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Batteryman Support


Are they Op'ed?  

1 member has voted

  1. 1. Are they Op'ed?

    • Yes, very.
    • Not in the slightest!
      0


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|Battery Room|Field Spell Card|

Whenever a face up "Batteryman" monster you control is destroyed you can place 1 Volt Counter on this card. By removing a number of Volt Counters from this card you can Special Summon 1 "Batteryman" monster you control with a Level equal to the number of Volt Counters removed. By removing 2 Volt Counters from this card you can negate the effect of a spell, trap or monster effect that targets 1 card(s) and destroy it.

 

|Batteryman 9-V|LEVEL 9|

|Thunder/Effect|LIGHT|ATK ?|DEF ?|

This monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except by removing all "Batteryman" monsters in your graveyard from play while you have at least 3 "Batteryman" monsters in the graveyard. This monster's original ATK and DEF is equal to the Level of all "Batteryman" monsters you removed from play with this monster's effect x 200.

 

|Alligator Clip|Level 2|

|Thunder/Union|LIGHT|ATK 500|DEF 500|

Once per turn, if you control this monster on the field, you can equip it to a face-up "Batteryman" monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, and there is another face up "Alligator Clip" monster equipped to a face up "Batteryman" monster the equipped monster gains 300 ATK and DEF for every "Batteryman" monster on the field equipped with a "Alligator Clip" monster. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

 

|Super Socket Plug|Level 4|

|Thunder/Effect|LIGHT|ATK 1600|DEF 400|

This monster cannot be destroyed by battle while you control another face up Thunder-Type monster on the field. Whenever a "Batteryman" monster is destroyed and sent to the graveyard you can place 1 Volt Counter on this card. Once per turn you can remove 2 Volt Counters from this card to destroy 1 monster on the field, increase your Life Points by an amont equal to the Level of the destroyed monster x 300.

 

|Back Up Batteryman|Level 2|

|Thunder/Effect|LIGHT|ATK 1000|DEF 500|

You can Special Summon this monster from your hand or deck when a face up "Batteryman" monster you control is destroyed and sent to the graveyard. When this card is Special Summoned this way this monster's original ATK is halved.

 

|Batteryman Recharg-able|Level 4|

|Thunder/Effect|LIGHT|ATK 1500|DEF 0|

Once per turn during your Main Phase you can pay multiples of 100 Life Points (Max. 2000) to have this monster gain the same amount of ATK. This monster's ATK becomes it's original ATK at the end of a Battle Phase in which this monster attacked.

 

|Decoy Battery|Level 1|

|Thunder/Effect|LIGHT|ATK 0|DEF 0|

Your opponenent cannot select another face up "Batteryman" monster as the target of a spell, trap or monster effect other than this card.

 

|Batteryman A|Level 1|

|Thunder/Tuner|LIGHT|ATK 0|DEF 0|

When this monster is Normal Summoned you can Special Summon 1 Level 3 or lower "Batteryman" monster from your graveyard.

 

|Batteryman AAAA|Level 5|

|Thunder/Synchro/Effect|LIGHT|ATK 1500|DEF 1500|

"Batteryman A" + "Batteryman AA" + 1 or more non-Tuner "Batteryman" Monsters

If all "Batteryman" monsters you control are in attack position, this card gains 500 ATK for each (excluding this monster). If all "Batteryman" monsters you control are in defence position, all attacks from your opponent's monsters become direct attacks and are halved.

 

|Battery Store|Continuos Spell Card|

You can remove any number of Volt Counters from anywhere on your side of the field to activate the appropriate effect:

● 1: Set 1 "Batteryman Micro Cell" in face down defence position or Special Summon 1 "Decoy Battery".

● 2: Special Summon 1 "Batteryman D" or "Batteryman C" from your deck.

● 4: Special Summon 1 "Batteryman AA" or "Batteryman A" in a position of your opponent's choice.

● 5: Special Summon 1 "Batteryman Charger" from your deck.

● 8: Special Summon 1 "Batteryman Recharg-able" or "Super Socket Plug" from your deck.

You can activate this card's effect during either player's turn.

 

|Fake Battery|Normal Trap Card|

Only activate when your opponent declares an attack on a face up "Batteryman" monster your opponent controls. Negate the attack and inflict damage to your opponent equal to the Level of the selected "Batteryman" monster x 300.

 

 

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Although that field is too freaking powerful, ("your opponent cannot activate spells, traps or monster effects that target a card(s) on the field." should NEVER be used, especially not when it's so easy to get O.O) the majority of the set is pretty good.

Also, Batteryman Recharg-able needs an ATK limit, with Short Cuircuit already giving them OTK power, this thing just makes it too easy. (Hell, attack any monster with 1400 or less ATK when you have 8000 LP, and, if you heavy'd, you just won)

How about a Batteryman AAA now? =p

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Although that field is too freaking powerful' date=' ("your opponent cannot activate spells, traps or monster effects that target a card(s) on the field." should NEVER be used, especially not when it's so easy to get O.O) the majority of the set is pretty good.

Also, Batteryman Recharg-able needs an ATK limit, with Short Cuircuit already giving them OTK power, this thing just makes it too easy. (Hell, attack any monster with 1400 or less ATK when you have 8000 LP, and, if you heavy'd, you just won)

How about a Batteryman AAA now? =p

[/quote']

 

Batteryman A Tuner and Batteryman AAAA Synchro is on now, plus I changed the ability of those op'd monsters.

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I think you forgot to edit the post...

 

EDIT: Thar we go, much better and cards are nice now.

The Battery Store is good, maybe a little UP at the higher numbers though, since getting that many Volt Counters isn't easy at all. Fake Battery just feels like an Archtype specific Magic Cylinder.

Other than that, I like it all, great set. ^.^

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