Jump to content

Scavengers


Mr. guy

Recommended Posts

The scavengers can't do much on their own, but they get by by picking up the scraps of the cards your opponent has "thrown away" or even outright stealing them.

 

Looking for interest, because I might find artworks for them. Needless to say, the OCG is a nightmare, so have at it.

 

(*)(*)(*)(*) Safecracker
DARK/Warrior/effect
1200/1600
You can send 1 Equip card equipped to this card to the graveyard to have this card attack directly until the end phase. If this card inflicts damage to your opponent's life points, you can look at your opponent's hand and select 1 card in it: add it to your hand.

(*)(*)(*) Salvager
DARK/Warrior/effect
1000/1400
Once per turn, if you don't have a spell card that your opponent originally controlled in your hand: you can add 1 spell card from your opponent's graveyard to your hand. When a spell card your opponent originally controlled is activated, it is banished instead of sent to the graveyard. If this card is removed from the field, send all spell cards that your opponent originally controlled in your hand to the graveyard.  

(*)(*)(*)(*) Trap Setter
DARK/Warrior/effect
1400/1000
When this card is normal summoned: Set 1 trap card from your opponent's graveyard. You can shuffle this card back into the deck to special summon 1 level 4 or lower DARK Warrior type monster from your hand.

(*)(*)(*)(*) Survivalist
DARK/Warrior/effect
1800/1600
Once per turn, you can banish 1 monster from your opponent's graveyard: this card gains that target's effect(s) until the end phase.

(*)(*)(*) Hacker
DARK/Warrior/effect
1700/800
Once per turn, you can call 1 card type (monster, spell, trap). Send the top card of your deck to the graveyard, and if it is the declared type, you can activate 1 continuous spell or trap from either player's graveyard.

(*)(*)(*)(*) Scavenger
DARK/Warrior/effect
1850/1700
Once per turn, you can select one equip spell from either player's graveyard and equip it to one monster you control.

(*)(*)(*)(*)(*) Mercenary
DARK/Warrior/effect
2400/2000
You can pay 1000 life points to special summon this card (from your hand). This card cannot be used as a fusion, synchro or xyz material for a summon. During your end phase: pay 500 life points or shuffle this card back into the deck.

(*)(*)(*)(*) Salvage expert
DARK/Warrior/effect
1000/1000
All monsters you control gain 500 ATK for each card you control that your opponent originally controlled.

(*)(*)(*) Repairman
DARK/Warrior/effect
0/2000
Once per turn, you banish 1 card your opponent originally controlled from your hand or side of the field to select 1 card of that type in your graveyard and add it to your hand.

(*)(*) Field Chemist
DARK/Warrior/effect
500/1500
Once per turn, you can activate one of these effects:
*Select 1 Xyz monster in your opponent's graveyard: The levels of all monsters you control become equal to that xyz monster's rank.
*Select 1 Synchro monster in your opponent's graveyard: Special summon 1 DARK warrior monster from your graveyard and treat it as a tuner monster.
*Select 1 Fusion monster in your opponent's graveyard: Send from your hand or side of the field the fusion materials for that monster and special summon it from your opponent's graveyard (this is treated as a fusion summon).

Scouting mission
SPELL/Normal
Look at the top 5 cards of your opponent's deck. Until the end phase of the turn, those cards are treated as if they are in the graveyard.

Reconstruct
SPELL/Continuous
During the next standby phase after you activate this card, special summon 1 monster from your opponent's graveyard and treat it as a machine-type monster.

Adaptable Wasteland
SPELL/Field
Once per turn, you can select 1 card your opponent controls or in their graveyard: all DARK warrior monsters in your hand, deck, graveyard and banished zone are treated as having that card name, type and attribute until the end phase of this turn.

Training
SPELL/Quickplay
You can change the type, attribute and card name of two monsters in your hand, deck, graveyard or banished zone until the end phase.

Barter
SPELL/Normal
You and your opponent both reveal one card in your hand. Then, you may either exchange revealed cards, or you send your revealed card to the graveyard to draw 2 cards.

 

Lockpick

SPELL/Equip

When this card is sent to the graveyard, you can declare one card name, then look at one face-down card your opponent controls. If the card is the declared name, add it to your hand. If this card is in your graveyard, you can add it to your hand instead of conducting your normal draw.


(X)(X)(X)(X) Master theif
DARK/Warrior/Xyz/effect
2300/1700
2 level 4 Dark Warrior type monsters
You can detach 1 xyz material from this card to target 1 xyz monster your opponent controls: Add 1 of that xyz monster's overlay units to your hand.

(X)(X)(X) Master Infiltrator
DARK/Warrior/Xyz/effect
1700/2300
2 level 3 DARK warrior type monsters
You can detach 2 xyz materials to add 1 card from your opponent's deck to your hand. If do, this card can attack directly until the end phase.

(*)(*)(*)(*)(*) Salvage robot
EARTH/Machine/Synchro/effect
2200/2600
1 tuner + 1 or more non-tuner monsters
During your main phase 1, you can add 1 card from your opponent's graveyard to your hand. If you activate this effect, this card cannot declare an attack this turn.

(*)(*)(*)(*)(*)(*) Junk Cannon
EARTH/Machine/Synchro/effect
3200/2000
1 tuner + 1 or more non-tuner monsters
This card cannot declare an attack unless you send 1 card your opponent originally controlled from your hand or side of the field to the graveyard. You can send 1 card your opponent originally controlled from your hand or side of the field to the graveyard to destroy 1 card on the field.

(*)(*)(*)(*)(*)(*)(*)(*) Company of heroes
LIGHT/Warrior/Fusion/effect
3 DARK warrior type monsters with different names
2000/2000
Once per turn, you may select any number of DARK monsters on the field, change their attribute to LIGHT, then this card gains 800 ATK until the end phase for each. When this card is destroyed, special summon 2 of the fusion materials used in the fusion summon of this monster.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...