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Wolf Archtype {9 new cards added} (44/50?)


LuffyLaxer

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yeah I'm making a Wolf archtype. I've been thinking about it so I decided to do it. here are my first cards, with many more to come.

[spoiler=Wolf Monster Cards]

Blue Wolf**

LVL: 4

Att:Earth

Arch:Mythical Beasts

Atk:1800

Def:1400

Effect: When this card is Normal Summoned, you can pay 300 Life Points to add 1 level 4 or lower "Wolf" monster from your deck to your hand.

 

Red Wolf**

LVL:3

Arch:Mythical Beast/Tuner

Att:Earth

Atk:1500

Def:1300

Effect: When this card is destroyed by battle, you can pay 300 Life Points to Special Summon 1 level 4 or lower "Wolf" monster from your deck.

 

Zombie Wolf

LVL:4

Arch:Mythical Beast

Att:Dark

Atk:1700

Def:1650

Effect: When this card is destroyed by battle, Pick up 2 cards from the top of your deck. If 1 of them is a "Wolf" monster, Special Summon it to the field and discard the other card. If both are "Wolf" monsters, Special Summon the monster with the lowest ATK and discard the other card. If none of them are "Wolf" monsters, discard both of them.

 

Green Wolf

LVL:4

Arch:Mythical Beast

Att:Wind

Atk:1900

Def:1500

Effect: If this card is on the opponents side of the field then it is destroyed.

 

Orange Wolf**

LVL:2

Arch:Mythical Beast/Tuner

Att:Fire

Atk:1100

Defense:900

Effect: If this card is used for a Synchro Summon of a Wolf monster, Draw two cards.

 

Yellow Wolf

LVL:1

Arch:Mythical Beast

Att:Fire

Attack:500

Def:400

Effect:(flip)When this monster is destroyed, destroy one card on the field.

 

Purple Wolf

LVL:2

Arch:Mythical Beast/Tuner

Att:Earth

Attack:1200

Def:600

Effect: If a monster attacks this card, You can Pay 800 life points to negate it.

 

Gray Wolf

LVL:4

Arch:Mythical Beast

Att:Earth

Atk:1900

Def:1400

Lore: This wolf can be seen in the Mountains and Valleys of the Barren Lands. It will set it's sights onto anything in it's way and kill it.

 

White Wolf of Destiny**

LVL:6

Arch:Mythical Beast

Att:Light

Atk:2500

Def:1700

Effect:When this card is summoned, It gains one these effects that can not be negated:-By Paying 500 life points, Special Summon one Level 4 or lower Wolf-type monster from your Graveyard.+Increase your Life Points by 200 x how many Wolf creatures are in your Graveyard.

 

Black Wolf of Doom**

LVL:6

Arch:Mythical Beast

Att:Dark

Atk:2500

Def:1600

Effect:When this card is summoned, It gains one of these effects that can not be negated:-By paying 1000 Life Points, you can Special Summon one level 5 or higher monster from your Deck. Shuffle Deck afterward.+Decrease your Opponent's Life Points by 200 x how many Wolf monsters are in your Graveyard.

 

Remus, The Wolf Rider

LVL:4

Arch:Warrior

Att:Earth

Atk:1600

Def:1600

Effect:While this card remains on the field, Wolf monsters can not be destroyed by battle. When this card is sent from the Field to the Graveyard, Draw 1 card. If the card is a Wolf monster, Summon it to the Field. If not, add it to your Hand.

 

Werewolf Wolfsbane

LVL:8

Arch:Mythical Beast

Att:Dark

Atk:2800

Def:2400

Effect:The summoning of this card can not be negated. If this monster is to be destroyed by a card effect, you can remove from play one Wolf monster to negate that card and destroy it.

 

Yin Wolf

LVL:4

Arch:Mythical Beast

Att:Dark

Atk:1500

Def:1200

Effect:When this monster is destroyed by battle, The Opponent takes damage equal to this monster's Attack points.

