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Some new Archetypes


danilyu

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I decided to make a separate thread for these sets of cards so that the Crystal Beast one attracts more attention with its non-generic title. Anyways, moving on, I have come up with 2 archetypes. One of them is:

 

\Archetype: Legendary Heroes Names are inspired from the Fire Emblem series.

Karel the Trueblade

WIND, level 8

2400/1200

Warrior/Effect

 

This card cannot be Special Summoned. The control of this card cannot switch as long as it is face-up on the field and there can only be 1 "Karel the Trueblade" on your side of the field. During either player's turn, you may remove this card from play. If you do, place this card on the field and destroy 1 monster on your opponent's side of the field. You can only use this effect once per turn.

 

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The Gale Blade Durandal

Equip Spell Card

 

Pay 1000 Life Points. This card can only be equipped to a Warrior-type monster. The equipped monster may attack twice during the same Battle Phase. If this card is equipped to "Karel the Trueblade", increase the equipped monster's ATK by 500. The equipped monster can be treated as 2 Tributes if you are Tribute Summoning "Karel the Trueblade". If you do, then equip it with this card after it is summoned.

 

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Largo the Berserker

FIRE, level 8

2500/2400

Warrior/Effect

 

This card cannot be Special Summoned. The control of this card cannot switch as long as it is face-up on the field and there can only be 1 "Largo the Berserker" on your side of the field. Your opponent may not activate any Spell or Trap cards during either players' Battle Phase.

 

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The Flaming Axe Armads

Equip Spell Card

 

Pay 1000 Life Points. This card can only be equipped to a Warrior-type monster. When a monster equipped with this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. If this card is equipped to "Largo the Berserker", increase the equipped monster's ATK by 1000. The equipped monster can be treated as 2 Tributes if you are Tribute Summoning "Largo the Berserker". If you do, then equip it with this card after it is summoned.

 

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Shinon the Sharpshooter

WATER, level 8

1500/2800

Warrior/Effect

 

This card cannot be Special Summoned. The control of this card cannot switch as long as it is face-up on the field and there can only be 1 "Shinon the Sharpshooter" on your side of the field. When this card inflicts Battle Damage to your opponent, choose a number equal to or less than the number of cards in your opponent's hand. Your opponent discards that many cards and draws the amount of cards 1 less than the selected number from his/her deck.

 

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The Ice Bow Miugre

Equip Spell Card

 

Pay 1000 Life Points. This card can only be equipped to a Warrior-type monster. The equipped monster may attack your opponent's Life Points directly. If this card is equipped to "Shinon the Sharkshooter", once per turn, the equipped monster may change Battle Positions during either player's Battle Phase. The equipped monster can be treated as 2 Tributes if you are Tribute Summoning "Shinon the Sharpshooter". If you do, then equip it with this card after it is summoned.

 

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Lance the Halberdier

EARTH, level 8

2400/2500

Warrior/Effect

 

This card cannot be Special Summoned. The control of this card cannot switch as long as it is face-up on the field and there can only be 1 "Lance the Halberdier" on your side of the field. This card cannot be targetted by your opponent's card effects.

 

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The Earth's Halberd Malte

Equip Spell Card

 

Pay 1000 Life Points. This card can only be equipped to a Warrior-type monster. When the equipped monster battles with another monster, you may change the battle position of the attack target (Flip Effects are not activated at this time). If this card is equipped to "Lance the Halberdier", increase the equipped ATK by 400. The equipped monster can be treated as 2 Tributes if you are Tribute Summoning "Lance the Halberdier". If you do, then equip it with this card after it is summoned.

 

Legendary Heroes Support

Call of the Legends

Normal Spell Card

 

Select 1 Level 8 Warrior-type monster from your Deck and add it to your hand. Your Deck is then shuffled.

 

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Hope of Destiny

Normal Trap Card

 

Only activate this card if a Warrior-type monster on your side of the field is chosen as an attack target by a monster with a higher ATK. Select 1 "The Gale Blade Durandal", "The Flaming Axe Armads", "The Ice Bow Miugre", or "The Earth Halberd Malte" from your Deck, equip it to the attack target, and negate the attack.

