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Tyrants And Rebels


DumDaDumDum

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The first of two new archetypes (this is the "tyrants" half, the rebels will be here soon enough). The set tells a story to an extent, but as the title says, it's not completely done. Here's what I have so far.

 

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The Final War

Lore: Activate only when you and your opponent both control the same number of cards. Destroy all cards on the field. Then both players select one monster from their Hand, Deck, or Graveyard that can be Normal Summoned, and Special Summon it.

 

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Ascent To Power

Lore: Activate only while you control at least two monsters. Tribute one monster you control and Special Summon one "Tyrant Commander" from your Hand or Deck. The Monster Summoned by this card's effect gains Attack and Defense equal to the tributed Monster's Attack and Defense.

 

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Tyrant Commander

Lore: This card can only be Special Summoned from the Hand or Deck with the effect of "Ascent to Power". If this card is designated as an attack target, switch the target to another Monster you control, if possible. If this card would be destroyed by a card effect, tribute one other monster you control to negate the card's effect and destroy it (these effects are not optional).

 

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Imperial Guard Grunt

Lore: If there is a "Tyrant Commander" on your side of the field, this card gains 500 Attack and Defense and its Level increases by 1.

 

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Imperial Guard Grenadier

Lore: Once per turn, during your End Phase, you can place a Grenade Counter on this card (max. 6). You can remove Grenade Counters from this card to destroy Spell or Trap card your opponent controls equal to the number of counters removed. This card cannot attack during a turn this effect is activated.

 

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Imperial Guard Corsair

Lore: When this card is Summoned, you can place one Carrier Counter on a face-up Trap Card you control. A card with a Carrier Counter cannot be destroyed by an opponent's card's effect. When this card is removed from the field, destroy one card with a Carrier Counter on it.

 

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Imperial Guard Ace Pilot

Lore: If this face-up card is designated as an attack target, you can remove this card from play and make the attack into a direct attack. During your second Standby Phase after this effect is activated, Special Summon this card in Attack Position and inflict 1000 damage to your opponent.

 

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Imperial Guard Stealth Assassin

Lore: During your Standby Phase, if this card is face-down on your side of the field, you can flip it into face-up Defense Position to remove it from play to destroy one Monster and one Spell or Trap Card your opponent controls.

 

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Imperial Mechanism Firebomber

Lore: "Imperial Guard Grunt" + 1 or more FIRE non-Tuner monsters

Once per turn, you may destroy all Spell and Trap cards on the field. This card cannot attack during the same turn this effect is activated.

 

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Imperial Mechanism Man-O-War

Lore: "Imperial Guard Grunt" + 1 or more WATER non-Tuner Monsters

When this card is successfully Summoned, you can place a Carrier Counter on any Spell or Trap cards you control. Cards with Carrier Counters on them cannot be destroyed by card effects. When this card is removed from the field, destroy all cards with Carrier Counters on them.

 

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Imperial Mechanism Aerospace Bomber

Lore: "Imperial Guard Grunt" + 1 or more WIND non-Tuner Monsters

This card cannot be declared as an attack target by an opponent's Monster with a level of 5 or less. This card can attack your opponent directly. If it does, any damage it inflicts is halved.

 

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Imperial Mechanism Sniper Bot

Lore: "Imperial Guard Grunt" + 1 or more DARK non-Tuner Monsters

If this card attacks a face-up monster, it is changed to Defense Position until the end of your next turn. Its battle position cannot be changed except with a card effect. Ignore the effects of Effect Monsters that this card declares an attack against.

 

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Seeds Of Dissent

Lore: Activate only when your opponent controls a Level 7 or higher monster and you have no monsters on your side of the field. Special Summon two or more monsters from your Deck whose combined levels are equal to the highest Monster level on your opponent's side of the field. You cannot Summon any other Monsters during a turn that you activate this effect.

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