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New Card archetypes for future chapters in my Fan Fic ["Arachnian" Archetype finished]


Haou Devil 12

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I was saving these card ideas for future chapters in my Fan Fic, but since I was bored out of my mind again, I decided to post them.

 

 

[spoiler=#1 Dark Thorn Archetype] [spoiler=Monsters]Dark Thorn - Chrysalis

EARTH / Level 1

[insect/Effect]

ATK/0 DEF/0

During each of your Standby Phases, place 1 Dark Thorn Counter on this card. (max. 3) If there are 3 Dark Thorn Counter(s) on this card, by tributing this card, Special Summon 1 "Dark Thorn - Butterfly" from your hand or Deck.

 

Dark Thorn - Butterfly

EARTH / Level 4

[insect/Effect]

ATK/1600 DEF/1400

This card can be Special Summoned from your Deck by tributing 1 "Dark Thorn - Chrysalis" you control. During each of your Standby Phases, place 1 Dark Thorn Counter on this card (max. 5). This card gains 300 ATK for each Dark Thorn Counter on this card. If this card is attacked, by removing 1 Dark Thorn Counter, this card is not destroyed as a result of battle.

 

Dark Thorn - Rose

DARK / Level 3

[Plant/Union]

ATK/800 DEF/800

Once per turn, you can equip this card to a "Dark Thorn" monster you control, OR unequip this card and Special Summon it in face-up Attack Position. While equipped, the equipped monster gains 500 ATK during damage calculation. (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.)

 

Dark Thorn - Dragonfly

DARK / Level 4

[insect/Effect]

ATK/1700 DEF/1000

During each of your Standby Phases, place 1 Dark Thorn Counter on this card (max. 5). During your Battle Phase, once per turn, select 1 "Dark Thorn" monster you control. This card gains 300 ATK during damage calculation for each Dark Thorn Counter on the selected "Dark Thorn" monster.

 

Dark Thorn - Swordsman

EARTH / Level 5

[insect/Effect]

ATK/1800 DEF/1200

During each of your Standby Phases, place 1 Dark Thorn Counter on this card (max. 5). Once per turn, by tributing 1 "Dark Thorn" monster you control, this card gains 400 ATK for each Dark Thorn Counter on the tributed "Dark Thorn" monster until the End Phase.

 

Dark Thorn - Spider

DARK / Level 6

[insect/Effect]

ATK/2100 DEF/1200

During each of your Standby Phases, place 1 Dark Thorn Counter on this card (max. 5). While this card is on the field, during each of your Standby Phases, all "Dark Thorn" monsters you control gain 2 Dark Thorn Counter(s) instead of 1. Once per turn, switch the positions of monsters on your opponent's side of the field equal to the number of Dark Thorn Counter(s) on this card.

 

Dark Thorn - Tree

EARTH / Level 8

[Plant/Effect]

ATK/???? DEF/3000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except if there are 5 or more Dark Thorn Counter(s) on the field. While this card is on the field, the ATK of this card is increased by the number of Dark Thorn Counter(s) on the field x500. Once per turn, place 2 Dark Thorn Counter(s) on 1 "Dark Thorn" monster you control (except this card). "Dark Thorn" monsters you control gain 100 ATK during damage calculation for each Dark Thorn Counter on it.

 

D.T. - Dark Thorn - Hornet

DARK / Level 3

[insect/Dark Tuner]

ATK/0 DEF/0

Once per turn, increase this card's level by the number of Dark Thorn Counter(s) on the field.

 

Dark Thorn - Wasp

EARTH / Level -7

[insect/Dark Synchro/Effect]

ATK/2600 DEF/1700

"1 or more non-Tuner monsters"-"1 Dark Tuner". In order to Special Summon this card, subtract the Level of a Dark Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card. This card gains Dark Thorn Counter(s) equal to half the combined levels of the monsters used to Dark Synchro Summon this card. Once per turn, by removing 1 Dark Thorn Counter from this card, this card gains 1000 ATK during damage calculation.

