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I swear, it seems like no one makes Aqua-Types anymore


Toffee.

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I'm going to attempt, to make these "fast".

 

Wave Crab -WATER-

Lvl3

[Aqua/Tuner]

You can activate this card's effect during the Battle Phase, by discarding 1 "Crab" monster.

You can Synchro Summon 1 Synchro monster by using this card and 1 other "Crab" monster on your side of the field as the Synchro Material monsters.

0ATK / 200DEF

 

Power Crab -FIRE-

Lvl4

[Aqua/Effect]

During the End Phase of this turn, send this card to the Graveyard. At that time, you can Special Summon 1 "Power Crab" from your Deck.

2000ATK / 0DEF

 

Rock-Crab -EARTH-

Lvl4

[Aqua/Effect]

You can Release this card to Special Summon 1 level 5 or lower "Crab" monster from your Deck.

1000ATK / 1600DEF

 

Blitzer Crab -WATER-

Lvl5

[Aqua/Effect]

If this card destroys an Opponent's monster as a result of battle, Special Summon 1 level 4 or lower "Crab" monster from your Deck.

2100ATK / 900DEF

 

Ghost Crab -DARK-

Lvl1

[Aqua/Effect]

If a "Crab" monster is Special Summoned, except for a "Ghost Crab", you can Release this card to Special Summon 1 "Crab" monster from your Deck with the same name as the Special Summoned monster, to your side of the field in face-up Defence Position.

500ATK / 500DEF

 

Maryland Crab -WATER-

Lvl5

[Aqua/Effect]

If a "Crab" monster battles, increse the ATK of that monster by 500 points, at the end of the Damage Step.

1500ATK / 1900DEF

 

Necro-Crab -DARK-

Lvl3

[Aqua/Effect]

Once per turn, during the Battle Phase, you can Remove from play 1 "Crab" monster in your Graveyard to Special Summon this card to your side of the field.

1000ATK / 1000DEF

 

Armored Crab -WATER-

Lvl2

[Aqua/Effect]

When this card is Special Summoned in face-up Attack Position by the effect of a "Crab" card, send 1 monster card from your hand to the Graveyard and draw 2 cards.

1100ATK / 100DEF

 

Island Crab -WATER-

Lvl4

[Aqua/Effect]

You can discard this card to activate 1 "Crab Country" from your deck.

1200ATK / 1800DEF

 

Sacred Crab -LIGHT-

Lvl1

[Aqua/Effect]

You can discard this card to treat 1 face-up "Crab" monster you control as a Tuner. Once per turn, you can Remove from play 1 "Crab" monster in your Graveyard to increse or decrease the level of 1 face-up "Crab" monster an ammount equal to or less then the Removed monster's level.

0ATK / 0DEF

 

Blast Crab -FIRE-

Lvl2

[Aqua/Effect]

When this face-up card is sent from the field to the Graveyard, inflict 800 points of damage to your Opponent's Lifepoints. Both players then draw 1 card.

500ATK / 500DEF

 

Vice Crab -FIRE-

Lvl6

[Aqua/Effect]

This card cannot be Special Summoned, except by Releasing 1 "Power Crab" you control. Each time a "Crab" monster attacks, with an ATK higher then the DEF of an Opponent's Defence Position monster, inflict the difference as battle damage to your Opponent's Lifepoints. You can Release this card to draw 1 card.

2000ATK / 0DEF

 

Hammer Crab -WATER-

Lvl8

[Aqua/Synchro/Effect]

1 "Crab" Tuner + 1 or more non-tuner "Crab" monster(s).

Each time this card destroys an Opponent's monster by battle, you can discard 1 card to draw 1 card.

2800ATK / 3100DEF

 

Sigma Crab -WATER-

Lvl6

[Aqua/Synchro/Effect]

1 "Crab" Tuner + 1 or more non-Tuner monster(s).

Each time a "Crab" monster is Summoned, Inflict 700 points of damage to your Opponent's Lifepoints.

1800ATK / 2000DEF

 

Crab-Evil -DARK-

Lvl3

[Aqua/Synchro/Effect]

1 "Crab" Tuner + 1 or more non-Tuner "Crab" monster(s)

This card can only be Special Summoned by a Synchro Summon, or its own effect. Increase the ATK and DEF of this card by 100 points for each "Crab" monster in your Graveyard. If this card would be destroyed or targeted by the effect of a card controlled by your Opponent, you can discard 1 card instead. During your turn, if this card is in your Graveyard, you can Release 1 "Crab" monster to Special Summon this card.

0ATK / 0DEF

 

The Crab's Helmet -Instant Spell-

Select 1 "Crab" monster you control, and pay 800 Lifepoints. During this turn only, the selected monster effected by the effects of your opponent's cards.

