monster. The controller of this card pays 500 Life Points during each of their Standby Phases (this is not optional). If this card is targeted by an opponent's Card Effect, you can Tribute 1 other Fiend-Type monster to negate the effect and destroy that card. The effects of Effect Monsters that this card destroys as a result of battle are negated.

ATK/ 2000 DEF/ 1500

 

Infernalqueen Archfiend

FIRE

**** (4)

Fiend / Effect

The controller of this card pays 400 Life Points during each of their Standby Phases (this is not optional). When this card is targeted by a card effect, you can discard 1 card to negate the effect and destroy the card. Increase the ATK of all "Archfiend" monsters you control by 500 points.

ATK/ 900 DEF/ 1500

 

Desrook Archfiend

LIGHT

*** (3)

Fiend / Tuner

This card's controller must pay 300 Life Points during each of their Standby Phases (this is not optional). When this card is targeted by an opponent's card effect, roll a six-sided die. If the result is 2, 3, or 4, negate the effect and destroy the opponent's card. When a "Terrorking Archfiend" you control is destroyed and sent to the Graveyard, you can remove from play this card in your hand or Graveyard to Special Summon the "Terrorking Archfiend."

ATK/ 1100 DEF/ 1800

 

Darkbishop Archfiend

WATER

*** (3)

Fiend / Effect

The controller of this card pays 400 Life Points during each of their Standby Phases (this is not optional). When an "Archfiend" monster you control is targeted by an opponent's Card Effect, roll a six-sided die. If the result is 1, 3, or 5, negate the effect and destroy the opponent's card.

ATK/ 800 DEF/ 1900

 

Shadowknight Archfiend

WIND

**** (4)

Fiend / Effect

The controller of this card pays 500 Life Points during each of their Standby Phases (this is not optional). When this card is targeted by an opponent's Card Effect, roll a six-sided die. If the result is 1 or 6, negate the effect and destroy the opponent's card. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.

ATK/ 2000 DEF/ 1600

 

Vilepawn Archfiend

EARTH

** (2)

Fiend / Effect

The controller of this card pays 300 Life Points during each of their Standby Phases (this is not optional). This card cannot be removed from the field by a card that does not target it. Your opponent cannot attack other "Archfiend" monsters you control.

ATK/ 1200 DEF/ 200

 

Pandemonium Watchbear

DARK

*** (3)

Beast / Effect

"Pandemonium" cannot be removed from the field. When this card is destroyed and sent to the Graveyard by an opponent's card effect, you can add 1 "Pandemonium" from your Graveyard to your hand.

ATK/ 1000 DEF/ 2100

 

Skull Archfiend of Lightning

DARK

****** (6)

Fiend / Effect

The controller of this card pays 400 Life Points during each of their Standby Phases (this is not optional). When this card is targeted by an opponent's card effect, roll a six-sided die. If the result is 2, 4, or 6, negate the effect and destroy the opponent's card. If you control another "Archfiend" monster, once per turn, you can change the Battle Position of 1 face-up monster your opponent controls.

ATK/ 2500 DEF/ 1200

 

Unleashed Queen Archfiend

DARK

******* (7)

Fiend / Synchro / Effect

1 Fiend-Type Tuner + 1 or more Non-Tuner Fiend-Type Monsters.

The controller of this card pays 800 Life Points during each of their Standby Phases (this is not optional). When this card is designated by an opponent's Card Effect, you can remove 2 Fiend-Type monsters in your Graveyard to negate the effect and destroy the opponent's card. This card cannot be destroyed as a result of battle (Damage Calculation is applied normally). A monster that battles with this card is destroyed at the end of the Damage Step.

ATK/ 0 DEF/ 0

 

Archfiend's Roar

[Continuous Trap]

Special Summon 1 "Archfiend" monster from your Graveyard. This monster cannot be Tributed, and it's effect(s) is negated. During your Standby Phase, pay Life Points equal to the monster's level x 100. When this card is removed from the field, destroy the Summoned monster. When the monster is removed from the field, destroy this card.

 

Battle Scarred

[Quick-Play Spell]

Activate only when your opponent declares an attack against 1 "Archfiend" monster you control. Negate the attack, and end the Battle Phase. Then, Special Summon 1 "Archfiend" monster from your Graveyard to your opponent's side of the field. It cannot be tributed, or declare an attack. Your opponent pays double the Life Points for the cost printed on the card.

 

Checkmate

[Quick-Play Spell]

Remove from play 3 "Archfiend" monsters in your Graveyard to destroy 1 card on your opponent's side of the field. This turn, "Terrorking Archfiend" can attack your opponent's Life Points directly.

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Hence why it is "done correctly". This is what they should've been, this would've made them a viable deck type, rather than garbage.

 

They are similar. The ATK and DEF hardly had any problems, the effects were self-defeating. Why is it so hard for you to grasp my goal? Why is it inappropriate to remake cards with a proper gimmick but poor execution?

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  • 3 months later...

Hence why it is "done correctly". This is what they should've been' date=' this would've made them a viable deck type, rather than garbage.

 

They are similar. The ATK and DEF hardly had any problems, the effects were self-defeating. Why is it so hard for you to grasp my goal? Why is it inappropriate to remake cards with a proper gimmick but poor execution?

[/quote']

 

...Who are we? Where did we come from? Why are we really here?

 

The advantage of the old Archfiends was that they were costless to negate things. What you have is overpowered? "Pandemonium cannot be removed from the field."? That's way overboard. Make it more a Field Barrier. Otherwise, your cards are fine, but sorry, I don't give ratings to remake cards.

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