 

[spoiler=Spells] [spoiler=Field Spell]Dark Thorn Garden

[Field Spell]

While this card is on the field, all "Dark Thorn" monsters you control gain 100 ATK for each Dark Thorn Counter on the field. During battle between a Defense Position monster and a "Dark Thorn" monster you control, if the DEF are lower than the ATK of the attacking "Dark Thorn" monster, the difference is inflicted to your opponent.

 

[spoiler=Continuous Spells]Dark Thorn Plantation

[Continuous Spell]

During each of your Standby Phases, place 2 Dark Thorn Counter(s) on all "Dark Thorn" monsters you control.

 

Dark Thorn Growth

[Continuous Spell]

While this card is on the field, increase the ATK & DEF of all "Dark Thorn" monsters you control by 100 for every Dark Thorn Counter on the field.

 

Dark Thorn Multiplication

[Continuous Spell]

Once per turn, Special Summon 1 "Dark Thorn Token" (LV1/DARK/Plant/Token/ATK/0 DEF/0) to your side of the field for each "Dark Thorn" monster you control.

 

[spoiler=Equip Spells]Dark Thorn Strike

[Equip Spell]

This card can only be equipped to a "Dark Thorn" monster. While equipped, the equipped monster gains 500 ATK during battle for each Dark Thorn Counter on the equipped monster. If the equipped monster is destroyed along with this card, inflict 500 points of damage to your opponent equal to the number of Dark Thorn Counter(s) on the equipped monster.

 

 

[spoiler=Traps] [spoiler=Continuous Traps]Dark Thorn Veil

[Continuous Trap]

When this card is activated, place Dark Thorn Counter(s) on this card for every Dark Thorn Counter on the field. By removing 1 Dark Thorn Counter from this card, negate the attack of 1 of your opponent's monsters. If there are no more Dark Thorn Counter(s) on this card, destroy this card.

 

Dark Thorn Swarm

[Continuous Trap]

During each of your End Phases, inflict 100 points of damage to your opponent for every Dark Thorn Counter on the field. Pay 500 Life Points to keep this card activated, if not, destroy this card.

 

 

 

Credit for "Dark Thorn - Spider" goes to Darkdust Dragon.

 

[spoiler=#2 Black Sea Archetype] [spoiler=Monsters]Black Sea Diver

WATER / Level 4

[Warrior/Effect]

ATK/1500 DEF/1200

Once per turn, by tributing this card, Special Summon 1 LV4 or lower "Black Sea" monster from your hand or Deck. During the End Phase, Special Summon this card from your Graveyard.

 

Black Sea Fisherman

WATER / Level 3

[Warrior/Effect]

ATK/1300 DEF/500

Once per turn, look at the top 3 cards of your Deck. If one of them is a "Black Sea" monster, add that card to your hand.

 

Black Sea Rafter

WATER / Level 3

[Warrior/Effect]

ATK/1200 DEF/800

Once per turn, control of this card goes to your opponent until the End Phase of your opponent's turn. During the End Phase, the controller of this card discards 2 cards from his/her hand.

 

Black Sea Fish

WATER / Level 4

[Fish/Effect]

ATK/1600 DEF/1000

When this card is summoned, shuffle your Deck and look at the top 3 cards of your Deck. If one of the cards is a "Black Sea" monster, place that card at the top of your Deck.

 

Black Sea Swordfish

WATER / Level 3

[Fish/Effect]

ATK/800 DEF/1200

When this card is destroyed, instead of going to the Graveyard, this card becomes an Equip Spell Card and can only be equipped to a "Black Sea" monster. The equipped "Black Sea" monster gains ATK equal to this card's ATK.

 

Black Sea Shark

WATER / Level 5

[Fish/Effect]

ATK/1800 DEF/1200

Once per turn, by tributing 1 "Black Sea" monster you control, destroy 1 monster on your opponent's side of the field. If you activate this effect, this card cannot attack.