 

\Archetype: Spell Attacks Not really an Archetype, but oh well...based off the Egyptian God cards and Zorc so far.

Obelisk's God Fist

Normal Spell Card

 

Select 1 face-up Attack position monster you control. Offer 2 monsters on your side of the field as Tributes and either add their total original ATK onto the selected monster or increase the selected monster's ATK by 2000. The selected monster must attack if able, no card effects can be activated in response to the attack, and when a monster equipped with this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.The selected monster is removed from play at the End Phase of the turn this card is activated.

 

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Slifer's Roar

Continuous Spell Card

 

Any monster(s) your opponent Special Summons with a DEF of 2000 or less is destroyed. Pay 1500 Life Points during each of your Standby Phases. If you do not, this card is destroyed.

 

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Ra's Judgment

Quick-Play Spell Card

 

Pay any number of Life Points and select 1 face-up Monster you control. Increase the ATK of the selected monster by the amount of Life Points you payed until the end of the turn. The selected monster deals no Battle Damage unless if it battles a Monster. If your opponent's Life Points would equal or less than 0 after the attack, it becomes 100 instead, the selected monster is removed from play, and if this card is activated on your turn, the Battle Phase ends immediately.

 

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Zorc's Ritual

Ritual Spell Card

 

Select 1 Monster Card in your hand and Special Summon it ignoring Summoning conditions. That monster is treated as a Ritual Monster until this card resolves. You must also offer Tribute monsters from the field or your hand whose total Levels equal or is greater than the Level of the Ritual Monster you are attempting to Ritual Summon.

 

Toon Support

 

Toon Kingdom

Field Spell Card

 

This card's name is treated as "Toon World". As long as this card remains face-up on the field, Toon Monsters may attack the turn they are summoned. Once per turn, during either player's turn, remove from play 1 face-up Toon Monster you control. During the End Phase, place that monster back on your side of the field.

 

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Fun Time

Continuous Spell Card

 

Select a player. All face-up monsters the selected player controls are treated as Toon monsters and gain the following effect in addition to their effect: "This card cannot attack the turn it is summoned. When a "Toon World" you control is destroyed, destroy this card. If you control a "Toon World", this card can attack your opponent's Life Points directly. If your opponent controls a Toon monster, then you must attack it."

 

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Toon Blue-Eyes Ultimate Dragon

 

LIGHT/Level 12/Dragon/Fusion/Toon

"Blue-Eyes Toon Dragon" + 2 Toon monsters

 

4500/3800

 

This card can only be Special Summoned from your Extra Deck by removing from play the above Fusion Material monsters while you control a "Toon World" (You do not need Polymerization). This card cannot attack the turn it is summoned. If a "Toon World" you control is destroyed, destroy this card. This card can attack your opponent's Life Points directly. If your opponent controls a Toon monster, then you must attack it.

 

NOTE: It can attack your opponent directly even without Toon World active.

 

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Toon Captain Gold

 

LIGHT/Level 4/Warrior/Toon

2100/800

 

You can discard this card to the Graveyard to add 1 "Toon Kingdom" from your Deck to your hand. If this card is on the field but "Toon World" is not on the field, destroy this card. This card can attack your opponent's Life Points directly. If your opponent controls a Toon monster, then you must attack it.

 

More to come.

 

EDIT: Here are updates:

 

-Slifer's Roar's maintenance cost is 1500 life points instead of 800 due to its powerful effect of raping Zombie Decks.

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Some more:

 

 

Magnet Warriors Remake

 

Alpha The Magnet Soldier

EARTH/Rock/Level 4/Effect

1400/1700

 

Effect:

 

As long as this card remains face-up on the field, all face-up Machine-type Monsters on your opponent's side of the field cannot leave the field unless if they are destroyed. When this card destroys an opponent's Machine-type Monster as a result of battle, that Monster is treated as an Equip Spell Card and is equipped to this card. For every card equipped this way, increase this card's ATK by 500.

