Airride Posted January 20, 2013 Report Share Posted January 20, 2013 Clockwork Fiend Devilite - DARK *** Fiend/Effect This card with an "Overtime Counter" or "Yesman" Counter cannot switch positions. While this card has an "Overtimer Counter" on it: It's original ATK becomes 1900, and it cannot be destroyed by battle once per turn. While this card has a "Yesman Counter" on it: Its original DEF becomes 1950, and no other cards can be targeted for attack. ATK/1300 DEF/400 Clockwork Fiend Pit Boss - DARK **** Fiend/Effect When this card is Summoned: Change it to Defense position. Once per turn, If you control no "Clockwork Fiend Devillites": Specila Summon a "Clockwork Fiend Devillite" from your Hand, Deck, Or Graveyard. Target 1 "Clockwork Fiend Devillite" you control with no "Ovetime Counters" or "Yesman Counters" on it: flip a coin; Apply an effect based on the result; Heads: Switch it to attack position, and Place an "Overtime" Counter on it. Tails: Switch it to defense position, and Place a "Yesman Counter" on it . ATK/0 DEF/2200 Clockwork Fiend Greaver - DARK **** Fiend/Effect This card is not affected by the opponent's Spell cards. Once per turn, When this card battles: The Monster this card is battling loses 500 ATK, and cannot attack next turn. ATK/1800 DEF/900 Clockwork Fiend Silkwing - DARK ** When this card is Summoned: Change it to Defense position. Once per turn, if this card would be destroyed by battle: it is not. Up to twice per turn, If a "Clockwork" Monster would be destroyed, except "Clockwork Fiend Silkwing"; it is not. When this card is destroyed: Target 1 "Clockwork" Monster you control; It cannot be destroyed this turn. ATK/0 DEF/700 Clockwork Fiend Behemoth Trojan - DARK ****** You may only Control 1 "Behemoth" Monster that is also a "Clockworks" Monster. This attacking card cannot be destroyed. Once per turn: This card may gain 600 ATK until the End Phase. If you activate this effect, During your opponent's Next Turn, this card loses 500 ATK and DEF until the end Phase. ATK/2400 DEF/2000 Clockwork Fiend Overlord Maulos - DARK ******* This card is also treated as WATER. While you control At least 1 Beast-Type and 1 Fiend-Type Monster, and Control no Monsters except Beast and Fiend-Type Monsters: Pay 1000 Life Points and Discard 1 Spell; Special Summon this card (From the Hand). You may only control 1 "Overlord" monster that is also a "Clockwork" Monster. Once per turn: Tribute 2 Monsters; Special Summon 2 "Clockwork Beast Permafrostifur Tokens" (Beast-Type/WATER/Level 6/ATK 2100/DEF 0). "Permafrostifur Tokens" Cannot be destroyed. ATK/2600 DEF/2600 Clockwork Dungeon Devilish Drudgery Continuous Spell You cannot Special Summon Monsters, except "Clockwork" Monsters. Fiend-type Monsters gain 200 ATK and DEF. Once per turn, while you control 2 or fewer "Clockwork" monsters: You may activate this effect; Special Summon 1 "Clockwork Fiend" From your Hand or Deck. Once per turn, If you Flip Tails on a coin: You may Re-Flip it. OCG Fixes, Suggestions, and Balancing are much appreciated. Link to comment Share on other sites More sharing options...
Aix Posted January 20, 2013 Report Share Posted January 20, 2013 Spiral Knights, huh? I suppose this stuff fits what they do, but these cards aren't really playable. I don't quite understand how you would play a Deck like this, well, most of the cards aren't really playable and you will have a very hard time getting the Beast-Type and Fiend-Type monster on the field for Overlord Maulos. Trojan wouldn't be run in this Deck, I would see it possibly used in a Frognarch Deck for its beatstick value, but not really. Silkwing is cool, it's power makes up for the fact that it eats up your Normal Summon so its fine, for now. Greaver is just a generic Level 4. Pit Boss and Fiend Devilite are balanced enough, but a Barbarous Thorn Blade would own y'all. Yeah, I don't really get these cards, what sort of plays are you trying to make? Link to comment Share on other sites More sharing options...
Airride Posted January 20, 2013 Author Report Share Posted January 20, 2013 I prolly should have made the field spell first, huh? But the fiends are basically raw power(Everything puts more ATK[or 50/50 ATK/DEF with Boss] points on the field except Silkwing) and annoyances (Silkwings preventing destruction, Yesmen'd Devillites being the only ones able to be attacked, Maulos summoning indestrucatble Tokens, etc.) and try to hold out to get more on the field. I'm going to add a continuous Spell for them real quick, just to help them. Link to comment Share on other sites More sharing options...
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