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WIND Kings; new Archetype including many WIND Attribute monsters [ 8 / ?? ] [3 cards added]


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I like WIND monsters

 

they're awsome

 

so I decided to make a WIND Archetype

 

here are the Kings:

 

Air King Raiwing

WIND

5

Warrior / Effect

ATK 1500 / DEF 1000

 

Increase the ATK of this card by 100 for each card in your hand. When this card destroys an opponent's monster by battle, you can negate Battle Damage inflicted to your opponent. If you do, destroy 1 Spell or Trap Card on the field. This card can attack twice during your Battle Phase.

 

 

Rocket King Mickor

WIND

6

Machine / Effect

ATK 2200 / DEF 1200

 

When this card is Summoned (including Special Summon) successfully, select and activate 1 of the following effects:

- Add 1 "Wing King Zeazor" from your Deck to your hand. Then shuffle your Deck.

- Discard 1 card from your hand to Special Summon 1 "Wing King Zeazor" from your hand to your field in face-up Attack Position.

 

 

Wing King Zeazor

WIND

5

Machine / Effect

ATK 2000 / DEF 1000

 

When this card is Summoned (including Special Summon) successfully, select and activate 1 of the following effects:

- Add 1 "Rocket King Mickor" or 1 "Helicopter King Kyle" or 1 "Flying Cannon King Krush" from your Deck to your hand. Then shuffle your Deck.

- Discard 1 card from your hand to Special Summon 1 "Rocket King Mickor" from your hand to your field in face-up Attack Position.

- Remove your entire Graveyard from play to Special Summon 1 "Helicopter King Kyle" and 1 "Flying Cannon King Krush" from your hand to your field in face-up Attack Position.

 

 

Helicopter King Kyle

WIND

4

Machine / Effect

ATK 1500 / DEF 900

 

When this card is Summoned (including Special Summon) successfully, you can Special Summon 1 "Flying Cannon King Krush" from your hand to your field in face-up Attack Psition.

 

 

Flying Cannon King Krush

WIND

4

Machine / Union

ATK 1000 / DEF 900

 

Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Helicopter King Kyle" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK of the equipped monster by 500 and decrease it's DEF by 400. The equipped monster cannot be destroyed by battle. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

 

 

Spaceship King Atlantis Alpha

WIND

4

Machine / Effect

ATK 1700 / DEF 300

 

Once per turn, during your Battle Phase, if this card destroys a monster by battle, you can select 1 face-down monster on your field. If the selected monster is a Flip Effect Monster, it's effect cannot be negated. (The effect is applied when the selected monster is Flip Summoned or flipped face-up.)

 

 

Spaceship King Atlantis Beta

WIND

4

Machine / Union

ATK 0 / DEF 0

 

Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to 1 WIND "King" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, the equipped monster is unaffected by the effect of your opponent's cards. Battle Damage inflicted to the equipped monster is reduced to 0. When this card is destroyed and sent to the Graveyard, you can Special Summon it at the End Phase of the turn it was destroyed in face-up Attack Position. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

 

 

Airjet King Dinyllos

WIND

4

Machine / Tuner

ATK 1400 / DEF 600

 

Increase the ATK of this card by 100 for each card in your hand. During your Battle Phase, if you control another face-up WIND "King" monster, Battle Damage you inflict to your opponent with this card is doubled. When this card is destroyed by battle and sent to the Graveyard, you can destroy 1 Spell or Trap Card on your opponent's field.

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Guest Supreme Gamesmaster

Zeazor and Mickor are useless; you'll never get them out save by Special Summoning, and then they're just beatsticks.

 

Mickor is even useless when Normal Summoned; Zeazor, on the other hand, is heaven for Macro Cosmos-based Decks.

 

Kyle and Krush are both useless.

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Zeazor and Mickor are useless; you'll never get them out save by Special Summoning' date=' and then they're just beatsticks.

 

Mickor is even useless when Normal Summoned; Zeazor, on the other hand, is heaven for Macro Cosmos-based Decks.

 

Kyle and Krush are both useless.

[/quote']

 

ok

 

then just wait for the other cards

 

and you'll see what I'm talkin' 'bout

 

I'll post 'em soon

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