 

Black Sea Octopus

WATER / Level 6

[Fish/Effect]

ATK/2100 DEF/1000

When this card is summoned, change the positions of all monsters on your opponent's side of the field to Defense Position. This card can attack a number of times equal to the number of "Black Sea" monsters you control.

 

Black Sea Whale

WATER / Level 9

[Fish/Effect]

ATK/2800 DEF/2000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except if "The Black Sea" is on the field and by tributing 2 "Black Sea" monsters. If this card is switched to Defense Position, inflict 400 points of damage to your opponent equal to the number of "Black Sea" monsters you control. If you do that, this card cannot attack on your next turn.

 

D.T. - Black Sea Blowfish

DARK / Level 8

[Fish/Dark Tuner]

ATK/0 DEF/0

If this card is used in a Dark Synchro Summon, inflict 100 points of damage to your opponent times the level of this card.

 

Black Sea Scorpion

WATER / Level -5

[Fish/Dark Synchro/Effect]

ATK/2500 DEF/1800

"1 or more non-Tuner monsters"-"1 Dark Tuner". In order to Special Summon this card, subtract the Level of a Dark Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card. When this card attacks or is attacked, once per turn, this card is not destroyed as a result of battle (Damage Calculation is applied normally). If you have suffered damage from this card, decrease the attacking monsters ATK by this card's ATK.

 

[spoiler=Spells] [spoiler=Field Spells]The Black Sea

[Field Spell]

All "Black Sea" monsters on the field gain 400 ATK and DEF. Once per turn, when a monster(s) is summoned to your opponent's side of the field, you can conduct battle between one of those monsters and a "Black Sea" monster you control of your opponent's choice (other effects cannot be activated during this battle).

 

Black Sea Ocean

[Field Spell]

While this card is on the field, this card's name is also treated as "The Black Sea". When a "Black Sea" monster you control is attacked by one of your opponent's monsters, switch the "Black Sea" monster to face-down Defense Position. At the End Phase of the turn a "Black Sea" monster was destroyed as a result of battle, Special Summon the destroyed "Black Sea" monster in face-down Defense Position.

 

[spoiler=Normal Spells]Black Sea Feeding Frenzy

[spell]

Select a Fish-type "Black Sea" monster you control. Until the End Phase, it gains ATK equal to the total ATK of all other Fish-type monsters you control. Fish-type monsters other than the selected monster cannot attack this turn.

 

Fisherman's Big Catch

[spell]

Activate only if you control "Black Sea Fisherman". Add a Fish-type "Black Sea" monster from your Deck to your hand.

 

Black Sea Current

[spell]

When this card is activated, switch the positions of a number of monsters on your opponent's side of the field to Defense Position up to the number "Black Sea" monsters you control.

 

 

[spoiler=Traps] [spoiler=Continuous Traps]Black Sea Storm

[Continuous Trap]

At the End Phase of each of your turns, switch the positions of a number of monsters on your opponent's side of the field equal to the number of "Black Sea" monsters you control.

 

 

 

Credit for "The Black Sea", "Black Sea Feeding Frenzy", and "Fisherman's Big Catch" goes to Mystery Guest.

 

[spoiler=#3 Zodiac Beast Archetype] [spoiler=Monsters]Zodiac Beast - Rooster

EARTH / Level 3

[beast/Union]

ATK/1200 DEF/500

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, if the equipped monster is selected as an Attack target, move the equipped monster to an unoccupied Monster Card Zone to negate the attack. (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.)

 

Zodiac Beast - Rat

EARTH / Level 2

[beast/Union]

ATK/500 DEF/500

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, once per turn, Special Summon 1 "Zodiac Beast" from your Deck or Graveyard. (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.)

 

Zodiac Beast - Ox

EARTH / Level 3

[beast/Union]

ATK/1300 DEF/800

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, when the equipped monster destroys a monster, increase the equipped monsters ATK by 800. (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.)

