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Fixing up archetypes [Community thread]


Mysty

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I'm sure everyone is sick of the same decks topping events over and over again. I'm sure everyone has seen many archetypes that are basically left in the dust or, at best, just used as an engine in another deck. And so, I've decided to make a challenge to YCM:
Fix an archetype/deck type and make it as competitive as possible in a new meta (please pretend that the meta would be balanced if all deck types were balanced in power) with as few changes as possible. Here are some examples to get your mind racing:
• Crystal Beasts
• X-Sabers
• Lightsworn
• Elemental Heroes (I'm referring to Fusion Heroes)
• Cloudians
• Koa'ki Meiru (pure Koa'ki Meiru, that is, not Rock Stun Koa'ki or decks that use Koa'ki Meirus)
• Destiny Heroes (restore them to more than just an engine that became horrible due to the ban list)
• Normal.dek
• whatever archetype/deck type you see fit

Fixing an archetype/deck type means:
• Fixing the broken cards so they aren't broken but are still good
• Powering up the underpowered cards so that they are good but not overpowered
• You can change a non-effect monster into an effect monster. Just try to fit the flavor of the card and not to go overboard.
• Only make a new card if there exists no other card for the decktype that does anything reasonably close to the card you had in mind. If another card is underpowered and its effect is close to what you had in mind, just change it to what you had in mind instead of making a new card.

Remember to relax and have fun. Feel free to discuss others' fixes.

Fixes completed:
• [url=http://forum.yugiohcardmaker.net/topic/235698-fixing-up-archetypes-community-thread/page__view__findpost__p__4927749]Flamvell Magician[/url] - RobotBowtieofDestruction
• [url=http://forum.yugiohcardmaker.net/topic/235698-fixing-up-archetypes-community-thread/page__view__findpost__p__4930545]Iron Core of Koa'ki Meiru[/url] - Haou Devil 12
• [url=http://forum.yugiohcardmaker.net/topic/235698-fixing-up-archetypes-community-thread/page__view__findpost__p__4929579]Normal.dek[/url] - CDDRodrigo
• [url=http://forum.yugiohcardmaker.net/topic/235698-fixing-up-archetypes-community-thread/page__view__findpost__p__4929003]Destiny Heroes[/url] - Nexus Prophet-Evanm7
• [url=http://forum.yugiohcardmaker.net/topic/235698-fixing-up-archetypes-community-thread/page__view__findpost__p__4929313]Ninjas[/url] - Andross88
• [url=http://forum.yugiohcardmaker.net/topic/235698-fixing-up-archetypes-community-thread/page__view__findpost__p__4931508]Harpies[/url] [url=http://forum.yugiohcardmaker.net/topic/235698-fixing-up-archetypes-community-thread/page__view__findpost__p__4932916]Updates[/url]- Andross88
• [url=http://forum.yugiohcardmaker.net/topic/235698-fixing-up-archetypes-community-thread/page__view__findpost__p__4931789]GateGuardian.dek[/url] - BringerofCake
• [url=http://forum.yugiohcardmaker.net/topic/235698-fixing-up-archetypes-community-thread/page__view__findpost__p__4941154]Dark Scorpions[/url] - Andross88

Note: Updates with a link will mean the person remade some of the cards and/or added more.

Fixes reserved:
• Cloudians - Chillaccino
• Bamboo Swords - Naturia Melon
• Destiny heroes - Andross88
• Evil Heroes - Andross88

Remember, if you feel like you can do a better job than somebody else, feel free to fix that archetype over again. Feel free to do an archetype that someone has reserved, but I encourage fixing an archetype that isn't already fixed or reserved to be fixed.
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[quote name='Chillaccino' timestamp='1294586259' post='4922737']
Can we remake Vanillas into effect monsters? If yes, reserve me Cloudians.
[/quote]

I'll allow it. Just be sure to give the Normal monster an effect that fits the card's flavor text as much as possible.

