DumDaDumDum Posted April 13, 2010 Report Share Posted April 13, 2010 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. The Final WarLore: 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. Ascent To PowerLore: 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. Tyrant CommanderLore: 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). Imperial Guard GruntLore: 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. Imperial Guard GrenadierLore: 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. Imperial Guard CorsairLore: 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. Imperial Guard Ace PilotLore: 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. Imperial Guard Stealth AssassinLore: 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. Imperial Mechanism FirebomberLore: "Imperial Guard Grunt" + 1 or more FIRE non-Tuner monstersOnce 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. Imperial Mechanism Man-O-WarLore: "Imperial Guard Grunt" + 1 or more WATER non-Tuner MonstersWhen 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. Imperial Mechanism Aerospace BomberLore: "Imperial Guard Grunt" + 1 or more WIND non-Tuner MonstersThis 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. Imperial Mechanism Sniper BotLore: "Imperial Guard Grunt" + 1 or more DARK non-Tuner MonstersIf 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. Seeds Of DissentLore: 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. Link to comment Share on other sites More sharing options...
DumDaDumDum Posted April 14, 2010 Author Report Share Posted April 14, 2010 Bump Link to comment Share on other sites More sharing options...
DumDaDumDum Posted April 15, 2010 Author Report Share Posted April 15, 2010 BampCome on I take ten minutes to make a crappy Slenderman card and people jump all over it. I put legitimate effort into this and nothing? Link to comment Share on other sites More sharing options...
DumDaDumDum Posted April 16, 2010 Author Report Share Posted April 16, 2010 Bump Link to comment Share on other sites More sharing options...
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