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SWAT Kats Tribute - Remake & Re-Edited: [42/?]


Strider Tigerwolf

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Welp, I've actually remade these AND I'm going to use them on DP :3 Now there is a difference: This new set is more entitled towards the very game of yugioh with the play style that the SWAT Kats used in the show. Chance and Jake can't go “Hero” mode unless there's an actual crisis and when they do go hero mode, they have plenty of support in the form of their equipment. So...what's the big weakness? You're opponent not having monsters. If they don't have a monster, SWAT Kats: T-Bone and Razor go back to their average selves. Also, they cannot be used as ANY kind of Material Monster. That being said, here's the cards. (Note: Still Incomplete).

[spoiler=Heroes (4)][spoiler=SWAT Kat: T-Bone]
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Card text
Cannot be Normal Summoned/Set or used as a Material Monster. You can only Special Summon this card (from your hand or Graveyard) by sending 1 “Chance Furlong” from your side of the field to the Graveyard while your opponent controls an equal or greater number of monsters than you do. When this card is Summoned this way: Activate 1 ”Turbokat” from your Deck or Graveyard. Once per turn: ”SWAT Kat“ monsters you control cannot be destroyed (by battle or card effects). If your opponent controls no monsters: During your End Phase, return this card to your hand and Special Summon 1”Chance Furlong” from your hand, Deck or Graveyard. There can only be 1”SWAT Kat: T-Bone“ on your side of the field.
[/spoiler][spoiler=SWAT Kat: Razor]
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Card text
Cannot be Normal Summoned/Set or used as a Material Monster. You can only Special Summon this card (from your hand or Graveyard) by sending 1”Jake Clawson“ from your side of the field to the Graveyard while your opponent controls an equal or greater number of monsters than you do. When this card is Summoned this way: Activate 1”Cyclotron“ from your Deck or Graveyard. Once per turn: ”SWAT Kat“ monsters you control are unaffected by a card's effect(s). If your opponent controls no monsters: During your End Phase, return this card to your hand and Special Summon 1 “Jake Clawson“ from your hand, Deck or Graveyard. There can only be 1”SWAT Kat: Razor“ on your side of the field.
[/spoiler][spoiler=Chance Furlong]
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Card text
Cannot be used as a Material Monster except for the Summon of a “SWAT” monster. When this card is Summoned by the effect of a “SWAT” card: Special Summon 1 “Jake Clawson” from your hand, Deck or Graveyard to your side of the field. There can only be 1 face-up “Chance Furlong” on your side of the field.
[/spoiler][spoiler=Jake Clawson]
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Card text
Cannot be used as a Material Monster except for the Summon of a “SWAT” monster. When this card is Summoned by the effect of a “SWAT” card: Special Summon 1 “Chance Furlong” from your hand, Deck or Graveyard to your side of the field. There can only be 1 face-up “Jake Clawson” on your side of the field.
[/spoiler][/spoiler]
[spoiler=Key Vehicles (2)][spoiler=Turbokat]
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Card text
Once per turn: This card is unaffected by the effects of 1 of your opponent's Spell OR Trap Cards. If you do not control a “SWAT” monster: Destroy this card. Once per turn, during either player's turn: You can discard 1 card send 1 “Missile”, “Rocket” or “Torpedo” Spell/Trap Card from your Deck to the Graveyard and activate its effects.
[/spoiler][spoiler=Cyclotron]
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Card text
If you do not control a “SWAT Kat” monster: Destroy this card. Once per turn, during your Main Phase: You can banish 1 “Missile”, “Rocket” or “Torpedo” Spell/Trap Card in your Graveyard: Add 1 “Missile”, “Rocket”, or “Torpedo” Spell/Trap Card from your Deck or Graveyard to your hand. Once per turn, you can send the top card of your Deck to the Graveyard to add 1 or your banished “Missile”, “Rocket” or “Torpedo” Spell/Trap Cards to your Deck and shuffle.
[/spoiler][/spoiler][spoiler=“Missile”, “Rocket”, “Torpedo” (17)][spoiler=Baby-Boomer Missile]
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Card text
Target 1 face-up Spell or Trap Card on the field: Negate its effects then, when your opponent activates a card effect destroy it. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Blowtorch Missile]
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Card text
Target 1 face-up monster on the field: Destroy it. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Buzz-Saw Missile]
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Card text