You know, people can do the same one. However, it is a good idea to list who has done what, so I shall.
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[quote name='Chillaccino' timestamp='1294589521' post='4922828']
Could you also reserve me Ninjas?
[/quote]

I've done that too.

Bump, with some ideas for fixing some archetypes:
• Crystal Beasts: make the Crystal Beasts other than Sapphire and Ruby work good with other Crystal Beasts and/or make Rainbow Dragon easier to summon and/or more powerful
• Koa'ki Meiru: make the Core better, preferably into a draw engine rather than general card disadvantage
• Lightsworn: Nuke JD and make Gragonith good, at the very least
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Cool idea. I tried to do something like this a while back, but it didn't gain much traction at the time. I'm kind of glad I signed in today!

At the time, I worked with Ninjas, Harpies, Amazoness (before they got their new support), Dark Scorpion, Moths, Guardians, and Cyber Girls. I'm not sure if I made them competitive, per se, although that was the goal at the time. Anyway, I would be willing to revisit any of those archetypes again and post them, and I'm also interested in the idea of redoing Destiny Heroes.

Basically, just put me down for a couple of those and I'll try to get them done at some point in the near future.
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Destiny Heros

Destiny Hero - Doomsayer
This card can be counted as 2 Tributes for a "Destiny Hero" monster. You can discard 1 "Hero" monster to draw 1 card. The effect of "Destiny Hero- Doomsayer" can only be activated once per turn.
DARK
Warrior
1700/1400

Destiny Hero - Time Mage
Once per turn, select 1 "Destiny Hero" monster in your Graveyard. This card gains that monsters effects.
DARK
Warrior
1900/1000

Destiny's Return
Special Summon 1 Level 4 or lower "Destiny Hero" monster from your Hand.
Normal Spell

Destiny City-Turning Shadows
Once per turn, select 1 "Destiny Hero" monster you control. This card gains that cards effects. This card's ATK and DEF are treated as 0. When this card gains an effect, Special Summon it your side of the field.
Field Spell

Destiny Fusion
Select 1 Fusion monster in your Extra Deck. Send to the Graveyard, from your Hand or Deck, Fusion Material monsters listed on that card and Special Summon it. It has 0 ATK and 0 DEF, and it's effect is negated. You can Remove from Play 1 "Destiny Hero" monster in your Graveyard to have the Fusion Summoned monster be treated as 3 Tributes for any monster.

Doomsayer allows the three-tributes to be usable.
Time Mage allows reuse of Doomsayer, Dunker, and Dasher.
Return allows you to spam Tributes.
City allows you to get a wall and potential Tribute.
Destiny Fusion makes End Dragoon, Plasma, and Dogma better.
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Ninjas:

Armed Ninja
DARK/Level 1/Warrior/Tuner/Effect/ATK 300/DEF 300
FLIP: Destroy 1 card your opponent controls. After this card has been flipped face-up, when it destroyed by battle and sent to the Graveyard, you can discard 1 “Ninja” card to draw 1 card.

Ansatsu
DARK/Level 5/Warrior/Synchro/Effect/ATK 1700/DEF 1200
1 Tuner + 1 or more “Ninja” monsters
Remove from play any monster that battles with this card at the end of the Battle Phase. During your Standby Phase, if this card is in your Graveyard, you can remove from play 1 “Ninja” card from your Graveyard to Special Summon this card.

Crimson Ninja
DARK/Level 1/Warrior/Tuner/Effect/ATK/ 300/DEF 300
FLIP: Special Summon 1 “Ninja” Monster from your Deck. After this card has been flipped face-up, when it is destroyed by battle and sent to the Graveyard, you can draw 1 card.

Fuhma Shuriken
Equip Spell
An equipped “Ninja” monster gains 700 ATK. When this card is sent to the Graveyard, deal 700 damage to your opponent. During your Main Phase, you can discard this card and 1 “Ninja” card from your hand. Draw 2 additional cards during your next Draw Phase.