 

Yang Wolf**

LVL:4

Arch:Mythical Beast

Att:Light

Atk:1200

Def:1500

Effect:When this monster is destroyed by battle, Special summon one Wolf Monster with 2000 or less Defense points in face-up Attack position from your hand or graveyard.

 

Wolf of the Spirits**

LVL:2

Arch:Mythical Beast

Att:Light

Atk:300

Def:100

Effect:This monster cannot be destroyed by battle or Trap cards. This card is removed from play when it is destroyed.

 

Jade Wolf

LVL:4

Arch:Mythical Beast/Tuner

Att:Earth

Atk:1600

Def:1200

Effect:When this monster is used for the Synchro Summoning of a Wolf Monster, Draw One card and show it to the Opponent.

 

Steel Wolf**

LVL:5

Arch:Mythical Beast/Gemini

Att:Dark

Atk:2100

Def:1100

Effect:While this card is face up on the field or in the graveyard it is treated as a normal monster. While it is face up on the field you can normal summon it as an effect monster with this effect:

Once per turn, You can Special Summon Wolf Monsters from your graveyard. When this monster is destroyed, Destroy all Monsters summoned by it's effect.

 

Diamond Wolf*

LVL:4

Arch:Mythical Beast/Tuner

Att:Light

Atk:1800

Def:1700

Effect:This card can not be targeted by spell or trap. If this card is destroyed by battle, Send it back to the bottom of the deck. If this card is destroyed by a card effect or spell or trap, You can Pay 1000 life points to negate the destruction of this card.

 

Wolf of the Earth

LVL:4

Arch:Mythical beasts

Att:Earth

Atk:1100

Def:2100

Effect:Once per turn, During your main phase, You can flip this card face down. When you flip summon this monster, Send One monster on the opponent Side of the field, back to their hand.

 

Wolf of the Wind

LVL:4

Arch:Mythical Beast

Att:Wind

Atk:1600

Def:1600

Effect:When A wolf monster is sent to the graveyard, Draw one card.

 

Wolf of Fire

LVL:4

Arch:Mythical Beast

Att:Fire

Atk:1500

Def:1700

Effect:When this card is summoned, It is changed to defense mode. At the End phase, The Opponent takes 300 damage.

 

Wolf of Water

LVL:4

Arch:Mythical Beast

Att:Water

Atk:1700

Def:1500

Effect: While this card remains on the field, gain 400 life points for each "Wolf" monster on the field.

 

Avatar Wolf*

LVL:10

Arch:Mythical Beast

Att:Light

Atk:4100

Def:4100

Effect: You can not Normal Summon or Set this card. You can only Special Summon this card when you remove from play Wolf of Wind, Wolf of Fire, Wolf of Earth, and Wolf of Water from your graveyard from play. This card's summoning can not be negated. For every wolf monster removed from play, This card gains 100 Attack points.

 

Wolf Turquoise

LVL:4

Arch:Mythical Beast

Att:Water

Atk:1300

Def:2000

Effect: When ever this card is attacked, Double the damage done to the attacker.

 

Glad Wolf

LVL:4

Arch:Mythical Beast

Att:Earth

Atk:1500

Def:1200

Effect:When this monster is involved in battle, Send this monster back to the deck and Special Summon one level 3 or lower Wolf monsters from your deck. Any battle damage done during this turn is still counted.

 

 

 

[spoiler=Spell Cards]

Wolf's Den**

Type:Field Card

Effect:Wolf monsters cannot be destroyed by Spell or Trap Cards. Also, The controller of this card gains 200 Life Points every time a Wolf monster is sent from the field to graveyard.

 

Wolf's Haven**

Type:Field Card

Effect:Wolf monsters can not be destroyed by battle. Also, If you or the opponent have no monster(s) on your side of the Field, Special Summon 1 Wolf monster from your hand.