 

Crab Cannon -Spell-

Discard 1 "Crab" monster. Special Summon 1 level 4 or lower "Crab" monster from your deck. During this turn, you cannot Release the Special Summoned monster.

 

Team-Crab -Instant Spell-

You can only activate this card if you control 2 or more "Crab" monsters. Increse the ATK of all "Crab" monsters you control by 900 points.

 

Crab Country -Field Spell-

Increse the ATK and DEF of all "Crab" monsters you control by 200 points for each "Crab" monster in your Graveyard.

If this card would be destroyed, you can Remove from play 1 "Crab" monster in your Graveyard instead.

 

Shell Breaker -Counter Trap-

Release 1 "Crab" monster. Negate the activation and effect of a card effect and destroy it. The negated card is then placed on top of the Opponent's deck.

 

Booster Crab -Trap-

Send 1 "Crab" monster from your deck to your Graveyard. Increse the ATK of a "Crab" monster you control by 500.

 

Crab Collection -Trap-

Select up to 3 "Crab" monsters from your Deck, and send them to your Graveyard. If you sent at least 2, draw 1 card.

 

Softshell Crap -Continuous Trap-

Select 1 "Crab" monster in your Graveyard and Special Summon it to your side of the field. If the monster that was Special Summoned by this effect is destroyed as a result of battle, each player draws 1 card. If the monster is destroyed, destroy this card. If this card is destroyed, destroy the Special Summoned monster.

 

Power Claw -Trap-

Discard 1 card. Increase the ATK of a "Crab" monster you control by 1200 points. If it attacks a Defence Position monster, Remove it from play. This card's effect lasts until the End Phase.

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I'm going to attempt' date=' to make these "fast".

 

Wave Crab -WATER-

Lvl3

[Aqua/Tuner']

You can activate this card's effect during the Battle Phase, by discarding 1 "Crab" monster.

You can Synchro Summon 1 Synchro monster by using this card and 1 other "Crab" monster on your side of the field as the Synchro Material monsters. The Synchro monster that is Special Summoned by this effect has it's effect negated(and it cannot activate) and it's ATK reduced by 1500 points until the End Phase of this turn.

0ATK / 0DEF

 

Seems UP'd - you could either lose the drawback to the Summoned monster or give Wave Crab a reasonable ATK score - either way would make the effect usable.

 

Power Crab -FIRE-

Lvl4

[Aqua/Effect]

During the End Phase of this turn, send this card to the Graveyard. At that time, you can Special Summon 1 "Power Crab" from your Deck.

2000ATK / 0DEF

 

Thinning the Deck? Don't see any problems with it.

 

Rock-Crab -EARTH-

Lvl4

[Aqua/Effect]

You can tribute this card to Special Summon 1 level 5 or lower "Crab" monster from your Deck. The monster Special Summoned by this effect has it's effect negated.

1000ATK / 1600DEF

 

I think you could leave the monster with it's effect - Lonefire is much worse and doesn't have a single drawback. Even that only hit semi-limited because it abused with things like Tytan and Giga. Just makes bad beatsticks without that.

 

Blitzer Crab -WATER-

Lvl5

[Aqua/Effect]

If this card destroys an opponent's monster as a result of battle, Special Summon 1 level 4 or lower "Crab" monster from your Deck.

2100ATK / 900DEF

 

Good card, nice access to the Synchro, approved.

 

Ghost Crab -DARK-

Lvl1

[Aqua/Effect]

If a "Crab" monster is Special Summoned, except for a "Ghost Crab", you can Release this card to Special Summon 1 "Crab" monster from your Deck with the same name as the Special Summoned monster, to your side of the field in face-up Defence Position.

500ATK / 500DEF

 

I like it, being a level 1 helps it too by giving another way to get the Synchro

 

Maryland Crab -WATER-

Lvl5

[Aqua/Effect]

Increse the ATK and DEF of all other "Crab" monsters by 500.

1500ATK / 1900DEF

 

I doubt it'd be run for the reason of 'lolbeatstick' - a second effect would be nice here.

 

Necro-Crab -DARK-

Lvl3

[Aqua/Effect]

Once per turn, during the Battle Phase, you can remove from play 1 "Crab" monster in your Graveyard to Special Summon this card to your side of the field.

1000ATK / 1000DEF

 

Funky, I like.

 

Armored Crab -WATER-

Lvl2

[Aqua/Effect]

When this card is Special Summoned in face-up Attack Position by the effect of a "Crab" card, send 1 monster card from your hand to the Graveyard and draw 2 cards.

1100ATK / 100DEF

 

Situational +1? I guess it's fine as it is.

 

Island Crab -WATER-

Lvl4

[Aqua/Effect]

You can discard this card to add 1 Field Spell Card from your Deck to your hand.