Goe Goe the Gallant Ninja
WIND/Level 4/Warrior/Effect/ATK 1500/DEF 1000
When this card inflicts Battle Damage to your opponent, they must discard 1 random card from their hand. If their hand contained 5 or more cards before this effect is applied, they must discard an additional random card.

Lady Ninja Yae
WIND/Level 3/Warrior/Effect/ATK 1100/DEF 200
By discarding 1 DARK or WIND Monster from your hand to the Graveyard, return all Spell and Trap Cards your opponent controls to the owner's hand. This card can attack your opponent's Life Points directly.

Ninja Grandmaster Sasuke
LIGHT/Level 4/Warrior/Effect/ATK 1800/DEF 1000
You may Special Summon this card from your hand if you control a “Ninja” Monster other than “Ninja Grandmaster Sasuke”. If this card attacks a face-up Defense Position Monster, destroy the monster with this card's effect (without damage calculation).

Ninjitsu Art of Decoy
Continuous Trap
“Ninja” Monsters you control are not destroyed by battle (damage calculation is applied normally). If you control no “Ninja” Monsters, destroy this card.

Ninjitsu Art of Transformation
Continuous Trap
Tribute 1 face-up “Ninja” Monster you control. Special Summon 1 Level 7 or lower Beast-Type, Winged Beast-Type, or Insect-Type Monster from your hand or Deck. When this card is removed from the field, destroy the Special Summoned Monster and Special Summon the Tributed Monster from the Graveyard.

Strike Ninja
DARK/Level 4/Warrior/Effect/ATK 1700/DEF 1200
Once per turn, during either player's turn, you can remove this card from play until the End Phase by removing 2 DARK or WIND Monsters in your Graveyard from play. During either player's turn, you can remove from play this card from your Graveyard to remove from play 1 “Ninja” Monster you control until the End Phase.

White Ninja
WIND/Level 4/Warrior/Effect/ATK 1500/DEF 800
FLIP: Select 1 monster your opponent controls. If the selected monster is in Defense Position, draw 1 card. Destroy the selected monster.

Notes: If you didn't notice, I tried to make these cards compatible with Dark Simorgh. Also, I added Ansatsu (a stupid Vanilla that looks like a Ninja) to the pot so they would have a boss Synchro. I'm sure there are OCG issues (which I would appreciate any help with, if applicable). Finally, I played a Deck of these new Ninjas against a Blackwing Deck and they held their own pretty well. Anyway, hopefully this is what this project is going for.
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Nowadays, ATK doesn't matter much. That's why Vanilla beatdown became almost useless, and vanilla monsters are basically only used on a Ritual deck. I'll try to make some support and other 2000 4*, 2650 6* and 3000 8* beatsticks with types with bigger support.

[b]Boxing Warrior[/b]
Warrior
EARTH/4*/ATK 2000/DEF 200
[i]Master of strenght, this monster doesn't have any kind of special powers.[/i]

[b]Muscular Fiend[/b]
Fiend
DARK/4*/ATK 2000/DEF 500
[i]A Fiend that lost the abilities of the Dark World, but still is a force to be reckoned with.[/i]

[b]Golden Skeleton[/b]
Zombie
DARK/6*/ATK 2650/DEF 1400
[i]A Skeleton that passed a lot of time buried, and because of that became made of a rare metal.[/i]

[b]Lost Dragon[/b]
Dragon
EARTH/8*/ATK 3000/DEF 2400
[i]A mysterious Dragon that was abandoned by his family when it was only a baby. It has a power that can compare to the king of all Dragons. [/i]

[b]Vanilla Cream[/b]
Spell
Discard 1 Normal Monster. Draw 2 cards.

[b]Normal Doom[/b]
Spell
Activate only if you control 2 or more face-up Normal Monsters. Destroy 1 card on the field.

[b]Normal Call[/b]
Spell/Continuous
Once per turn, if you control no monsters, you can Special Summon 1 Normal Monster from your hand.