 

Zodiac Beast - Snake

EARTH / Level 3

[Reptile/Union]

ATK/700 DEF/500

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, if this card is attacked by a monster with higher ATK, change the position of the equipped monster to face-down Defense Position to end the Battle Phase and Special Summon this card. (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.)

 

Zodiac Beast - Monkey

EARTH / Level 3

[beast/Union]

ATK/800 DEF/600

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, once per turn, select a monster type. Until your next Standby Phase, your opponent cannot attack the selected type 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.)

 

Zodiac Beast - Sheep

EARTH / Level 3

[beast/Union]

ATK/500 DEF/500

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, if the equipped monster attacks or is attacked, if the attacking monsters ATK is higher than the equipped monsters ATK, the difference is inflicted to your opponent. (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.)

 

Zodiac Beast - Rabbit

EARTH / Level 3

[beast/Union]

ATK/700 DEF/600

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, the equipped monster can attack twice on the same Battle Phase. (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.)

 

Zodiac Beast - Dog

EARTH / Level 3

[beast/Union]

ATK/800 DEF/500

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, the equipped monster cannot be destroyed by battle or by a card effect. (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.)

 

Zodiac Beast - Boar

EARTH / Level 3

[beast/Union]

ATK/600 DEF/800

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, once per turn, destroy up to 2 cards in your opponent's hand. If one of the destroyed cards were monsters, inflict 600 points of damage to your opponent. (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.)

 

Zodiac Beast - Horse

EARTH / Level 3

[beast/Union]

ATK/700 DEF/600

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, once per turn, select 1 monster your opponent controls. If the equipped monsters ATK are higher or lower than the selected monsters ATK, increase your Life Points by the difference. (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.)

 

Zodiac Beast - Dragon

FIRE / Level 3

[Dragon/Union]

ATK/850 DEF/850

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, when the equipped monster destroys a monster your opponent controls, inflict the ATK of the destroyed monster to your opponent as damage. (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.)

 

Zodiac Beast - Tiger

LIGHT / Level 3

[beast/Union]

ATK/900 DEF/900

Once per turn, you can equip this card to a face-up Beast-type monster you control, OR unequip it and Special Summon this card in face-up Attack Position. While equipped, once per turn, Special Summon 1 "Yin Yang Token" (LV4/LIGHT/Beast/Token/ATK/? DEF/?) The Special Summoned "Yin Yang Token" gains the effect and the ATK & DEF of the equipped 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.)

 

Zodiac Guardian

EARTH / Level 3

[Warrior/Effect]

ATK/0 DEF/1950

While this card is on the field, if your opponent selects a "Zodiac Beast" monster as an attack target, the attack target is switched to this card.

 

D.T. Zodiac Demon

DARK / Level 9

[Fiend/Dark Tuner]

ATK/0 DEF/0

This card can be Normal Summoned without tribute. If this card was used in a Dark Synchro Summon, add 1 "Zodiac Beast" monster from your Deck to your hand.

 

Zodiac Alchemist

DARK / Level -6

[spellcaster/Dark Synchro/Effect]

ATK/2450 DEF/1400

"1 or more non-Tuner monsters"-"1 Dark Tuner". In order to Special Summon this card, subtract the Level of a Dark Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card. Once per turn, select 1 "Zodiac Beast" card you control. This card gains the effect of the selected "Zodiac Beast" while equipped to a face-up Beast-type monster until the End Phase.

 

Leviathan of the Chinese Zodiac

LIGHT / Level 10

[beast/Effect]

ATK/3000 DEF/3000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except if there are 2 "Zodiac Beast" cards equipped to a face-up Beast-type monster on the field. While this card is on the field, select 3 "Zodiac Beast" cards from your Deck. This card gains the effects of the selected "Zodiac Beast" cards when they're equipped to a face-up Beast-type monster. If this card is destroyed, Special Summon the selected "Zodiac Beast" cards from your Deck.