1200ATK / 1900DEF

 

Terraforming is now useless - there is a version with 1900 DEF. I'd make it specific to the Crab Field or add another drawback. Hate seeing cards become useless when they were fine in the current game.

 

Hammer Crab -WATER-

Lvl8

[Aqua/Synchro/Effect]

1 "Crab" Tuner + 1 or more non-tuner "Crab" monster(s).

Each time this card destroys an opponent's monster by battle, you can discard 1 card to draw 1 card.

2800ATK / 3100DEF

 

Not sure, seems UP'd a little for a boss monster. I guess it's fine.

 

The Crab's Helmet -Instant Spell-

Select 1 "Crab" monster you control, and pay 800 Life Points. During this turn only, the selected monster is not effected by the effects of your opponent's cards.

 

Name is win, nice way to dodge annoying cards. Approved.

 

Crab Cannon -Spell-

Discard 1 "Crab" monster. Special Summon 1 level 4 or lower "Crab" monster from your Deck. During this turn, you cannot tribute the Special Summoned monster, nor can it's controller send it to the Graveyard, nor can it be used as a Synchro Material Monster for the Synchro Summon of a Synchro monster.

 

Not sure if you need the last part - it seems to make the card UP'd

 

Team-Crab -Instant Spell-

Decrease the ATK of a "Crab" monster you control by 1000 and increase the ATK of 1 other monster on the field by 1000 until the End Phase.

 

Don't think I'd run this over Shrink very often, situational at best.

 

Crab Country -Field Spell-

Increse the ATK and DEF of all "Crab" monsters you control by 200 points for each "Crab" monster in your Graveyard. If this card would be destroyed, you can remove from play 1 "Crab" monster in your Graveyard instead.

 

Yay for mega-beatsticks. I like that this could quickly hit +1400 or more, most Field Spells suck.

 

Shell Breaker -Counter Trap-

Release 1 "Crab" monster. Negate the activation and effect of a card effect and destroy it. The controller of the negated card can draw 1 card.

 

It's a -2, most people would rather run Bribe/Wrath - archtype-specific cards should generally be better than the generic versions.

 

Booster Crab -Trap-

Send 1 "Crab" monster from your Deck to your Graveyard. Increse the ATK of a "Crab" monster you control by 500.

 

Good because of the field. I like it.

 

Crab Collection -Trap-

Select up to 3 "Crab" monsters from your Deck, and send them to your Graveyard. If you sent at least 2, draw 1 card.

 

It's a Jar of Greed that the field likes, guess it works fine.

 

Softshell Crap -Continuous Trap-

Select 1 "Crab" monster in your Graveyard and Special Summon it to your side of the field. If the monster that was Special Summoned by this effect is destroyed as a result of battle, each player draws 1 card.

 

And after the Summon, it stays there randomly?

 

J-Post.

 

You might have given them an archtype, but none of the cards here actually support Aqua as a whole, you could probably change some of the times it says "Crab" monster to Aqua-type monster.

 

Overall, good set but seems to need the Field Spell to function well.

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I'm going to attempt' date=' to make these "fast".

 

Wave Crab -WATER-

Lvl3

[Aqua/Tuner']

You can activate this card's effect during the Battle Phase, by discarding 1 "Crab" monster.

You can Synchro Summon 1 Synchro monster by using this card and 1 other "Crab" monster on your side of the field as the Synchro Material monsters. The Synchro monster that is Special Summoned by this effect has it's effect negated(and it cannot activate) and it's ATK reduced by 1500 points until the End Phase of this turn.

0ATK / 0DEF

 

Seems UP'd - you could either lose the drawback to the Summoned monster or give Wave Crab a reasonable ATK score - either way would make the effect usable.

 

Power Crab -FIRE-

Lvl4

[Aqua/Effect]

During the End Phase of this turn, send this card to the Graveyard. At that time, you can Special Summon 1 "Power Crab" from your Deck.

2000ATK / 0DEF

 

Thinning the Deck? Don't see any problems with it.

 

Rock-Crab -EARTH-

Lvl4

[Aqua/Effect]

You can tribute this card to Special Summon 1 level 5 or lower "Crab" monster from your Deck. The monster Special Summoned by this effect has it's effect negated.

1000ATK / 1600DEF

 

I think you could leave the monster with it's effect - Lonefire is much worse and doesn't have a single drawback. Even that only hit semi-limited because it abused with things like Tytan and Giga. Just makes bad beatsticks without that.

 

Blitzer Crab -WATER-

Lvl5

[Aqua/Effect]

If this card destroys an opponent's monster as a result of battle, Special Summon 1 level 4 or lower "Crab" monster from your Deck.