[b]Underdog's Prohibition[/b]
Trap/Counter
Activate only while you control a Normal Monster. Negate the activation and the effect of a Spell or Trap card and destroy it.

[b]Vanilla Mess[/b]
Trap
Activate only when your opponent declares and attack on a Normal Monster you control. Negate the attack, destroy the attacking monster and inflict damage to your opponent equal to half of the destroyed monster's ATK or DEF, whichever is higher.

[b]Trick of the Forgotten[/b]
Trap/Continuous
Each time a Normal Monster is Summoned, place a Normal Counter on this card (max. 4). You can send this face-up card to the Graveyard to Special Summon 1 Normal Monster whose Level is equal to or less than double the number of Normal Counters on this card.
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@CDDRodrigo and Nexus Prophet-Evanm7

[quote name='Mystery Guest' timestamp='1294541189' post='4921673']
Fixing an archetype/deck type means:
• Fixing the broken cards so they aren't broken but are still good
• Powering up the underpowered cards so that they are good but not overpowered
• You can add cards if you really need to, but please just try to stick to adjusting the current cards
[/quote]

Maybe I misunderstood this, but I think the idea was simply to update or improve cards that were bad, not just make up new ones.

That being said, I like a lot of what you guys did. I like the idea of Destiny Hero - Doomsayer a lot, and outside of Vanilla Mess (which is kind of redundant given that Normals already have their own Mirror Force in Justi-Break), I like all of your cards.
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Okay here's "Iron Core of Koa'ki Meiru" (revised)

Iron Core of Koa'ki Meiru
[Normal Spell]
If this card was sent to the Graveyard by the effect of a "Koa'ki Meiru" monster you control, draw 1 card. If you drew a monster with "Koa'ki Meiru" in it's name draw one more card. If you drew another "Iron Core of Koa'ki Meiru", send it to the Graveyard.

How's this?
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[quote name='Nexus Prophet-Evanm7' timestamp='1294875202' post='4930860']
What CC said. Normals and D-Heroes are so extremely underpowered it's not even funny.
[/quote]

Destiny Heroes already have a great amount of support and Normals have a great amount of suuport. The idea is to make the support better but not OP'd. Adding cards shouldn't be unnecessary unless you have an idea for support that is not represented by any card.
But whatever, I posted you up in the finished list anyway. I'll be editing my first post to be more clear in what I wish.

@Andross88: excellent job. You did exactly what I asked.
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@Mystery Guest: Thanks.

And here's Harpies:

Birdface
WIND/Level 4/Winged Beast/Effect/ATK 1600/DEF 1600
During the End Phase of a turn this card is sent from the field to the Graveyard, you can add 1 Level 4 or lower “Harpie Lady” Monster from your Deck to your hand.

Birdman
WIND/Level 4/Winged Beast/Gemini/ATK 1900/DEF 600
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:
● This face-up card's name is treated as "Harpie's Brother".

Cyber Harpie Lady
WIND/Level 4/Winged Beast/ATK 1800/DEF 1300
[i]This human-shaped animal with wings is beautiful to watch but deadly in battle.[/i]

Cyber Shield
Equip Spell
You can activate this card from your hand during either player's Main Phase. Equip only to a “Harpie Lady” Monster. It gains 500 ATK. When you Summon a “Harpie” Monster, you can return this card from your side of the field to the owner's hand.

Elegant Egotist
Normal Spell
You can activate this card when you control a “Harpie Lady” card. Special Summon 1 “Harpie Lady” Monster from your hand or Deck.

Harpie Girl
WIND/Level 2/Winged Beast/Tuner/Effect/ATK 500/DEF 500
While you control a “Harpie Lady” Monster, you can Special Summon this card from your hand.

Harpie Lady
WIND/Level 4/Winged Beast/Effect/ATK 1300/DEF 1400
When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 “Harpie Lady” Monster from your Deck.