 

Werewolf Territory

Type:Continuous

Effect:All monsters on the field are Wolf Monsters. You can not Tribute Summon unless it's for a Wolf Monster.

 

Wolf Pack*

Type:Quickplay

Effect:When a Wolf monster is Summoned, you can Special Summon up to two Level 4 or Lower monsters from your hand.

 

Moonlight**

Type:Continuous

Effect:When a "Wolf" monster is destroyed, Choose either the ATK or DEF and add those to your Life Points.

 

Wolf's Mirror

Type:Normal

Effect:Remove Cards used for the Fusion Summon of a Monster from deck to the graveyard to special summon the fusion monster. You can Pay 500 Life Points to negate the negation of this card and destroy it.

 

Wolf Power Paw

Type:Equip

Effect:A Wolf monster equipped with this card gains 800 Attack and Defense. Any other monster equipped with this card gains 300 Attack and Defense.

 

Remus's Wolfen Collar**

Type:Equip

Effect:This card must be placed on a Opponent's face-up attack monster whose attack and defense is above 1500. When this monster is equipped, It can not attack. When this card is destroyed, The monster that it was equipped too is also destroyed.

 

Wolf Control*

Type:Normal

Effect: Pay 1000 Life points and take control of one of your opponents monsters for this turn. This monster can not attack.

 

Wolf Draw

Type:Normal

Effect:Draw two cards from your deck. Remove from play one Wolf monster from your hand. If you cannot, send your hand to the graveyard.

 

Wolfenstein

Type:Field Card

Effect: All Wolf monsters gain 700 attack during the battle phase. Trap cards cannot be activated during the battle phase.

 

 

 

[spoiler=Trap Cards]

Wolf's Howl

Type:Normal

Effect:Activate during Opponent's Main Phase. The Opponent must skip their Battle Phase.

 

Moonlit Night

Type:Continuous

Effect: Whenever a monster attacks a Wolf creature on you side of the field, you can pay 500 Life Points to increase the Attack of the Target Wolf Monster by 500.

 

Wolf Fangs

Type:Normal

Effect:You can treat this card as a Equip Card. The Target Wolf monster gains 500 Attack and 300 Defense.

 

Wolf's Birth**

Type: Counter

Effect: Activate this when a Wolf monster is destroyed. Special Summon one Level 4 or lower monster from your graveyard and summon it in attack mode.

 

 

 

[spoiler=Synchro and Fusion Monster Cards]

Dire Wolf*

Att:Dark

Arch:Mythical Beast/Synchro

LVL:8

Atk:2900

Def:2100

Effect:This monster can not be destroyed by battle. When it battles a non-"Wolf" Monster, the monster's effect's are negated.

 

Prism Wolf**

Att:Light

Arch:Mythical Beast/Synchro

LVL:6

Atk:2400

Def:1700

Effect: This monster's effect can only be use once. If a monster attacks this monster, You can Pay 1000 Life points to negate the attack and destroy that monster. The Opponent takes damage equal to half of the monsters Attack points.

 

Wolf Magician**

Att:Earth

Arch:Mythical Beast/Synchro

LVL:7

Atk:2700

Def:2100

Effect:When this card is Synchro Summoned, place one counter on this card (Max 1). Remove this counter to Special Summon one Level 4 or Lower monster from your graveyard. It's effects are negated this turn.

 

Wolf Creature From The Black Lagoon

Att:Dark

Arch:Mythical Beast/Synchro

LVL:6

Atk:2400

Def:1500

Effect:For every Wolf monster on your side of the field, You gain 600 life points.

 

Rainbow Wolf**

Att:Light

Arch:Mythical Beast/Fusion/Effect

LVL:11

Atk:4900

Def:4300

Effect: Red Wolf+ Orange Wolf+ Yellow Wolf+ Green Wolf+ Blue Wolf+ Purple Wolf

This card's Summoning can not be negated. It also can't be destroyed by Trap cards.

