Jump to content

Nero Mechs. They have a sort of "reverse infernity" gimmic.


Toffee.

Recommended Posts

Nero Mech - Gaea -EARTH-

Lvl4

[Machine/Effect]

If you have 3 or less cards in your hand, destroy this card. This face-up card's controller has no limit to the number of cards in his/her hand.

1000ATK / 1800DEF

 

Nero Mech - Thunder -EARTH-

Lvl4

[Machine/Effect]

When this card is Normal Summoned, and you control another "Nero Mech", draw 1 card. While this card is face-up on your side of the field, you cannot use 1 of our empty Spell/Trap card zones. If all of your Spell/Trap card zones are occupied by a card, destroy this card.

1700ATK / 0DEF

 

Nero Mech - Giant -EARTH-

Lvl4

[Machine/Effect]

Whle you have 5 or more cards in your hand, this card is treated as a Tuner monster. If you have 3 or less cards in your hand, destroy this card. If this defence position card is destroyed as a result of battle, draw 1 card.

1500ATK / 1000DEF

 

Nero Mech - Rocket -EARTH-

Lvl4

[Machine/Effect]

This card cannot be Special Summoned. If you have 5 or more cards in your hand when you Normal Summon this card, you can activate the following effect: Reveal your hand to your opponent and send this card to your Graveyard. Draw 2 cards if your hand has at least 3 "Nero Mech"s in it. If you have 3 or less cards in your hand, destroy this card.

1000ATK / 1000DEF

 

Nero Mech - Saber -EARTH-

Lvl4

[Machine/Effect]

When this card is Normal Summoned, and you have more cards in your hand then your opponent does, you can draw 1 card. Increase the ATK of this card by 400 points for each card in your hand. If you have 3 or less cards in your hand, destroy this card.

0ATK / 0DEF

 

Nero Mech - Gear -EARTH-

Lvl8

[Machine/Synchro/Effect]

1 Tuner + 1 non-Tuner "Nero Mech" monster.

Once per turn you can have your opponent draw cards from his/her deck until he/she has the same number of cards in your hand. Inflict 300 points of damage to your opponent's Lifepoints for each card that was drawn with this effect.

2500ATK / 2200DEF

 

Nero Surge -Continuous Spell-

Increse the ATK and DEF of all "Nero Mech" monster you control by 100 points for each card in your hand.

If you control 3 or more Spell/Trap cards, destroy this card.

 

Nero Re-Build -Spell-

Discard 1 "Nero Mech" monster. Draw 3 cards and Remove this card from play. During the turn you activate this card, you cannot activate or Set any other Spell or Trap cards.

 

Nero Charge -Spell-

Draw 1 card for each "Nero Mech" you control. You can only activate 1 "Nero Charge" each turn.

 

Nero-Hologram -Trap-

You can only activate this card in responce to a card effect that would destroy this face-down card. Remove from play another card on your side of the field and draw 3 cards. You cannot chain "Nero-Hologram" to the activation of this card.

 

Nero Flare -Spell-

Activate only if you have 10 or more card in your hand. Inflict 3000 points of damage to your opponent's Lifepoints.

Link to comment

Most of these are UP'ed. Even with all the drawpower, it's hard to keep 3 or more cards in your hand. Nero Charge is way Op'ed. Even if you only have 1 Nero Mech, you draw a card. There's no Spell Card that does that without a drawback. Overall though, pretty good balance, really good spells and monsters that are hard to keep on the field. I like it.

9/10

Link to comment

Nero Charge is way Op'ed.

Its the same thing as Space Gift' date=' except you cant stack it.

 

Very, very vulnerable to Card Destruction. Nonetheless a good idea, but as the above posted said, underpowered.

....I should MAYBE increase the ATK of all of them.

Since I somewhat wanted these to be able to go into a deck that uses little to no Spell/Traps.

Link to comment

Archived

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

×
×
  • Create New...