Harpie Lady 1
WIND/Level 4/Winged Beast/Effect/ATK 1300/DEF 1400
As long as this card remains face-up on the field, increase the ATK of all WIND Monsters by 300.

Harpie Lady 2
WIND/Level 4/Winged Beast/Effect/ATK 1300/DEF 1400
Negate the effects of all Flip-Effect Monsters on the field. Additionally, negate the effects of all Monsters destroyed by this card in battle until the end of the Battle Phase.

Harpie Lady 3
WIND/Level 4/Winged Beast/Effect/ATK 1300/DEF 1400
Your opponent's Monster that battles with this card cannot declare an attack.

Harpie Lady Sisters
WIND/Level 6/Winged Beast/Effect/ATK 2100/DEF 2250
This card can only be Special Summoned by card effects that Special Summon “Harpie Lady” Monsters. If this card is Tribute Summoned, when it is sent to the Graveyard, you can Special Summon 1 Level 4 or lower “Harpie Lady” Monster from your Graveyard.

Harpie Queen
WIND/Level 4/Winged Beast/Effect/ATK 1900/DEF 1200
You can discard this card to the Graveyard to add 1 “Harpies' Hunting Ground” from your Deck to your hand. This card's name is treated as “Harpie Lady Sisters” while it is on the field or in the Graveyard.

Harpie's Feather Duster
Normal Spell
Activate only while you control 3 or more face-up "Harpie Lady" cards. Destroy all Spell and Trap Cards your opponent controls.

Harpie's Pet Baby Dragon
WIND/Level 4/Dragon/Effect/ATK 1200/DEF 600
This card accumulates effects according to the number of Winged Beast-Type “Harpie” Monsters you control. At least 1: While this card is face-up on the field, your opponent cannot select Winged Beast-Type Monsters you control as attack targets. At least 2: Double the original ATK and DEF of this card. At least 3: Once per turn, you can destroy 1 card your opponent controls.

Harpie's Pet Dragon
WIND/Level 6/Dragon/Synchro/Effect/ATK 2000/DEF 2500
“Harpie Girl” + 1 or more non-Tuner WIND Monsters
Increase this card's ATK and DEF by 300 for each “Harpie Lady” card you control. As long as this card is face-up on the field, “Harpie Lady” cards you control cannot be selected as attack targets. If a Dragon-Type Monster is used to Synchro Summon this card, this card gains the following effect:
-Once per turn, if you control another “Harpie” card, you can select and destroy 1 card on the field.

Harpies' Hunting Ground
Field Spell
The first time each turn a “Harpie Lady” Monster(s) is Summoned, it's controller selects and destroys 1 Spell or Trap Card on the field. All face-up Winged Beast-Type Monsters gain 200 ATK and DEF.

Hysteric Party
Continuous Trap
Discard 1 card from your hand. Special Summon as many “Harpie Lady” cards as possible from your Graveyard. When this card is removed from the field, destroy all the Monsters that were Special Summoned with this effect. If you control no Monsters, destroy this card.

Triangle Ecstasy Spark
Normal Spell
Activate only while you control a “Harpie Lady” Monster. Until the End Phase of this turn, the ATK of all “Harpie Lady Sisters” becomes 2700, your opponent cannot activate any Trap Cards, and the effect of every Trap Card your opponent controls is negated.

Notes: Primarily, I got rid of the [url="http://yugioh.wikia.com/wiki/Maximum_of_3_Rule"]Rule of 3[/url] issues Harpies have struggled with for some time. One of the steps of this involved actually nerfing a bit the Field Spell, as unlimited Harpies means unlimited S/T removal. It's not as if Winged Beasts have trouble destroying backrow stuff anyway. The other big step was making Harpie's Pet Dragon and Harpie Girl usable. I did this by making the former a Synchro and the latter a required Tuner for that Synchro. Finally, I made Harpie's Feather Duster balanced and made it actually support Harpies. I didn't playtest this one, so I'd like to hear if anyone has any thoughts on potential OP stuff. Thanks!