2100ATK / 900DEF

 

Good card, nice access to the Synchro, approved.

 

Ghost Crab -DARK-

Lvl1

[Aqua/Effect]

If a "Crab" monster is Special Summoned, except for a "Ghost Crab", you can Release this card to Special Summon 1 "Crab" monster from your Deck with the same name as the Special Summoned monster, to your side of the field in face-up Defence Position.

500ATK / 500DEF

 

I like it, being a level 1 helps it too by giving another way to get the Synchro

 

Maryland Crab -WATER-

Lvl5

[Aqua/Effect]

Increse the ATK and DEF of all other "Crab" monsters by 500.

1500ATK / 1900DEF

 

I doubt it'd be run for the reason of 'lolbeatstick' - a second effect would be nice here.

 

Necro-Crab -DARK-

Lvl3

[Aqua/Effect]

Once per turn, during the Battle Phase, you can remove from play 1 "Crab" monster in your Graveyard to Special Summon this card to your side of the field.

1000ATK / 1000DEF

 

Funky, I like.

 

Armored Crab -WATER-

Lvl2

[Aqua/Effect]

When this card is Special Summoned in face-up Attack Position by the effect of a "Crab" card, send 1 monster card from your hand to the Graveyard and draw 2 cards.

1100ATK / 100DEF

 

Situational +1? I guess it's fine as it is.

 

Island Crab -WATER-

Lvl4

[Aqua/Effect]

You can discard this card to add 1 Field Spell Card from your Deck to your hand.

1200ATK / 1900DEF

 

Terraforming is now useless - there is a version with 1900 DEF. I'd make it specific to the Crab Field or add another drawback. Hate seeing cards become useless when they were fine in the current game.

 

Hammer Crab -WATER-

Lvl8

[Aqua/Synchro/Effect]

1 "Crab" Tuner + 1 or more non-tuner "Crab" monster(s).

Each time this card destroys an opponent's monster by battle, you can discard 1 card to draw 1 card.

2800ATK / 3100DEF

 

Not sure, seems UP'd a little for a boss monster. I guess it's fine.

 

The Crab's Helmet -Instant Spell-

Select 1 "Crab" monster you control, and pay 800 Life Points. During this turn only, the selected monster is not effected by the effects of your opponent's cards.

 

Name is win, nice way to dodge annoying cards. Approved.

 

Crab Cannon -Spell-

Discard 1 "Crab" monster. Special Summon 1 level 4 or lower "Crab" monster from your Deck. During this turn, you cannot tribute the Special Summoned monster, nor can it's controller send it to the Graveyard, nor can it be used as a Synchro Material Monster for the Synchro Summon of a Synchro monster.

 

Not sure if you need the last part - it seems to make the card UP'd

 

Team-Crab -Instant Spell-

Decrease the ATK of a "Crab" monster you control by 1000 and increase the ATK of 1 other monster on the field by 1000 until the End Phase.

 

Don't think I'd run this over Shrink very often, situational at best.

 

Crab Country -Field Spell-

Increse the ATK and DEF of all "Crab" monsters you control by 200 points for each "Crab" monster in your Graveyard. If this card would be destroyed, you can remove from play 1 "Crab" monster in your Graveyard instead.

 

Yay for mega-beatsticks. I like that this could quickly hit +1400 or more, most Field Spells suck.

 

Shell Breaker -Counter Trap-

Release 1 "Crab" monster. Negate the activation and effect of a card effect and destroy it. The controller of the negated card can draw 1 card.

 

It's a -2, most people would rather run Bribe/Wrath - archtype-specific cards should generally be better than the generic versions.

 

Booster Crab -Trap-

Send 1 "Crab" monster from your Deck to your Graveyard. Increse the ATK of a "Crab" monster you control by 500.

 

Good because of the field. I like it.

 

Crab Collection -Trap-

Select up to 3 "Crab" monsters from your Deck, and send them to your Graveyard. If you sent at least 2, draw 1 card.

 

It's a Jar of Greed that the field likes, guess it works fine.

 

Softshell Crap -Continuous Trap-

Select 1 "Crab" monster in your Graveyard and Special Summon it to your side of the field. If the monster that was Special Summoned by this effect is destroyed as a result of battle, each player draws 1 card.

 

And after the Summon, it stays there randomly?

 

J-Post.

 

You might have given them an archtype, but none of the cards here actually support Aqua as a whole, you could probably change some of the times it says "Crab" monster to Aqua-type monster.

 

Overall, good set but seems to need the Field Spell to function well.

 

Lawl, Griffin uses my J-Post gimmick

I'll probobly remove some of the drawbacks, and maybe add an effect or 2.

But thanks for the feedback

 

EDIT: I just fixed them.

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