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Rise of the Machinoids


Serefin

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Alright, let's see if I can actually make good cards this time. 

 

Enter: the Machinoids. These Machines are specially designed to fight for the good of Machine City. With almost every one sporting a unique ability, the Machinoids also come with an Emergency Fusion function, allowing almost any combination of Machinoids to combine into a Super Machinoid!

 

Basic Machinoid

Level 3/ Earth-Attribute

Machine

Effect: N/A

Atk. 1500/ Def.1000

Lore: The first Machinoid designed, the Basic Machinoids is just that: basic, with no special abilities. With mediocre offensive and defensive capabilities, they act as basic footsoldiers for the Machinoids, easily made and just as easily disposed of.

 

Blocker Machinoid

Level 4/ Light-Attribute

Machine/ Effect

Effect: During the Battle Phase, if your opponent chooses a "Machinoid" monster other than "Blocker Machinoid" as an attack target, you may change the attack target to "Blocker Machinoid". This effect may only be used once per Battle Phase.

Atk. 500/ Def. 2000

Lore: Equipped with an outer shell made of the toughest sample of titanium and two steel-polymer shields on its arms, the Blocker Machinoid is designed to keep the other troops on the battle field alive for as long as possible, even being programmed to put itself in danger to protect the others.

 

Striker Machinoid

Level 4/ Dark-Attribute

Machine/ Effect

Effect: If this monster attacks a Defense Position monster who's defense is lower than this monster's attack, inflict the difference as battle damage to your opponent.

Atk. 1800/ Def. 800

Lore: Capable of powerful attacks, the Striker Machinoids sacrifice defense for offense, coming equipped with a nitrous oxide power-core and armor-piercing lances.

 

Sniper Machinoid

Level 5/ Wind-Attribue

Machine/ Effect

Effect: Once per turn, you may target one face up monster on the field and choose one of the following: the selected monster loses 1000 Atk until the End Phase of this turn OR the selected monster loses 500 Def until the End Phase of this turn. "Sniper Machinoid" can not attack on the turn you use this effect.

Atk. 2000/ Def. 1500

Lore: Designed for super long-range combat, the Sniper Machinoid has perfect accuracy, capable of dropping a target up to 10 miles away. It can also disable a target's weapons or limbs, leaving it wide-open for the other Machinoids.

 

Scouter Machinoid

Level 2/ Wind-Attribute

Machine/ Effect

Effect: This card can not be destroyed while in Attack Position (you still take battle damage). Once per turn, you may look at the top card of your deck, then move it to either the top or bottom of your deck. If you do, this card's ATK and DEF are halved until the End Phase of your opponent's next turn.

Atk. 1000/ Def. 500

Lore: Built with a super-light carapace and rocket thrusters, the Scouter Machinoid is capable of infiltrating enemy lines and escaping in the metaphorical blink of an eye.

 

Combat Engineer

Level 3/Earth-Attribute

Warrior/Effect

Effect: If your opponent activates a Trap Card that targets a face-up "Machinoid" monster on your side of the field, you may negate the activation f the card, and destroy it. If you activate this effect, this card is changed to Attack Position until the End Phase of your opponents next turn, and its position can't be changed.

Atk. 900/Def. 1500

Lore: Specially trained to work with Machinoids, Combat Engineers fall short when compared to the Machinoids, but they will help keep them alive.

 

Super Machinoid- Stealth Expert

Level 6/ Dark-Attribute

Machine/Effect

Effect: Scouter Machinoid + Scouter Machinoid

This card can only be Fusion Summoned using the above fusion materials. This card can not be destroyed while in Attack Position (you still take battle damage). Once per turn, you may target one face-up monster on the field. That monster is destroyed. This card can not attack the turn this effect is used, and its ATK and DEF are halved until the End Phase of your opponent's next turn.

Atk. 2000/ Def. 1000

Lore: Sometimes, the going gets tough. When that happens to two Scouter Machinoids, they combine into the ultimate in stealth. Capable of moving more quietly than the wind, the Super Machinoid- Stealth Expert can silence any target. However, while it is tougher than its components, it is still one of the weakest Super Machinoids.

 

Super Machinoid- All-Range Striker

Level 7/ Earth- Attribute

Machine/ Fusion/ Effect

Effect: Striker Machinoid + Sniper Machinoid

This card can only be Fusion Summoned using the listed Fusion Materials. Once per turn, you may target one face up monster on the field and choose one of the following: the selected monster loses 1000 Atk OR the selected monster loses 500 Def. "Super Machinoid- All-Range Striker" can not attack on the turn you use this effect. If this monster battles a Defense Position monster who's Defense is lower than this monster's Attack, inflict the difference as Battle Damage to your opponent.

Atk. 2600/ Def. 1800

Lore: The result of a Striker Machinoid and a Sniper Machinoid activating the Fusion Protocol, the Super Machinoid- All-Range Striker comes equipped with a DV4L Thunder sniper rifle and the same armor piercing lances of Striker Machinoid. With a nitrogloxide power core and capable of picking off targets from 15 miles away, the Super Machinoid- All-Range Striker truly lives up to its name.

 

Nitro Engine

Equip Spell

Effect: Equip only to a "Machinoid" monster. That monster can attack twice during the Battle Phase.

 

Upgrade!

Normal Spell

Select one face up "Machinoid" monster. That monster gains 1500 Atk until the End Phase of this turn.

 

Factory of the Machinoids

Field Spell

All monsters with "Machinoid" in their card names gain 200 ATK and DEF. Once per turn, during your Standby Phase, put one "Machi-terial" counter on this card. During your Main Phase, you may remove any number of "Machi-terial" counters from this card: special summon one "Machinoid" monster with a level equal to the number of counters you removed.

 

Energy Shield

Quick-Play Spell

Activate only when a "Machinoid" monster is chosen as the target of a card effect/ Negate the effect. "Machinoids" con not be chosen as the target of card effects for the rest of this turn.

 

Self-Destruct

Counter Trap

Activate only when your opponent activates a spell, trap, or monster effect. Send one "Machinoid" monster from your hand or field to the graveyard to negate the activation of that cards effect and destroy it.

 

Desperation Attack

Trap Card

Activate only during your opponent's Battle Phase. All monsters on your opponent's side of the field must attack this turn. If they don't, destroy them during the End Phase.

 

Any feedback is much appreciated.

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Updates: #1. Made the set. Contained Basic, Blcoker, and Striker Machinoids + Nitro Engine.

#2. Added Sniper Machinoid, Super Machinoid- All-Range Striker, and Upgrade!.

#3. Added Scouter Machinoid, Super Machinoid- Stealth Expert, and Factory of the Machinoids.

#4. Added Combat Engineer, Energy Shield, Self-Destruct, and Desperation Attack.

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  • 2 weeks later...

When I said Lore, I meant their place in the overall story of the cards. Like how the Gagagigo cards tell the story of a reptile-boy and how he eventually turns into a soulless mechanical monstrosity because of Kozaky. Also, what do you mean by the deck is kinda slow? That it's hard to get the monsters out? I could come up with a few cards that could bring 'em out or make it easier to bring 'em out.

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Alright, your advice is duly noted. As soon as I wake up, I will get to work on making some cards to bring the monsters out. I will also start to give them more Spell/Trap support, because as it is, they're maybe decent for a Machine Beatdown deck, but they can get stopped quite easily by a simple facedown.

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