 

[spoiler=Spells] [spoiler=Field Spell]Altar of the Zodiac Beasts

[Field Spell]

While this card is on the field, "Zodiac Beast" cards with the effect that allows 1 monster can only be equipped with 1 Union Monster at a time, is negated. Once per turn, if a "Zodiac Beast" card was destroyed and sent to the Graveyard, Special Summon 1 "Zodiac Beast" monster from your Deck.

 

[spoiler=Normal Spells]Zodiac Draw

[spell]

Draw cards equal to the number of "Zodiac Beast" cards equipped to 1 face-up Beast-type monster.

 

Zodiac Union

[spell]

When this card is activated, select 1 face-up Beast-type you control and select "Zodiac Beast" card from your Deck. Equip the selected "Zodiac Beast" card to the selected Beast-type monster.

 

Revival of the Zodiac Beast

[spell]

Special Summon 1 "Zodiac Beast" monster from your Graveyard.

 

 

[spoiler=Traps] [spoiler=Counter Traps]Awakening of the Beast

[Counter Trap]

If you control 1 face-up Beast-type monster equipped with 2 or more "Zodiac Beast" cards, Special Summon 1 "Leviathan of the Chinese Zodiac" from you hand, Deck, or Graveyard.

 

 

 

[spoiler=#4 Reptilian Archetype] [spoiler=Monsters]Reptilian - Red Salamander

FIRE / Level 4

[Reptile/Effect]

ATK/1400 DEF/1500

While this card is on the field with another FIRE Attirbuted monster, it gains these effect:

Once per turn, increase the ATK of all "Reptilian" monsters by 400.

Once per turn, by tributing this card, select 1 FIRE monster you control and the selected monster gains this cards ATK until the End Phase.

 

Reptilian - Sea Tortoise

WATER / Level 4

[Reptile/Effect]

ATK/1200 DEF/2100

While this card is on the field with another WATER Attributed monster, it gains these effects:

Once per turn, this card can attack your opponent directly, if it does, your opponent takes half the damage.

After damage calculation, switch this card to Defense Position.

 

Reptilian - Leopard Lizard

EARTH / Level 4

[Reptile/Effect]

ATK/1600 DEF/1200

While this card is on the field with another EARTH Attributed monster, it gains these effects:

When this card attacks a monster, if its DEF are lower than the ATK of this card, the difference is dealt to your opponent as damage.

Once per turn, decrease the ATK of 1 of your opponent's monsters by half of this card's ATK.

 

Reptilian - Whiptail

WIND / Level 4

[Reptile/Effect]

ATK/1500 DEF/800

While this card is on the field with another WIND Attributed monster, it gains these effects:

This card can attack twice on the same Battle Phase.

During each of your End Phases, increase your Life Points by 500.

 

Reptilian - Desert Horned Lizard

LIGHT / Level 4

[Reptile/Effect]

ATK/1300 DEF/1300

While this card is on the field with another LIGHT Attributed monster, it gains these effects:

Once per turn, for every "Reptilian" monster on the field, increase this card's ATK by 500.

Once per turn, if this card is in Defense Position, increase the DEF of this card by 500 for every "Reptilian" monster on the field.

 

[spoiler=Spells]Climate Dimension

[Field Spell]

Once per turn, select 1 "Reptilian" monster you control. This card gains the following effect based on the Attribute of the selected "Reptilian" monster until the End Phase of your opponent's turn: FIRE: Increase the ATK of "Reptilian" monsters by 600. WATER: Once per turn, "Reptilian" monster are not destroyed as a result of battle. WIND: During your opponent's Battle Phase, after Damage Calculation, return the attacking monster to your opponent's Deck. EARTH: Increase the DEF of "Reptilian" by 600. LIGHT: When a "Reptilian" monster is destroyed, instead of taking damage, increase your Life Points by the difference. DARK: Switch all "Reptilian" monsters into face-down Defense Position.