 

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Beta The Magnet Soldier

EARTH/Rock/Level 4/Effect

1700/1600

 

Effect:

 

As long as this card remains face-up on the field, all face-up Machine-type Monsters on your opponent's side of the field cannot leave the field unless if they are destroyed. One time only, you may select a face-up Machine-type monster on the field, treat it as an Equip Spell Card, and equip it to this card. When this card would be destroyed by battle, destroy the equipped monster instead.

 

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Gamma The Magnet Soldier

EARTH/Rock/Level 4/Effect

1500/1800

 

Effect:

 

As long as this card remains face-up on the field, all face-up Machine-type Monsters on your opponent's side of the field cannot leave the field unless if they are destroyed. Once per turn, you may switch the battle position of 1 face-up Machine-type Monster.

 

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Valkyrion The Magna Soldier

EARTH/Rock/Level 8/Fusion/Effect

3500/3850

 

Fusion Materials:

 

Alpha The Magnet Soldier + Beta The Magnet Soldier + Gamma The Magnet Soldier

 

Effect:

 

This card cannot be Special Summoned except by Fusion Summon with the above Fusion Material Monsters. As long as this card remains face-up on the field, face-up Machine-type monsters on your opponent's side of the field may not leave the field unless if they are destroyed. You may change the Battle Position of all of your opponent's face-up Machine-type monsters once per turn, during your turn. You may remove this card from play to Special Summon 1 of each Fusion Material monsters used to Fusion Summon this card from your hand, Deck, or Graveyard.

 

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Delta The Magnet Soldier

EARTH/Rock/Level 4/Effect

1800/1500

 

Effect:

 

As long as this card remains face-up on the field, all face-up Machine-type Monsters on your opponent's side of the field cannot leave the field unless if they are destroyed. When this card is Normal Summoned, search your Deck for 1 "Magnet Soldier" card, reveal it, and add it to your hand.

 

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Epsilon The Magnet Soldier

EARTH/Rock/Level 4/Effect

2200/1500

 

Effect:

 

As long as this card remains face-up on the field, all face-up Machine-type Monsters on your opponent's side of the field cannot leave the field unless if they are destroyed. This card can only attack Machine-type monsters.

 

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Zeta The Magnet Soldier

 

EARTH/Rock/Level 4/Effect

100/2100

 

Effect:

 

As long as this card remains face-up on the field, all face-up Machine-type Monsters on your opponent's side of the field cannot leave the field unless if they are destroyed. You may discard 1 "Magnet Soldier" card from your hand to force 1 of the opponent's Machine-type monster to attack 1 of your "Magnet Soldier" monsters immediately, if able (the selected attacking monster is changed to Attack Position).

 

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Omega The Magnet Soldier

 

EARTH/Rock/Level 8/Effect

2000/2000

 

Effect:

 

As long as this card remains face-up on the field, all face-up Machine-type Monsters on your opponent's side of the field cannot leave the field unless if they are destroyed. When this card is Normal Summoned, you may Special Summon as many "Magnet Soldier" cards from your Graveyard. If you use this effect, this card cannot attack and is removed from play during the End Phase.

 

Supports

 

Valkyrion The Magna Soldier #2

 

EARTH/Rock/Level 8/Fusion/Effect

3850/3500

 

Fusion Materials:

 

Delta The Magnet Soldier + Epsilon The Magnet Soldier + Zeta The Magnet Soldier

 

Effect:

 

This card cannot be Special Summoned except by Fusion Summon with the above Fusion Material Monsters. As long as this card remains face-up on the field, face-up Machine-type monsters on your opponent's side of the field may not leave the field unless if they are destroyed. Once per turn, you may take control of 1 face-up Machine-type monster your opponent controls. If you use this effect, you may not Normal Summon or Set a monster. You may remove this card from play to Special Summon 1 of each Fusion Material monsters used to Fusion Summon this card from your hand, Deck, or Graveyard.

