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Gemknights: the New E-HEROs?


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Gem-Knights struck he as being like E-HEROs. Since I'm using them for a fanfic, I made many cards for them, including alternate strategies:

 

[spoiler=’Monsters’]

Gem-Knight Obsidian

EARTH

Level: 4

[Rock/Effect]

This card cannot attack unless you discard 1 Monster card.

ATK/ 2100

DEF/ 1200

 

Gem-Knight Opal

EARTH

Level: 4

[Rock/Effect]

Your opponent takes no Battle Damage from battles involving this Defence Position card.

ATK/ 500

DEF/ 2700

 

Gem-Knight Amethyst

EARTH

Level: 3

[Rock/Effect]

If you control a “Gem-Knight” Fusion Monster, this card can attack your opponent directly.

ATK/ 1400

DEF/ 800

 

Gemknight Amber

EARTH

Level: 4

[Rock/Effect]

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower “Gem-Knight” Monster from your hand.

ATK/ 1900

DEF/ 1200

 

Gem-Knight Sphe

EARTH

Level: 5

[Rock/Effect]

If you control a “Gem-Knight” Fusion Monster, you can Special Summon this card from your hand.

ATK/ 2400

DEF/ 1700

 

Gem-Knight Citroen

EARTH

Level: 4

[Rock/Effect]

Once per turn, you can discard 1 “Gem-Knight” card and draw 1 card.

ATK/ 1700

DEF/ 1900

 

Gem-Knight Cobalt

EARTH

Level: 2

[Rock/Effect]

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower “Gem-Knight” Monster from your Graveyard.

ATK/ 800

DEF/ 800

 

Gem-Knight Quartz

EARTH

Level: 3

[Rock/Effect]

If you are attempting to Fusion Summon a “Gem-Knight” Fusion Monster, you can remove from play this card in your Graveyard as one of its Fusion Material Monsters.

ATK/ 1600

DEF/ 1400

 

Gem-Knight Tanzanite

EARTH

Level: 4

[Rock/Effect]

Once per turn, you can reveal 1 “Gem-Knight Fusion” from your hand to select 1 “Gem-Knight” card in your Deck and send it to the Graveyard.

ATK/ 1800

DEF/ 1200

 

Gem-Knight Pearl

EARTH

Level: 8

[Rock]

A Gem-Knight with an unusual lustre. It is unknown how its power is used, but its ominous aura makes it known that one should not try to find out.

ATK/ 2800

DEF/ 2400

 

Gem-Soldier

EARTH

Level: 3

[Rock/Tuner]

ATK/ 1600

DEF/ 200

 

Gem-Magician

EARTH

Level: 6

[spellcaster/Effect]

Once per turn, you can select 1 “Gem-Knight” Fusion Monster in your Extra Deck. Until the End Phase, this card’s name becomes the name of a Fusion Material Monster listed on that Fusion Monster.

ATK/ 2600

DEF/ 1800

 

Gem-Wyvern

EARTH

Level: 8

[Dragon/Effect]

You can Tribute 1 “Gem-Knight” Fusion Monster to Special Summon this card from your hand or Graveyard.

ATK/ 3000

DEF/ 2500

 

Gem-Knight Diamond

EARTH

Level: 10

[Rock/Fusion/Effect]

“Gem-Knight Pearl” + 2 “Gem-” Monsters

This card cannot be Special Summoned from the Extra Deck except by Fusion Summon with the above Fusion Material Monsters. All “Gem-Knight” Monsters you control gain 300 ATK for every face-up “Gem-Knight” Monster. Once per turn, you can remove from play 2 “Gem-Knight” Monsters in your Graveyard to negate the activation and effect of a Spell Card, Trap Card or Effect Monster’s effect and destroy it.

ATK/ 2400

DEF/ 1700

 

Gem-Knight Parad

EARTH

Level: 6

[Rock/Fusion/Effect]

“Gem-Knight Emerald” + 1 “Gem-Knight” Monster

This card cannot be Special Summoned from the Extra Deck except by Fusion Summon with the above Fusion Material Monsters. When this card destroys a monster by battle and sends it to the Graveyard, you can select 1 “Gem-Knight” Monster from your Deck and add it to your hand. You can Tribute this card to Special Summon 1 “Gem-Knight” Fusion Monster from your Graveyard.

ATK/ 2400

DEF/ 1500

 

 

 

 

[spoiler=’Spells’]

Gem Extract

Normal Spell

Send 1 face-up “Gem-Knight” card to the Graveyard to draw 2 cards.