 

 

[spoiler=#5 Arachnian Archetype] [spoiler=Monsters]Wrexx, Arachnian General

DARK / Level 3

[insect/Effect]

ATK/1200 DEF/800

Once per turn, place 1 Web Counter on one of your opponent's monsters equal to the number of "Arachnian" monsters you control. While this card is on the field, "Arachnian" monsters that attack a monster with a Web Counter gains 500 ATK during damage calculation.

 

Granz, Arachnian War Monger

DARK / Level 5

[insect/Effect]

ATK/2000 DEF/1500

Once per turn, place 1 Web Counter on one of your opponent's monsters equal to the number of "Arachnian" monsters you control. While this card is on the field, if your opponent has monsters with Web Counter(s) on them, "Arachnian" monsters you control can attack your opponent directly.

 

Krexxel, Arachnian Tactician

DARK / Level 3

[insect/Effect]

ATK/1000 DEF/1000

Once per turn, place 1 Web Counter on one of your opponent's monsters equal to the number of "Arachnian" monsters you control. This card gains these effects up to the number of Web Counter(s) on the field: 2+: Once per turn, destroy 1 monster your opponent controls. 4+: When your opponent attacks an "Arachnian" monster you control, switch the position of all "Arachnian" monsters to Defense Position. 6+: Once per turn, take control of 1 monster your opponent controls.

 

Lex, Arachnian Guardian

DARK / Level 6

[insect/Effect]

ATK/0 DEF/2500

Once per turn, place 1 Web Counter on one of your opponent's monsters equal to the number of "Arachnian" monsters you control. This card can be Normal Summoned in face-up Defense Position. While this card is on the field, this card is the only attack target for your opponent's monsters.

 

Kaxx, Arachnian Soldier

DARK / Level 4

[insect/Effect]

ATK/1400 DEF/1400

Once per turn, place 1 Web Counter on one of your opponent's monsters equal to the number of "Arachnian" monsters you control. When this card is Normal Summoned, if you have another "Kaxx, Arachnian Soldier" in your hand, Special Summon it in face-up Attack Position.

 

Arachnian Egg

DARK / Level 2

[insect/Effect]

ATK/200 DEF/300

FLIP: By tributing this card, Special Summon 1 LV4 or lower "Arachnian" monster from your hand.

 

Zerexx, Arachnian Ruler

DARK / Level 8

[insect/Effect]

ATK/2800 DEF/2100

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by tributing 2 monsters your opponent controls with Web Counter(s). Once per turn, place 2 Web Counter(s) on one of your opponent's monsters equal to the number of "Arachnian" monsters you control. By tributing 1 "Arachnian" monster you control, this card can attack your opponent directly.

 

D.T. - Underworld Spider

DARK / Level 10

[insect/Dark Tuner]

ATK/0 DEF/0

When this card is Normal Summoned, Special Summon 1 LV2 or lower Insect-type monster from your hand or Deck.

 

Arachnian Archfiend

DARK / Level -8

[insect/Dark Synchro/Effect]

ATK/2700 DEF/1800

"1 non-Tuner monster"-"1 Dark Tuner". In order to Special Summon this card, subtract the Level of a Dark Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card. Once per turn, place 1 Web Counter on one of your opponent's monsters equal to the number of "Arachnian" monsters you control. By sending 1 "Arachnian" monster you control to the Graveyard, you can negate 1 attack from your opponent.

 

[spoiler=Spells]Arachnian Forest

[Field Spell]

While this card is on the field, when an "Arachnian" monster attack one of your opponent's monsters, increase the ATK of "Arachnian" monsters by 200 times the number of Web Counter(s) on the field. Once per turn, take control of 1 of your opponent's monsters that has Web Counter on it.

 

 

 

This thread is unfinished. I will get back on this tomorrow. Until then, keep on dueling.

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Umm, here's what I think about all 5 cards.

