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Dark Scorpions need more support [Community Set]


.Nu-13

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Dark Scorpion - Johny the Underdog | *4 | DARK

[Warrior / Gemini]

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

●When this card inflicts Battle Damage to your opponent, you can remove from play 1 "Dark Scorpion" monster, "Cliff the Trap Remover" or "Don Zaloog" from your Graveyard to send the top 3 card from your opponent's Deck to the Graveyard.

ATK/1900 DEF/1200

 

Dark Scorpion Sword

Equip Spell Card

Equip only to "Dark Scorpion" monster, "Cliff the Trap Remover" or "Don Zaloog". The equipped monster gains 500 ATK. When the equipped monster destroys an opponent's by battle, you can discard 2 cards to send 1 monster from your opponent's Extra Deck to the Graveyard.

 

Dark Scorpion Headquarters

Field Spell Card

During your Draw Phase, you can add 1 "Dark Scorpion", "Cliff the Trap Remover" or "Don Zaloog" card from your Deck to your hand, instead of conducting your normal draw. When a monster you control inflicts Battle Damage to your opponent, your opponent discards 1 card.

 

Dark Scorpion - Spira the Mimic | *3 | DARK

[Warrior / Effect]

When this card is Normal Summoned, you can Special Summon 1 "Dark Scorpion" monster from your hand. You can select 1 "Dark Scorpion" monster, "Cliff the Trap Remover" or "Don Zaloog" from your Graveyard, this card gain its name and effect. Your opponent cannot activate Trap Cards during the Battle Phase.

ATK/1000 DEF/1200

 

Dark Scorpion Rappelling Technique

Counter Trap

You can only activate this card when a card effect is activated that would destroy a "Dark Scorpion" monster you control during the Battle Phase. Negate the activation and effect of that card and destroy it.

 

Feel free to post your own cards.

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The OCG of the first card its a little bit confusing, i really dont understand it also i recomend you to change its ATK status cause it can be confusing with Gorg-the strong, maybe 1600 could be more consistent with the archetype

 

From the second card i think you should be carefull with the "to send 1 monster from your opponent's Extra Deck to the Graveyard." cause maybe your helping your oponent more that damage him (renember that there are new cards that use synchros and fusions from the graveyard)

 

The third card i like it, its awesome, they needed a good field.

 

now for helping the cause.

 

Dark Scorpion - Spira the Mimic | *3 | DARK

[Warrior / Effect]

When this card is Normal Summoned, you can Special Summon 1 "Dark Scorpion" monster from your hand. You can select 1 "Dark Scorpion" monster, "Cliff the Trap Remover" or "Don Zaloog" from your Graveyard, this card gain its name and effect. Your opponent cannot activate Trap Cards during the Battle Phase.

1000/1200

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Eh, I don't think you need to pay to activate HQ. It's balanced enough that you skip the draw, IMO.

 

Dark Scorpion Rappelling Technique

Counter Trap

You can only activate this card when a card effect is activated that would destroy a "Dark Scorpion" monster you control during the Battle Phase. Negate the activation and effect of that card and destroy it.

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Name: Dark Scorpion Getaway Chariot

Type: Continuous Spell

Effect: Reduce the level of all "Dark Scorpion" monsters in your hand and on the field by 1. Once per turn, a "Dark Scorpion" monster can attack your opponent's life points directly.

 

Name: Chick's Hammer

Type: Normal Spell

Effect: Activate only when "Dark Scorpion - Chick the Yellow" is on your side of the field. Return cards from your hand to your deck, shuffle your deck, and draw the same number of cards you returned. Then, your opponent returns cards at random from their hand to their deck up to the same number of cards you returned.

 

Name: Menae's Whip

Type: Normal Spell

Effect: Activate only when "Dark Scorpion - Menae the Thorn" is on your side of the field. Your opponent sends the top 3 cards of their deck to the graveyard. The effects of cards sent from the deck to the graveyard this way cannot be activated and their names are changed to "Scorpion's Sting" until they leave the graveyard.

 

Name: Cliff's Dagger

Type: Quick-Play Spell

Effect: Activate only when "Cliff the Trap Remover" is on your side of the field. When your opponent sets a spell or trap card, remove it from play. During your next battle phase, a "Cliff the Trap Remover" on your side of the field can attack directly.

 

Name: Don Zaloog's Dual Blades

Type: Normal Spell

Effect: This card can only be activated when "Don Zaloog" is on your side of the field. Activate one of the following effects:

-Destroy 1 Monster and 1 Spell or Trap Card on the opponent's side of the field.

-Your opponent discards 2 cards.

-Your opponent sends the top 2 cards of their deck to the graveyard.

-Your opponent draws 2 cards.

-1 "Don Zaloog" on your side of the field can attack twice during this turn.

 

Dark Scorpion Signal!?

Type: Normal Trap

Effect: Activate only when a monster on your side of the field is destroyed by battle and sent to the Graveyard. Special Summon 1 "Dark Scorpion" monster, or a monster who is named "Cliff the Trap Remover" or "Don Zaloog" from your hand or Deck.

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Dark Scorpion - Johny the Underdog - Effect is too weak if you ask me. Especially since it's a Gemini.

 

Dark Scorpion Sword - Should be a gun, or some extravagant weapon other than a simple sword. The Dark Scorpions all use unique weapons, and simply using a sword is sort of... Meh. As far as the effect goes, it's way too weak in my opinion.

 

Dark Scorpion Headquarters - Second effect might be overpowered, though that partially depends upon how they discard. It's not stated. Is it random, do they get to choose, or what?

 

Dark Scorpion - Spira the Mimic - Seems like they might have too many effects to me, though I like this card as a whole.

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Name: Dark Scorpion Getaway Chariot - The Level Down effect is only useful for one of the Scorpions, so it's sorta... Meh.

 

Chick's Hammer - The "randomly... up to the number" makes it seem like the effect is non-obligatory, which sort of makes it useless in a sense.

 

Menae's Whip - The effect it has is a bit strange, though original. Only problems I can see are that keeping track of the monsters sent to the Graveyard would be difficult.

 

Cliff's Dagger - First and second part of the effect should be together, seeing as the first "effect" is pretty much useless otherwise.

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