 

Gem Trade

Normal Spell

Activate by sending 2 “Gem-Knight” Monsters from your Deck to the Graveyard. Draw 2 cards, and then discard 1 “Gem-Knight” card OR discard 2 cards.

 

Gem Splitter

Quick-Play Spell

Tribute 1 “Gem-Knight” Fusion Monster and Special Summon 2 “Gem-Knight Tokens”. Their Type and Attribute are the same as the Tributed Monster’s, and their Level, ATK and DEF becomes half those of the Tributed Monster.

 

Gem Change

Normal Spell

Discard 1 “Gem-Knight” Card to Special Summon 1 Level 4 or lower “Gem-Knight” Monster from your Graveyard.

 

Gem Forces

Continuous Spell

Face-up “Gem-Knight” Monsters you control gain 200 ATK and DEF for every monster your opponent controls.

 

*NOTE: I’m considering changing this effect; suggestions are welcome.*

 

Gem Blade

Equip Spell

Equip only to a “Gem-Knight” Monster. It gains 800 ATK. If it is destroyed, draw 1 card. If the equipped monster was a Fusion Monster, draw 1 extra card.

 

Miracle Gem-Knight Fusion

Normal Spell

Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters listed on a “Gem-Knight” Fusion Monster in your Extra Deck, and Special Summon it. (This Special Summon is treated as a Fusion Summon.) During your Main Phase, you can remove from play 1 “Gem-“ Spell or Trap Card in your Graveyard to return this card in your Graveyard to your hand.

 

 

 

[spoiler=’Traps’]

Jewell Force

Normal Trap

Activate only when your opponent attacks a face-up “Gem-Knight” Monster you control. Change all face-up Monsters they control to face-down Defence Position, and then inflict damage to your opponent equal to the number of set cards they control x600.

 

Gem Burn

Normal Trap

Change all face-down monster on the field to face-up Attack Position, and then inflict damage to your opponent equal to the number of face-up “Gem-Knight” Monsters x500. During this turn, negate the effects of all face-up monsters, except “Gem-Knight” Monsters.

 

Gem Mine

Normal Trap

Special Summon as many “Gem-Knight” Monsters as possible from your Graveyard to your opponent’s side of the field. Then, draw cards equal to the number of monsters Special Summoned with this effect.

 

Jeweller’s Mine

Normal Trap

Tribute 1 “Gem-Knight” Fusion Monster. Special Summon as many removed from play Level 4 or lower “Gem-Knight” Monsters as possible. During the End Phase, remove all monsters Special Summoned with this effect from play.

 

Jeweller’s Curse

Normal Trap

Activate only when a “Gem-Knight” Monster you control is attacked. Select either its ATK or DEF; it gains 1500 of the selected value, until the End Phase.

 

D.D. Gem

Normal Trap

Inflict 500 damage to your opponent for each of your removed from play “Gem-Knight” cards.

 

Gem-Knight’s Last Stand

Normal Trap

Pay Life Points until you only have 100 Life Points left. Special Summon as many “Gem-Knight” Monsters with different names as possible from your Hand or Graveyard. During the End Phase, remove from play all monsters Special Summoned by this effect.

 

 

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Also...

 

Gemknight Per

A Gemknight with an unusual luster. It is unknown how its power is used' date=' but its ominous aura makes it known that one should not try to find out.[/i']

 

Eh?

 

I like it. That's a treat flavour text. Can you give me one for Gem Soldier SVP?

 

And I'd suggest making it an Aqua since Per's presumably short for Pearl

 

Meh' date=' fair enough.

 

Obsid's kinda crazy. Because it's effect isn't phrased as a cost, it gives Dark World monsters a really scary boost. Attack with a 2100 beatstick and get a free Silva or Goldd.

 

It's phrased as a Cost. It's the same phrasing as Panther Warrior, whose Tribute is a cost.

 

Anyway, 2 more monsters and a Fusion, plus the edits.

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Diamon should be Aqua too' date=' Tuners do not belong here, as I previously said, and they should all be EARTH

[/quote']

 

I'll fix Diamon; but not the attributes. There are FIRE and WATER Gemknights already. As for the Tuner, it's here because it can be. I won't change that, and you can't convince me to.

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Actually' date=' every OCG Gemknight is EARTH. As for the Tuner, just think of it this way: Would it make any sense for ANY Archetype to have a Tuner without a Synchro?

[/quote']

 

Yeah, I double-checked that and found out. The Tuners are just there for the purposes of fanfiction, not actual support. Changing Attributes.

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  • 7 months later...

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