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Cyborg - a new machine archtype


outlaw1994

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a new machine archtype that relies on discarding will add spell and trap support once i find pictures credit for the pictures goes to hpdoom on devianart *reps for reviews*

 

[spoiler='Field']5pGvj4e.jpg
Lore:all "cyborg" monsters gain 500 ATK

once per turn you can discard 1 card to special summon 1 cyborg monster from your graveyard that was destroyed by battle. when this card is destroyed add 2 "cyborg" card except "cyborg assembly" from your deck to your hand.[/spoiler]

 

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Lore:this cards attribute is also treated as water. you can discard this card. add 1 "cyborg assembly" to your hand

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Lore:Once per turn you can discard 1 card to send 1 card from your deck to your graveyard. if this card is discarded destroy 1 card on the field.

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Lore:if this card is discarded special summon it and increase it level by 1 and attack by 500.

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Lore:this card cannot be used for a synchro summon except for the synchro summon of a "cyborg" monster. once per turn you can target 1 "cyborg" monster on the field, this cards level becomes equal to that cards level.

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Lore:Once per turn you can discard 1 card to draw 1 card. if this card is discarded add 1 "cyborg" card from your deck to your hand

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Lore:Once per turn you can discard 1 card to destroy a card on the field. if this card is discarded special summon 1 level 4 "cyborg" monster from your deck in attack position.

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Lore:once per turn you can discard 1 card and pay 1000 lifepoints. your opponent cannot special summon or set cards on there next turn

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Lore:when a cyborg monster you control attacks or is attacked. you can discard this card and another "cyborg" monster during the damage step to have that monster gain 1500 ATK until the end phase

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Lore:if a "cyborg" monster you control battles you can discard this card. switch the attack target to defense position and inflict piercing damage

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Lore:when a "cyborg" monster is summoned you can special summon this card from your hand.

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Lore:Once per turn you can discard up to 2 cards to have this card gain levels equal to the amount of card discarded. if this card is discarded special summon it.[/spoiler]

 

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Lore:1 "cyborg" tuner + 1 or more "cyborg" non-tuner monsters.
once per turn you can discard 2 cards; then draw 3 and this card cannot attack directly this turn. if this card is destroy by battle destroy the monster that destroyed it. if a "cyborg" monster would be destroyed you can discard 1 card instead.this effect can only be used once per duel.

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Lore:2 level 4 "Cyborg" monsters

when this card is XYZ summoned switch all cards the opponent controls to defense position.while this card has xyz material if a "cyborg" monster you control attacks inflict piercing damage. during each end phase of your opponents turn detach 1 xyz material from this card.


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Lore:2 level 4 "Cyborg" monsters
once per turn you can detach 1 xyz material and discard 1 card to special summon 1 "Cyborg" monster from your graveyard. once per turn while this card has xyz materials, you can increase the attack of all "cyborg" monster by 500.[/spoiler]

 

 

them in action

http://www.youtube.com/watch?v=9iVMo6ZZXgs&feature=youtu.be

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It's kind of like Fabled's, but seemingly more balanced to hold their own on the field. It looks great, everything is in line, but the card's text needs a tiny touch-up. For example, you didn't capitalize the c in "Cyborg". That's really the only complaint I have. Other than that, good job. I also find it funny thinking about Copy X expanding his targets to commit genocide against.

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It's kind of like Fabled's, but seemingly more balanced to hold their own on the field.

What are you talking about? Fableds ARE balanced.

Anyway, Launcher and Peace are ridiculous.
Launcher is, more or less, a walking plus machine, and will generally lead you to having an idiotically high advantage over your Opponent over doing little to nothing at all. Not to mention, the fact the whole archetype itself can act as a toolbox, to which you are ensured to get at least 2 Launchers; Launcher discarding your 2nd Launcher into Peace is flat-out unfair. Speaking of Peace, the fact Peace kills off your Opponent's Special Summons, and the ability to Set any cards, is just too much for a discard and 1000 cost. Add to it, since the whole archetype is just weird Fableds, his effect is just: "Pay 1000; The Opponent can only Normal Summon and activate Normal Spells on his/her turn, while I can still Summon/Set to my heart's content".
And Fighter... Just right off the bat, his 1st effect is on the wonky side, as it's a walking Graceful Charity.
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so what do you reccomend for peace maybe make him so he cant be special summoned from deck i want to try and make it able to beat the current meta(e-drags) so thats why peace was made also launcher has its disadvantages as well like not able to attack directly what do you think i should change Thanks

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i want to try and make it able to beat the current meta(e-drags)-

There's your problem.
Don't force an archetype to have cards that are specifically made to kill 1 specific deck, as it just shows lazy card design, and will generally lead to something ridiculous that doesn't even belong in the archetype in the first place.
Hell, you even showcased how busted Peace' effect is itself, in that video of yours. You forced the Opponent to be unable to defend himself, while your following turn you just proceeded to spam your ass off, simply because you activate that oh-so busted effect that Peace has.

And Launcher has no disadvantages.
And even if you claim Fighter's inability to attack directly is a drawback, your still getting away with a walking Graceful Charity. Part of the reason why an effect like that is flat-out ridiculous, is the whole fact that damn near every card in the deck benefits off that, so you just Summon 2 monsters from your Hand/Deck/Graveyard, and Draw 3 cards off that. So your rewarding yourself for swarming/destroying the Opponent's cards, without even doing anything. That's hardly balanced.
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