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Archtype Support for VWXYZ


Drake Clawfang

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I expanded the VWXYZ archetype and added support cards that I hope will make it a viable decktype. The deck focuses on bringing out the Fusions through swarming and alternative summon methods, then supporting them by making their discard costs easier to manage via draw power and alternate costs to use the effects. I envisioned the archtype as a series of galactic fighter machines for this archtype, hence the space-themed naming for the Spells and Traps.

 

Aside from A2Z, who was given his one-turn cooldown to try and prevent him from being too broken, I think they're fairly fun and balanced, I may be wrong though, if so provide feedback and I'll adjust my designs. Sorry I don't have images, if there's some sort of hosting site I can use for them in the future, let me know.

 

Note the Fusions have the usual XYZ "remove from play, don't use Polymerization" etc text, and the two Unions have the usual Union "equip this to a monster, a monster can be only equipped with one at a time" stuff, I simply omitted them from the card images for readability. The two both Union with A-Turbo Blaster only, B gives +500, C gives +600.

 

So, here's my cards. 

 

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A-Turbo Blaster
4 Star LIGHT Machine/Union
ATK 1900 DEF 500
When this banished card is special summoned to the field, reveal a Level 6 or Level 8 LIGHT Machine-type Fusion monster in your Extra Deck, and if one of the fusion material monsters listed on that card is in your Graveyard, special summon it.

 

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B-Ammo Convoy
4 Star LIGHT Machine/Effect/Union
ATK 500 DEF 2100
FLIP - Draw 1 card. If you control a LIGHT Machine-type Fusion monster, draw 1 more card. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "A-Turbo Blaster" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK and DEF of the equipped monster by 600 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed, destroy this card instead.)

 

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C-Sonic Phoenix
4 Star LIGHT Machine/Effect/Union
ATK 1200 DEF 1600
Once per turn, while this card is banished, select a Level 6 LIGHT Machine-type fusion monster on the field. Until the End Phase, when that monster's effect is activated that requires you to discard from the hand as a cost, discard two cards from the top of your deck as the cost instead. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "A-Turbo Blaster" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK and DEF of the equipped monster by 500 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed, destroy this card instead.)

 

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AB-Turbo Convoy

6 Star LIGHT Machine/Effect
ATK 2500 DEF 1100
A-Turbo Blaster + B-Ammo Convoy
This card cannot be Special Summoned except by removing from play the above monsters on your side of the field; then you can Special Summon this card from your Extra Deck (You do not use "Polymerization"). Once per turn, you can discard 1 card to reveal a Level 6 LIGHT Machine-type monster in your Extra Deck. Banish from your Graveyard the fusion material monsters listed on that card, and special summon the revealed monster, ignoring the summoning conditions. It cannot attack or activate its effect this turn.

 

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AC-Turbo Phoenix

6 Star LIGHT Machine/Effect
ATK 2400 DEF 900
A-Turbo Blaster + C-Sonic Phoenix
This card cannot be Special Summoned except by removing from play the above monsters on your side of the field; then you can Special Summon this card from your Extra Deck (You do not use "Polymerization"). Once per turn, you can discard one card and select one of your banished Level 4 LIGHT Machine-type monsters. Special Summon it. It cannot be used for a Synchro or XYZ summon.

 

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BC-Phoenix Convoy

6 Star LIGHT Machine/Effect
ATK 1000 DEF 2500
B-Ammo Convoy + C-Sonic Phoenix
This card cannot be Special Summoned except by removing from play the above monsters on your side of the field; then you can Special Summon this card from your Extra Deck (You do not use "Polymerization"). Once per turn, this card is not destroyed by card effects. You can discard 1 card and banish this face-up card - select two of your banished Level 4 LIGHT Machine-type monsters and special summon them. You cannot special summon both "B-Ammo Convoy" and "C-Sonic Phoenix" by this effect.
 

