Jump to content

Dream Archetype by DMZ (30/30) (Final card added! Rate and comment)


DMZ

Recommended Posts

Background story: The whole idea of this set is that all creatures can have hopes and dreams, whether it be humans or animals, or even dead creatures. From dreams come wonderful and horrifying things and this Mini-deck(Yea, I know.) has a small storyline and focuses on Dreams/nightmares.

 

This archetype is focused around certain cards and "types" and can be used with Zombie, Thunder, Sea Serpent, Fish and Spirit decks for increased effectiveness and allows those decks to Summon more powerful versions of their initial cards. This is a new idea so any hints and OCG fixes are welcome.

 

Final card:

397582.jpg

[spoiler=Lore]This card is also treated as a Psychic-type. When this card is Summoned you can select 1 face-up monster that is affected by a "Dreamer" effect(This includes Spell Cards) and equip it to this card to increase the ATK of this card by half the monster's ATK. When this card is destroyed the equipped monster is removed from play.

 

 

[spoiler=Monsters]397582t.jpg397582.jpg397582jv.jpg397582e.jpg397582o.jpg[spoiler=Lore]When this card is Summoned neither player can conduct their Battle Phase this turn. All face-up monsters are switched to defence position for 2 turns. Monster Effects are negated until the end of this turn. Both players Special Summon all "Dreamer" monsters in their Hands.

397582.jpg397582.jpg[spoiler=Lore ( The Origin of Dreams)]As long as this card is on the field, destroyed "Dreamer" monsters are equipped to this card instead of going to the Graveyard and this card gains the DEF of the equipped monsters(This effect is stackable). Once per turn you can pay 300 Life Points to Special Summon a "Dreamer" monster equipped to this card to your side of the field.

397582.jpg397582t.jpg397582.jpg397582t.jpg[spoiler=Warning! Image may be shocking!]397582h.jpg

397582.jpg397582y.jpg

 

 

[spoiler=Spell Cards]397582l.jpg397582g.jpg397582f.jpg397582.jpg397582r.jpg397582d.jpg[spoiler= Thunder Roar]This card must be put in your opponent's Field Card Zone. Thunder type monsters benefit from all the effects that "Dreamer" monsters would get but cannot be equipped and cannot be destroyed by the effect of "Dream Destruction". Pay 900 Life Points at the End Phase to remove this card from play or keep it on the field. If you do not, this card is destroyed and you lose 500 Life Points for each Thunder monster in the Graveyard.

397582.jpg397582vn.jpg[spoiler=Choice of Dreams]Select a face-up "Dreamer" or Spirit monster. That monster gains one of the following effects:

- Any monster attacking this card is instead equipped to this card. Decrease the ATK and DEF of this card by 500 for every equipped monster If this card would be destroyed by battle, destroy all the equipped monsters instead.

- If this card is the target of a Spell or Trap card, select one of your opponent's monsters. Both monsters are affected by the Spell or Trap card.

397582y.jpg397582.jpg

 

 

 

[spoiler=Trap Cards]397582.jpg397582.jpg397582y.jpg[397582t.jpg397582z.jpg397582l.jpg397582u.jpg

 

More to be added

Link to comment
Share on other sites

  • Replies 53
  • Created
  • Last Reply

Thank you, will be fixed. Not an expert on Spirit support myself, so help is welcome.

 

Btw, any suggestions conserning new cards are more than welcome, as well as suggestions to add more support for other decks.

 

Edited according to ragnarok's suggestion.

Link to comment
Share on other sites

I would wonder what would happen if I made the Posessed Serpent with 3000 ATK instead of 3050 lol. It's basically Blue Eyes byt with lower DEF and slightly higher ATK....so what's the trouble.

 

If you can, please point out what monsters are overpowered.

Link to comment
Share on other sites

The Ritual costs 1000 LP + 1 Tribute to get on the field in the first place. It cannot attack....If the Ritual Spell Card is destroyed it can be attacked. How many drawbacks you want? And it costs 300 LP to Special Summon any "Dreamer" monster from it(It loses the DEF when a card is SS).\

 

Dreams of the Deceased

Drains 1000 LP per turn....and only level 4 or lower Zombie get the bonus.

 

Stolen Dreams involves reducing the ATK and DEF of a monster to 0, and if the selected monster is destroyed Stolen Dreams stops working.....

 

Cemetery of Lovers limits only YOU to summoning Dreamer-types, not your opponent and when it is removed from the field you lose Life Points for every Dreamer monster....which the card practically forces you to Summon.

 

The Tree of Dreams.....1000 LP + Tribute, as said above....

 

Labyrint of Dreams affects both players, as does Waking up the Dead.

 

Dream Destruction..Well, you lose all Dreamers to inflict maximum 4000 LP damage(5 dreamer cards, and in that case you can be attacked directly right after)

 

First one....yea. Going to add a drawback to it.

Non-monster cards....Hmm.

Link to comment
Share on other sites

VEry gOOd!!

 

I have seen one of the most interesting Type combinations! (Rock/Zombie...err, a rock returned to life? and Thunder/Spirit...the RAREST types together!)

 

The cards aren't overpowered...OCG correct enough, theme thoughtful rather then 'Look At Me!!!!OMG This Is So Good!!!)

 

I love the last card added. All alone, I'll give it a 9!!

 

The whole set it rather a 7.5 because the Spirits return to the hand after play and have very few support other then destroying them or keeping them on the field for 2 turns instead of 1....

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...