RyanAtlus Posted June 19, 2009 Report Share Posted June 19, 2009 Hey! A new Archetype. It focusses on a win Condition that can be activated by Tagging Field Spell Cards to and from the Deck. Surrodun-Victor's RealmContinuous Spell CardEach time a 'Surrodun' Field Spell Card is activated, put 1 Surrodun Counter on this Card. When there are 13 Surrodun Counters on this Card, you win the Duel. If this Card would be destroyed, you can discard a Field Spell Card from your hand to negate the effect that would have destroyed this Card. Surrodun-LandslideField Spell CardIncrease the ATK of all EARTH monsters by 600 points. During the End Phase of a Turn in which an EARTH monster attacked, you can send this card to the bottom of your Deck to activate a 'Surrodun' Field Spell Card from your hand, Deck or Graveyard. Surrodun-WaterfallField Spell CardIncrease the ATK of all WATER monsters by 600 points. During the End Phase of a Turn in which a WATER monster attacked, you can send this card to the bottom of your Deck to activate a 'Surrodun' Field Spell Card from your hand, Deck or Graveyard. Surrodun-TornadoField Spell CardIncrease the ATK of all WIND monsters by 600 points. During the End Phase of a Turn in which an WIND monster attacked, you can send this card to the bottom of your Deck to activate a 'Surrodun' Field Spell Card from your hand, Deck or Graveyard. Surrodun-ErruptionField Spell CardIncrease the ATK of all FIRE monsters by 600 points. During the End Phase of a Turn in which an FIRE monster attacked, you can send this card to the bottom of your Deck to activate a 'Surrodun' Field Spell Card from your hand, Deck or Graveyard. Gift from Mother NatureQuick-Play Spell CardYou can only activate this Card if a Field Spell Card has been activated. Increase your Life Points by the number of Field Spell Card in your Graveyard x1000. The Natural CycleNormal Spell CardYou can only activate this card while you have at least 4 Field Spell Cards in your Graveyard. Return all Field Spell Cards in your Graveyard to your Deck. Nature's ForceNormal Trap CardYou can only activate this card while you control a "Surrodun" Field Spell Card. Increase the ATK of your monsters by 700 until the End Phase of this turn. Surrodun ChimeraDARK/Beast-Warrior/********/2700/2300/EThis card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 2 "Surrodun" monsters in your Graveyard from play. This card's Attribute is also treated as the Attributes of the removed monsters. If a "Surrodun" Field Spell Card would be removed from the field by another card, you can discard a Field Spell Card from your hand to negate the activation and effect of that card and destroy it. Surrodun's SwordsmanLIGHT/Warrior/***/1700/1000/EThis card's Attribute is also treated as FIRE and WATER. By removing from play 1 Field Spell Card from your Graveyard, this Card is treated as a Tuner for the rest of the Turn. Surrodun's MagicianDARK/Spellcaster/****/1800/1200/EThis card's Attribute is also treated as EARTH and WIND. Surrodun's BeastDARK/Fiend/*******/2700/1600/E*"Surrodun's Swordsman" + 1 or more non-Tuner MonstersThis Card's Attribute is also treated as FIRE, WATER, WIND and EARTH. When this Card is Synchro Summoned, you can remove from play any number of Cards from your hand. Put 2 Surrodun Counters on 'Surrodun-Victor's Realm' for each card removed from play with this Card's effect. If this Card's effect would cause you to win the Duel, decrease the number of Surrodun Counters on 'Surrodun-Victor's Realm' by 7. Nature's WrathTrap CardIf a Field Spell Card you control is destroyed, your opponent discards his/her hand. Nature Strikes BackTrap CardDiscard any number of Field Spell Cards. Draw 2 Cards for Each Card discarded with this Card's effect. Mr. Konami, steal my idea and I will sue you. Link to comment
Bringerofcake Posted June 20, 2009 Report Share Posted June 20, 2009 I could see Nature's Wrath working as a sort of "Revenge Kill" for Earthbound Gods, and the Field Spell idea could REALLY integrate well with Spell Counter monsters. As its own archetype, it's gonna need a lot more monsters, which hopefully you could provide. As of right now, 7/10. Link to comment
Haou Devil 12 Posted June 20, 2009 Report Share Posted June 20, 2009 Awesome cards, LarryCotter. Using Field Spells as weapons. As for the number of monsters you have, I'll lend you a hand. Surrodun HunterDARK / Level 4[Warrior/Effect]ATK/1400 DEF/1400This card's Attribute is also treated as WATER and WIND. Once per turn, by discarding 1 Field Spell Card from your hand, this card gains the effect of the discarded Field Spell Card. Surrodun GunnerEARTH / Level 4[Machine/Effect]ATK/1300 DEF/1500This card's Attribute is also treated as LIGHT and WIND. Whenever you activate a "Surrodun" Field Spell Card, inflict 800 points of damage to your opponent. Surrodun EagleWIND / Level 4[Winged-Beast/Effect]ATK/1500 DEF/1200This card's Attribute is also treated as EARTH and LIGHT. Once per turn, return 1 "Surrodun" Field Spell Card from your hand or field to the bottom of your Deck. I hope these will go great with your other cards. BTW, check out my new archetype. It's named "New Archetype: Earthbound Support". Link to comment
Bringerofcake Posted June 20, 2009 Report Share Posted June 20, 2009 And I'll toss in some support as well: The Natural CycleNormal Spell CardYou can only activate this card while you have at least 4 Field Spell Cards in your Graveyard. Return all Field Spell Cards in your Graveyard to your Deck. Nature's ForceNormal Trap CardYou can only activate this card while you control a "Surrodun" Field Spell Card. Increase the ATK of your monsters by 700 until the End Phase of this turn. Surrodun ChimeraDARKBeast-Warrior8/2700/2300This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 2 "Surrodun" monsters in your Graveyard from play. This card's Attribute is also treated as the Attributes of the removed monsters. If a "Surrodun" Field Spell Card would be removed from the field by another card, you can discard a Field Spell Card from your hand to negate the activation and effect of that card and destroy it.Also, might as well plug my thread. It's in my sig. Link to comment
RyanAtlus Posted June 20, 2009 Author Report Share Posted June 20, 2009 Thx guys. Cards added. Link to comment
-Griffin Posted June 20, 2009 Report Share Posted June 20, 2009 I see the point of the Archtype but I'd reccomend you change the fields to +800 ATK or add second effects, it would make the field change power have more effect than 300, which won't do a lot. Link to comment
RyanAtlus Posted June 20, 2009 Author Report Share Posted June 20, 2009 I see the point of the Archtype but I'd reccomend you change the fields to +800 ATK or add second effects' date=' it would make the field change power have more effect than 300, which won't do a lot.[/quote'] Meh.I think 300 is good enough.Maybe 500.800 would OP them. Link to comment
-Griffin Posted June 20, 2009 Report Share Posted June 20, 2009 I don't think so, I don't think anyone ever uses the current fields that give +500, maybe if you made them +800 they could also see some use outside of the win condition. Just a thought. Link to comment
RyanAtlus Posted June 20, 2009 Author Report Share Posted June 20, 2009 Is 600 also ok? Link to comment
-Griffin Posted June 20, 2009 Report Share Posted June 20, 2009 Hmm, yeah, I guess anywhere from 600-800 would be good. Link to comment
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