 

Chrysalis: Not worth it. A 0/0 monster that waits for 4 turns (including the summon) to Special Summon a 1600 ATK monster. Didn't you think that it would instantly get destroyed? So it's useless.

 

Butterfly: Special Summoned from where? Your hand? Your deck? If it is the deck, Chrysalis might have some use (but not really.). If not, ugh. The good part is in 5 turns, it turns into a good beatstick with 3100 ATK, and you can drop 300 ATK anytime to protect it. The only problem is, keeping it alive in the first turn, which shouldn't be much. Not bad.

 

Rose: Heavy Mech Support Platform for Dark Thorns. Makes Butterfly even more unbeatable at full force, etc. Nice support. But you could've been more creative with the name.

 

Dragonfly: You only have OCG errors. Good card. I believe this deck completely goes around Butterfly.

 

Swordsman: From all the nature, bugs, etc., we suddenly turn into swordsmen. Not much creativity. As for the effect, it feels like a sub-beatstick for Butterfly.

 

So, I see that the strategy of these cards are SLOWLY swarming (because there are no searchers, and chrysalis is crap), and SLOWLY powering up the field with Dark Thorn monsters, and SLOWLY attack, because they have no pierce damage, etc., which makes them faster. There are way better swarm tactics, and they don't need to wait 5 turns for their main monster to completely power-up.

 

If they weren't this slow, they would be good. 6/10.

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May I make a request: Dark Thorn - Spider?

 

What's the effect for your idea?


Umm' date=' here's what I think about all 5 cards.

 

[b']Chrysalis:[/b] Not worth it. A 0/0 monster that waits for 4 turns (including the summon) to Special Summon a 1600 ATK monster. Didn't you think that it would instantly get destroyed? So it's useless.

 

I was going to create a trap card to protect my Dark Thorn monsters.

 

Butterfly: Special Summoned from where? Your hand? Your deck? If it is the deck, Chrysalis might have some use (but not really.). If not, ugh. The good part is in 5 turns, it turns into a good beatstick with 3100 ATK, and you can drop 300 ATK anytime to protect it. The only problem is, keeping it alive in the first turn, which shouldn't be much. Not bad.

 

From your Deck. I appreciate the rest of your comment.

 

Rose: Heavy Mech Support Platform for Dark Thorns. Makes Butterfly even more unbeatable at full force, etc. Nice support. But you could've been more creative with the name.

 

I'm sorry. I've been having trouble coming up with names for each of my new archetypes and it keeps hurting my head.

 

Dragonfly: You only have OCG errors. Good card. I believe this deck completely goes around Butterfly.

 

Could you point out the OCG errors for me?

 

Swordsman: From all the nature, bugs, etc., we suddenly turn into swordsmen. Not much creativity. As for the effect, it feels like a sub-beatstick for Butterfly.

 

I'll change it's type to Insect. That way, it'll still be in sync with the other cards.

 

So, I see that the strategy of these cards are SLOWLY swarming (because there are no searchers, and chrysalis is crap), and SLOWLY powering up the field with Dark Thorn monsters, and SLOWLY attack, because they have no pierce damage, etc., which makes them faster. There are way better swarm tactics, and they don't need to wait 5 turns for their main monster to completely power-up.

 

If they weren't this slow, they would be good. 6/10.

 

Thanks for helping me point out some stuff in my Dark Thorn Archetype. I'll be sure to make some adjustments to it.

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May I make a request: Dark Thorn - Spider?

 

What's the effect for your idea?


Umm' date=' here's what I think about all 5 cards.

 

[b']Chrysalis:[/b] Not worth it. A 0/0 monster that waits for 4 turns (including the summon) to Special Summon a 1600 ATK monster. Didn't you think that it would instantly get destroyed? So it's useless.

 

I was going to create a trap card to protect my Dark Thorn monsters.

It's still EXTREMELY slow, and thus useless, it summons a fricken 4 star."