 

Yin And Yang Wolf

Att:Earth

Arch:Mythical Beast/Fusion

LVL:9

Atk:3600

Def:3200

Effect: White Wolf Of Destiny+Black Wolf of Doom

When this card is summoned, It gains one these effects that can not be negated:-By Paying 500 life points, Special Summon one Level 4 or lower Wolf-type monster from your Graveyard.+Decrease your Opponent's Life Points by 200 x how many Wolf monsters are in your Graveyard.

 

Yin and Yang #2**

Att:Earth

Arch:Mythical Beast/Fusion

LVL:7

Atk:2600

Def:2600

Effect:Yin wolf+Yang Wolf

When this monster is destroyed, The opponent takes damage equal to half of this monsters attack points.

 

 

 

New system

*=Limited

**=Semi-Limited

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Dang, I was about to make a Wolf Archetype as well, but you beat me to it ;)

 

Anyway, Blue Wolf is a bit overpowered, its like Elemental Hero Stratos. I guess it's okay if it's limited to 1 in a deck though. I find the 300 lp thing kind of unecessary. Remus, The Wolf Rider is interesting, not too bad and not too good. For OCG fixes, you need a bit of help. oh and for zombie wolf you kind of said the same thing twice if you didn't notice o,o

 

Change them to:

Blue Wolf: When this card is Normal Summoned, you can pay 300 Life Points to add 1 level 4 or lower "Wolf" monster from your deck to your hand.

 

Red Wolf: When this card is destroyed by battle, you can pay 300 Life Points to Special Summon 1 level 4 or lower "Wolf" monster from your deck.

 

Zombie Wolf: When this card is destroyed by battle, Pick up 2 cards from the top of your deck. If at least 1 of them is a "Wolf" monster, Special Summon it to the field and discard the other card. If none of them are "Wolf" monsters, discard both of them.

 

There are more, but I'll leave it to you.

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If you have only one monster, you discard one card and Special Summon 1. If you have 2 monsters, you also discard one card and Special Summon 1, its basically the same, isn't it? It's better to make things more simple and it's not needed to make an additional effect that almost means the same thing. An idea I thought of was if both were Wolf monsters, why not let both of them be Special Summoned, it doesn't happen a lot anyway, and it would be cool.

 

But if you like it the way you wrote it, then here you go. It's kind of hard to word it though, lol.

 

Zombie Wolf Effect:

When this card is destroyed by battle, Pick up 2 cards from the top of your deck. If 1 of them is a "Wolf" monster, Special Summon it to the field and discard the other card. If both are "Wolf" monsters, Special Summon the monster with the lowest ATK and discard the other card. If none of them are "Wolf" monsters, discard both of them.

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Make these Beast-type or Beast-Warrior Type instead of "wolf" Type. Since all your cards depend on them having Wolf in their names, not their type, the type is a bit pointless and it already fits into perfectly good existing types so a custom one is a bit silly. Archtypes are just normally name-linked, not a type of their own. The only exception is Psychics, which made sense since there was no type they really fitted under, which isn't the case here.

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But i'm making Specific Animal types. I'm just making them how i see them. I don't want a beast type. I'm being original. I like wolves, which is why they are getting their own AcrhType. Soon I'm going to make different types of animals.

 

But thanks anyway though. Is their anything about the cards I can do?

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An "archtype" has nothing to do with type. Type = beast. Archtype = these, Lightsworns, Batterymen, ect. All animals fall under what is meant by the "beast" type.

 

Fake types aren't wrong, what's wrong is the way you've done it. When making a fake type which only interacts with itself, like these, it's best to design it like you have now, and if the majority of the monsters don't fit into any existing type, then you can use a type instead of an archtype. But here, every single monster fits perfectly into existing types, so it's just silly and goes against good design rules (those being interaction of other Decks based on type) by not using any existing type.

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