 

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Alpha & Omega The Magna Crusader

 

EARTH/Rock/Level 8/Fusion/Effect

2500/2500

 

Fusion Materials:

 

Alpha The Magnet Soldier + Omega The Magnet Soldier

 

Effect:

 

This card cannot be Special Summoned except by Fusion Summon with the above Fusion Material Monsters on the field. As long as this card remains face-up on the field, face-up Machine-type monsters on your opponent's side of the field may not leave the field unless if they are destroyed. When this card is successfully Fusion Summoned, send all other face-up Machine-type monsters, "Magnet Soldier" cards, or "Magna Warrior" cards to the Graveyard. Increase this card's ATK and DEF for each monster sent to the Graveyard this way.

 

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Perfect Valkyrion The Magna Crusader

 

EARTH/Rock/Level 12/Fusion/Effect

5000/5000

 

Fusion Materials:

Valkyrion The Magna Warrior + Valkyrion The Magna Warrior #2 + Omega The Magnet Soldier

 

Effect:

 

This card cannot be Special Summoned except by Fusion Summon with the above Fusion Material Monsters. Each of the Fusion Material Monsters of this card can be substituted with their Fusion Material monsters for the Fusion Summon of this card (if any). This card cannot attack the turn it is Fusion Summoned. As long as this card remains face-up on the field, face-up Machine-type monsters on your opponent's side of the field may not leave the field unless if they are destroyed. The effects of Machine-type monsters destroyed by this card is negated. After this card attacks, you may pay 2000 Life Points to Special Summon all the Fusion Material monsters used to Fusion Summon this card from your hand, Graveyard, Deck, or Extra Deck, ignoring summoning conditions.

Supports

 

Comrade Escape Play

Continuous Trap Card

 

As long as this card remains face-up on the field, both players may return 1 face-up monster they control to their hand if they reveal a monster card in their hand with the same type as the monster to be returned.

 

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Magnet Attraction

Continuous Spell Card

 

Instead of conducting your normal Draw Phase, you may reveal a "Magnet Soldier" card in your hand, search your Deck for a "Magnet Soldier" card with a different name, and add it to your hand.

 

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Magnetic Integration

Normal Spell Card

 

You may remove from play the Fusion Material monsters listed on a "Magna Soldier" card in your Extra Deck from your hand, field, or Graveyard to Special Summon the "Magna" monster (this is treated as a Fusion Summon).

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Obelisk's Real Attack - Fist of Fate

Slifer's Real Attack - "Open the Second Mouth"? <-- Not sure about that one.

Ra's Attack(s)

Immediate Attack - When summoned Ra can attack immediatley.

God Phoenix - Ultimate form attack.

 

At least that's what I think. Good cards. B.

Thanks for looking! I have some new cards to post:

 

Toon Support

 

Toon Kingdom

Field Spell Card

 

This card's name is treated as "Toon World". As long as this card remains face-up on the field, Toon Monsters may attack the turn they are summoned. Once per turn, during either player's turn, remove from play 1 face-up Toon Monster you control. During the End Phase, place that monster back on your side of the field.

 

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Fun Time

Continuous Spell Card

 

Select a player. All face-up monsters the selected player controls are treated as Toon monsters and gain the following effect in addition to their effect: "This card cannot attack the turn it is summoned. When a "Toon World" you control is destroyed, destroy this card. If you control a "Toon World", this card can attack your opponent's Life Points directly. If your opponent controls a Toon monster, then you must attack it."

 

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Toon Blue-Eyes Ultimate Dragon

 

LIGHT/Level 12/Dragon/Fusion/Toon

"Blue-Eyes Toon Dragon" + 2 Toon monsters

 

4500/3800

 

This card can only be Special Summoned from your Extra Deck by removing from play the above Fusion Material monsters while you control a "Toon World" (You do not need Polymerization). This card cannot attack the turn it is summoned. If a "Toon World" you control is destroyed, destroy this card. This card can attack your opponent's Life Points directly. If your opponent controls a Toon monster, then you must attack it.

 

NOTE: It can attack your opponent directly even without Toon World active.

 

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Toon Captain Gold

 

LIGHT/Level 4/Warrior/Toon

2100/800

 

You can discard this card to the Graveyard to add 1 "Toon Kingdom" from your Deck to your hand. If this card is on the field but "Toon World" is not on the field, destroy this card. This card can attack your opponent's Life Points directly. If your opponent controls a Toon monster, then you must attack it.

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