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Core Chimail just got better


玄魔の王

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Because Koa'ki Meiru sounds stupid, I call them Core Chimail. Now, here's a few support cards.

 

Core-Chimail Velocor

EARTH

Level: 5

[Dinosaur/Effect]

You can Special Summon this card from your hand by revealing 1 Dinosaur-type monster in your hand or discarding 1 "Core-Chimail's Steel Core". During the End Phase, destroy this card unless you reveal 1 Dinosaur-type monster in your hand or discarding 1 "Core-Chimail's Steel Core".

ATK/ 2500

DEF/ 1200

 

Core-Chimail Seer

WIND

Level: 4

[spellcaster/Effect]

During the End Phase, destroy this card unless you reveal 1 Spellcaster-type monster in your hand or discarding 1 "Core-Chimail's Steel Core". Once per turn, when a "Core-Chimail's Steel Core" is sent to the Graveyard, select 1 set card in your opponent's Spell and Trap Card Zones and guess the type of card (Monster, Spell or Trap), then destroy it. If you call it right, draw 1 card. If you call it wrong, your opponent draws 1 card.

ATK/ 1200

DEF/ 1700

 

Core-Chimail Launcher

WATER

Level: 4

[Machine/Effect]

When this card is destroyed by a card effect, you can reveal 1 "Core-Chimail" monster in your hand or discard 1 "Core-Chimail's Steel Core" to Special Summon 1 "Core-Chimail" monster with 2000 DEF or less from your Deck in face-up Defense Position.

ATK/ 0

DEF/ 2000

 

Core Anti-Armor

Equip Spell

Equip only to a "Core-Chimail monster". During battle between the equipped monster and a LIGHT or DARK monster whose DEF is less than the equipped monster's ATK, inflict damage to your opponent equal to the difference.

 

Core Portal

Continuous Spell

Once per turn, you can reveal 1 "Core-Chimail's Steel Core" from your hand to Normal Summon or set 1 extra "Core-Chimail" monster this turn.

 

Core Barrier

Normal Trap

Activate only by revealing 1 "Core-Chimail's Steel Core" in your Graveyard when your opponent declares an attack. Destroy the attacking monster and end the Battle Phase.

 

Core Halberd

Continuous Trap

After activation, this card becomes an Equip Spell Card and is equipped to 1 "Core Chimail" monster. It gains 500 ATK for every LIGHT or DARK monster your opponent controls. If the equipped monster battles a Special Summoned monster, destroy that monster before damage calculation. During your End Phase, destroy this card unless you discard 1 "Core-Chimail's Steel Core".

 

More to come.

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Their Japanese name is Core Chimera.

 

Also' date=' I made a Core Chimera card awhile back:

 

Synthesis Core

Normal Spell Card

You can treat this card's name as "Iron Core of Koa'ki Meiru" while it exists in your hand.

 

There you are. Go nuts with that.

Rating reserved until more cards are added.

[/quote']

 

I would never run that in my Core deck. It reeks of dead draw. Now if you changed it to:

 

This card's name is treated as "Iron Core of Koa'ki Meiru" while in your hand or Graveyard. During your End Phase you can remove this card in your Graveyard from play to return 1 "Koa'ki Meiru" card in your Graveyard to your hand.

 

I would run it in threes. Otherwise, it's just wasting deck space by being a one time Core ditch.

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Core-Chimair Velocor: He's pretty good. A 25 beater that very easy to Summon. I don't know if there are any worthwhile dinos other that could be run in CCs other than himself though and I usually like to have at least 4-5 of each type in my Cores to ensure maintainence. I would run 2 of this guy though regardless though. The main problem I have with this guy is that he Special Summons which is VERY out of character for the archetype.

 

Core Barrier: Pretty good as well.There are no problems with it. It's like Negate a Sak. If I would change anything I would make the Core have to be in the Graveyard. That way it can help you out if you just discarded your last Core. In my opinion the CC Traps shouldn't need the Core in your hand because they usually get discarded during the End Phase meaning you can't use them during your opponents turn.

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I haven't run them, but Core C seem to need 2 things, maybe you could make them into cards:

 

1) more Normal Summons, since they're not a SS-centered archtype.

 

2) more Search. They have Rock, but a pure Core C Deck would need 2 copies of the same card to maintain most of their monsters, so searching to hand is a great thing.

 

EDIT: ah, I see the new cards now, reading.

 

EDIT2:

Well, Seer is effective, and activating during the End Phase, when the Core is probably discarded, makes it work well for the Deck.

I don't like the Armor as much, since I prefer Core C's which can stand against non-LIGHT/DARK cards, but it could definitely see side-use.

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I haven't run them' date=' but Core C seem to need 2 things, maybe you could make them into cards:

 

1) more Normal Summons, since they're not a SS-centered archtype.

 

2) more Search. They have Rock, but a pure Core C Deck would need 2 copies of the same card to maintain most of their monsters, so searching to hand is a great thing.

 

EDIT: ah, I see the new cards now, reading.

 

EDIT2:

Well, Seer is effective, and activating during the End Phase, when the Core is probably discarded, makes it work well for the Deck.

I don't like the Armor as much, since I prefer Core C's which can stand against non-LIGHT/DARK cards, but it could definitely see side-use.

[/quote']

 

More Normal Summons, more search, more non-LIGHT/DARK power. Got it. I have 1 card for each of those: 1 Monster, 1 Spell, and 1 Trap. Now posted.

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