EDIT: Added Birdman, edited Harpie's Feather Duster, and tweaked 3 other cards.
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Elemental Cask - Thunder
Continuous Spell
You can only activate this card by Tributing a LIGHT Thunder-type monster. Your opponent's monsters lose 700 ATK and they cannot be modified. If this card is removed from the field, Special Summon 1 "Sanga of the Thunder" from your hand, Deck, or Graveyard.

Elemental Cask - Wind
You can only activate this card by Tributing a WIND Spellcaster-type monster. Once per turn, you can negate an attack by your opponent's monster. If this card is removed from the field, Special Summon 1 "Kazejin of the Gales" from your hand, Deck, or Graveyard.

Elemental Cask - Water
You can only activate this card by Tributing an WATER Aqua-type monster. Your opponent's monsters lose 300 ATK during each of your Standby Phases. If this card is removed from the field, Special Summon 1 "Suijin of the Ocean" from your hand, Deck, or Graveyard.

Sanga - Ancient Warrior of Lightning
LIGHT
Thunder/Effect
4/1800/1500
If this card is Tributed for the effect of "Elemental Cask - Thunder", draw a card. Each time this card destroys a monster by battle, deal 500 damage to your opponent.

Kazenkuo - Ancient Conjurer of Wind
WIND
Spellcaster/Effect
4/1600/1300
If this card is Tributed for the effect of "Elemental Cask - Wind", return a card in your Graveyard to your Deck. Once per turn, you can send a WIND monster from your Deck to the Graveyard.

Suikosa, Ancient Demon of the Sea
WATER
Aqua/Effect
4/1700/1600
If this card is Tributed for the effect of "Elemental Cask - Water", reduce the ATK of all opponent's monsters by 500 as long as "Elemental Cask - Water" remains on the field. When this card attacks, reduce the ATK of the attack target monster by 500.

Sanga of the Radiant Thunder
LIGHT
Thunder/Effect
7/2600/2200
If this card is Special Summoned by the effect of "Elemental Cask - Thunder", it gains 400 ATK. If this card attacks with an ATK higher than the DEF of its Defense Position target, deal Battle Damage equal to the difference.

Kazejin of the Howling Winds
WIND
Spellcaster/Effect
7/2400/2200
If this card is Special Summoned by the effect of "Elemental Cask - Wind", it gains 400 ATK. Once per turn, you can remove from play a WIND monster in your Graveyard to negate 1 attack this turn from a monster your opponent controls.

Suijin of the Raging Waters
WATER
Aqua/Effect
7/2500/2400
If this card is Special Summoned by the effect of "Elemental Cask - Water", it gains 400 ATK. Once per turn, during the Damage Step of either player's turn, you can make the ATK of one monster on the field 0. Your opponent cannot activate effects during the Damage Step of the turn this effect is activated.

Ancient Gate Guardian
DARK
Fiend/Fusion/Effect
12/4000/4000
"Sanga of the Radiant Thunder" + "Kazejin of the Howling Winds" + "Suijin of the Raging Waters"
This card gains the effects of the cards used to Summon it.

Omnipotent Bonds
Normal Spell
Remove from play on your side of the field or in your Graveyard, monsters listed on an "Ancient Gate" Fusion Monster, and Special Summon that monster. (This is treated as a Fusion Summon)

The problem with Gate Guardian was its high requirements and its difficulty, being nigh unsearchable. This is remedied by
a) making it a Fusion monster, allowing for Prisma and King of the Swamp
B) giving it a specialized Fusion card that allows it to fuse from almost anywhere.
c) making it easier to summon its materials.

Also, while you may notice I have a thread for this, that thread serves to incorporate GG into the actual TCG, and the cards reflect that.