 

Butterfly: Special Summoned from where? Your hand? Your deck? If it is the deck, Chrysalis might have some use (but not really.). If not, ugh. The good part is in 5 turns, it turns into a good beatstick with 3100 ATK, and you can drop 300 ATK anytime to protect it. The only problem is, keeping it alive in the first turn, which shouldn't be much. Not bad.

 

From your Deck. I appreciate the rest of your comment.

No prob.

 

Rose: Heavy Mech Support Platform for Dark Thorns. Makes Butterfly even more unbeatable at full force, etc. Nice support. But you could've been more creative with the name.

 

I'm sorry. I've been having trouble coming up with names for each of my new archetypes and it keeps hurting my head.

Something like Black Thorn Roseclaw, or something, to show that it's a weapon

 

Dragonfly: You only have OCG errors. Good card. I believe this deck completely goes around Butterfly.

 

Could you point out the OCG errors for me?

..."Once, during your Battle Phase"... That's all.

 

Swordsman: From all the nature, bugs, etc., we suddenly turn into swordsmen. Not much creativity. As for the effect, it feels like a sub-beatstick for Butterfly.

 

I'll change it's type to Insect. That way, it'll still be in sync with the other cards.

Much better.

 

So, I see that the strategy of these cards are SLOWLY swarming (because there are no searchers, and chrysalis is crap), and SLOWLY powering up the field with Dark Thorn monsters, and SLOWLY attack, because they have no pierce damage, etc., which makes them faster. There are way better swarm tactics, and they don't need to wait 5 turns for their main monster to completely power-up.

 

If they weren't this slow, they would be good. 6/10.

 

Thanks for helping me point out some stuff in my Dark Thorn Archetype. I'll be sure to make some adjustments to it.

 

The only problem is, you categorize TOO much.

I never categorize, I just pack them in one spoiler.

Having too many spoilers just looks messier.

 

Answers in italic.

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I don't see any major problems with either of these archetypes, except for the fact that the Black Sea cards are all monsters so far. I might be able to fix that:

 

The Black Sea

Field Spell

All "Black Sea" monsters on the field gain 400 ATK and DEF. Once per turn, when a monster(s) is summoned to your opponent's side of the field, you can conduct battle between one of those monsters and a "Black Sea" monster you control of your opponent's choice (other effects cannot be activated during this battle).

 

Black Sea Feeding Frenzy

Normal Spell

Select a Fish-type "Black Sea" monster you control. Until the End Phase, it gains ATK equal to the total ATK of all other Fish-type monsters you control. Fish-type monsters other than the selected monster cannot attack this turn.

 

Fisherman's Big Catch

Normal Spell

Activate only if you control "Black Sea Fisherman". Add a Fish-type "Black Sea" monster from your Deck to your hand.

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I don't see any major problems with either of these archetypes' date=' except for the fact that the Black Sea cards are all monsters so far. I might be able to fix that:

 

The Black Sea

Field Spell

All "Black Sea" monsters on the field gain 400 ATK and DEF. Once per turn, when a monster(s) is summoned to your opponent's side of the field, you can conduct battle between one of those monsters and a "Black Sea" monster you control of your opponent's choice (other effects cannot be activated during this battle).

 

[b']I was going for the name "Black Sea Ocean", but this is nice too. Thanks. [/b]

 

Black Sea Feeding Frenzy

Normal Spell

Select a Fish-type "Black Sea" monster you control. Until the End Phase, it gains ATK equal to the total ATK of all other Fish-type monsters you control. Fish-type monsters other than the selected monster cannot attack this turn.

 

I'll be sure to add this card too.

 

Fisherman's Big Catch

Normal Spell

Activate only if you control "Black Sea Fisherman". Add a Fish-type "Black Sea" monster from your Deck to your hand.

 

I needed more support cards for some of my "Black Sea" monsters. Thanks.

 

Anyways, I'll be sure to give you credit for these card's, Mystery Guest.

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