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ABC-Phoenix Blaster

8 Star LIGHT Machine/Effect
ATK 2900 DEF 1600
A-Turbo Blaster + B-Ammo Convoy + C-Sonic Phoenix
This card cannot be Special Summoned except by removing from play the above monsters on your side of the field; then you can Special Summon this card from your Extra Deck (You do not use "Polymerization"). You can discard one card to select a card in either player's Graveyard, and either banish it or shuffle it into the deck. When this card is removed from the field by your opponent's card, either by effect or when it is destroyed in battle, special summon 1 Level 6 LIGHT Machine-type monster from your Extra Deck, ignoring the summoning conditions. It cannot be destroyed until the End Phase of the turn it was special summoned.

 

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A2Z-Turbo Dragon Catapult Cannon

10 Star LIGHT Machine
ATK 4500 DEF 4500
A-Turbo Blaster + X-Head Cannon + 3 Level 4 LIGHT Machine-type monsters
This card cannot be Special Summoned except by removing from play the above monsters on your side of the field; then you can Special Summon this card from your Extra Deck (You do not use "Polymerization"). This card cannot attack and its effects are negated during the turn it is summoned. Once per turn, you can negate the activation of an opponent's card effect and destroy that card. Up to twice per turn during your main phase, you can return one of your banished LIGHT Machine-type monsters to the deck to select 1 card on your opponent's side of the field and banish it.
 

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Alpha Quandrant

Field Spell

Once per turn, you can equip a Union monster in your hand to an appropriate Level 4 LIGHT Machine-type monster on your side of the field as an Equip card. Once per turn, when you activate the effect of a Fusion monster by discarding from your hand, you do not have to pay the discard cost. If you control 3 or more LIGHT Machine-type monsters, this card cannot be destroyed and new Field Spell cards cannot be activated.

 

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Select one banished Union monster and equip it to an appropriate Level 4 LIGHT Machine-type monster on your side of the field. If the monster equipped with that monster destroys an opponent's monster in battle the turn this card is activated, draw one card.

 

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Activate when a monster on your opponent's side of the field is destroyed by the effect of a 6 LIGHT Machine-type Fusion monster on your side of the field. Destroy one card on the field.

 

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When this card is activated, Special Summon 1 Level 4 LIGHT Machine-type monster from your deck. Once per turn, you may shuffle a LIGHT Machine-type monster on your side of the field into the deck to Special Summon a Level 4 LIGHT Machine-type monster with a different name from your deck.

 

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Shuffle 1 LIGHT Machine-type Fusion monster on your side of the field into the Extra Deck, then Special Summon 1 Level 6 LIGHT Machine-type Fusion monster from your Extra Deck, ignoring the summoning conditions. Its effects are negated this turn.

 

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When this card is discarded from the hand to activate the effect of a Fusion monster, after the current chain resolves, special summon 1 Level 4 LIGHT Machine-type monster from your deck. During your Draw Phase, you may add this card in your hand to the Graveyard instead of conducting your normal draw. When this Set card is destroyed, draw one card.

 

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Activate when a Level 6 LIGHT Machine-type Fusion monster on your side of the field is destroyed. Special Summon one of the banished Fusion Material monsters listed on that card.

 

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Activate when a LIGHT Machine-type Fusion monster on your side of the field would be effected by an opponent's card effect that would remove it from the field. Banish a Level 4 LIGHT Machine-type monster in your Graveyard to negate the opponent's card effect.

 

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Select 1 Level 4 LIGHT Machine-type monster on your side of the Field and equip it with this card. Once per turn you can select 1 Level 6 LIGHT Machine-type in your Graveyard, and the equipped monster gains that monster's effect until the End Phase.

 

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Select up to two LIGHT Machine-type Fusion monsters on your side of the Field or the Graveyard and return them to the Extra Deck. Draw 1 card for each card returned to the Extra Deck this way. For each monster that was returned from the Field to the Extra Deck this way, draw an additional card.

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