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[quote name='Bringerofcake' timestamp='1294904426' post='4931789']
Elemental Cask - Thunder
Continuous Spell
You can only activate this card by Tributing a LIGHT Thunder-type monster. Your opponent's monsters lose 700 ATK and they cannot be modified. If this card is removed from the field, Special Summon 1 "Sanga of the Thunder" from your hand, Deck, or Graveyard.

Elemental Cask - Wind
You can only activate this card by Tributing a WIND Spellcaster-type monster. Once per turn, you can negate an attack by your opponent's monster. If this card is removed from the field, Special Summon 1 "Kazejin of the Gales" from your hand, Deck, or Graveyard.

Elemental Cask - Water
You can only activate this card by Tributing an WATER Aqua-type monster. Your opponent's monsters lose 300 ATK during each of your Standby Phases. If this card is removed from the field, Special Summon 1 "Suijin of the Ocean" from your hand, Deck, or Graveyard.

Sanga - Ancient Warrior of Lightning
LIGHT
Thunder/Effect
4/1800/1500
If this card is Tributed for the effect of "Elemental Cask - Thunder", draw a card. Each time this card destroys a monster by battle, deal 500 damage to your opponent.

Kazenkuo - Ancient Conjurer of Wind
WIND
Spellcaster/Effect
4/1600/1300
If this card is Tributed for the effect of "Elemental Cask - Wind", return a card in your Graveyard to your Deck. Once per turn, you can send a WIND monster from your Deck to the Graveyard.

Suikosa, Ancient Demon of the Sea
WATER
Aqua/Effect
4/1700/1600
If this card is Tributed for the effect of "Elemental Cask - Water", reduce the ATK of all opponent's monsters by 500 as long as "Elemental Cask - Water" remains on the field. When this card attacks, reduce the ATK of the attack target monster by 500.

Sanga of the Radiant Thunder
LIGHT
Thunder/Effect
7/2600/2200
If this card is Special Summoned by the effect of "Elemental Cask - Thunder", it gains 400 ATK. If this card attacks with an ATK higher than the DEF of its Defense Position target, deal Battle Damage equal to the difference.

Kazejin of the Howling Winds
WIND
Spellcaster/Effect
7/2400/2200
If this card is Special Summoned by the effect of "Elemental Cask - Wind", it gains 400 ATK. Once per turn, you can remove from play a WIND monster in your Graveyard to negate 1 attack this turn from a monster your opponent controls.

Suijin of the Raging Waters
WATER
Aqua/Effect
7/2500/2400
If this card is Special Summoned by the effect of "Elemental Cask - Water", it gains 400 ATK. Once per turn, during the Damage Step of either player's turn, you can make the ATK of one monster on the field 0. Your opponent cannot activate effects during the Damage Step of the turn this effect is activated.

Gate Guardian
DARK
Fiend/Fusion/Effect
12/4000/4000
"Sanga of the Radiant Thunder" + "Kazejin of the Howling Winds" + "Suijin of the Raging Waters"
This card gains the effects of the cards used to Summon it.

Omnipotent Bonds
Normal Spell
Remove from play on your side of the field or in your Graveyard, monsters listed on an "Ancient Gate" Fusion Monster, and Special Summon that monster. (This is treated as a Fusion Summon)

The problem with Gate Guardian was its high requirements and its difficulty, being nigh unsearchable. This is remedied by
a) making it a Fusion monster, allowing for Prisma and King of the Swamp
B) giving it a specialized Fusion card that allows it to fuse from almost anywhere.
c) making it easier to summon its materials.

Also, while you may notice I have a thread for this, that thread serves to incorporate GG into the actual TCG, and the cards reflect that.
[/quote]

Personally, I think you didn't have to change the names of the cards that are already made, but okay.
Gate Guardian should really be "Ancient Gate Guardian" because you implied the fusion card would be for "Gate Guardian".

Accepted.

@Andross: Accepted, though I'm not so sure on Harpie's Feather Duster. Then again, WIND is already known for getting rid of S/T, so the most your opponent will probably have is two, so HFD will probably be a 0 at best.

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