If your opponent activates a Spell/Trap Card that would Summon a monster OR adds a card(s) to a player's hand (including drawing): Negate that card's effect(s) and if you do, destroy it. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Cookie-Cutter Missile]
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Card text
Target 1 Synchro/Fusion/Xyz Monster on the field that has at least 1 of its materials banished, in the Graveyard or attached to it: Banish it, then the owner of that banished monster Special Summons 1 Material Monster used for it's Summon that is banished or from their Graveyard. If the target was controlled by your opponent: Your opponent cannot activate the targeted cards effects in response to this cards effects. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Decoy Missile]
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Card text
If an opponent's card targets 1 or more cards on your side of the field, hand or Graveyard: Negate that card's effect, and if you do, destroy it. During the End Phase of the turn you activated and resolved this card successfully and if your opponent controls more monsters than you do: Add this card from your Graveyard to your hand. You must control a “SWAT” monster, “Chance Furlong” or “Jake Clawson” to activate and resolve this card.
[/spoiler][spoiler=Groundhog Missile]
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Card text
Target 1 Set Spell/Trap Card your opponent controls destroy that target. Your opponent cannot activate the targeted card in response to this card's activation. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Matchhead Missile]
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Card text
Target 1 face-down monster destroy that target, then if it was a Flip Effect Monster, that target's owner reveals their Main Deck, and sends all cards with that monster's name to the Graveyard. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Mole Missile]
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Card text
Target 1 Spell/Trap Card in your opponent's Graveyard: Banish it and the next time your opponent activates a Spell/Trap Card with the same name as the target negate its effects, and if you do, destroy it. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Octopus Missile]
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Card text
Target 1 monster on the field (if the target is face-down, it is flipped face-up) that target's effect(s) is negated, cannot declare an attack and cannot be used as Material Monster. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Piranha Missile]
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Card text
Target 1 monster in your opponent's Graveyard: Banish it and the next time your opponent Summons a monster with the same name as the target negate its effects (if any) then destroy it. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=“Plain Old” Missile]
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Card text
Banish 1 “Missile”, “Rocket”, or “Torpedo” Spell/Trap Card from your Graveyard: This card gains the name, effect(s) and type of that card. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Scrambler Missile]
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Card text
Negate the effect of a card that targets or destroys a card(s) and apply it's effects as this card's effects (select new targets when applying this effect). You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Shark Missile]
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Card text
Send 1 card at random from your opponent's hand to the Graveyard, then apply the appropriate effect based on that card's type.
● Trap: Your opponent draws 1 card, then gain 1200 Life Points.
● Spell: Your opponent adds the bottom card of their Deck to their hand, then looses 800 Life Points
● Monster: Your opponent shuffles 3 cards from their Graveyard to their Deck, then you draw 1 card.
You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Shredder Missile]
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Card text
If your opponent activates an Effect Monster's effect that would Summon a monster OR adds a card(s) to a player's hand (including drawing): Negate that monster's effect(s) and if you do, destroy it. You must control a “SWAT” monster to activate and resolve this card
[/spoiler][spoiler=Slicer Missile]
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Card text
Negate 1 effect or condition of a card. Spells, Traps, and card effects cannot be activated in response to this card's activation. You must control a “SWAT” monster to activate and resolve this card.
[/spoiler][spoiler=Spider Missile]
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Card text
Send the top card of your Deck to the Graveyard and discard 1 card: Add 2 “Missile”, “Rocket”, or “Torpedo” Spell/Trap Cards from your Graveyard to hand except “Spider Missile”.
[/spoiler][spoiler=Tarpedo Torpedo]
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Card text
If a monster declares an attack: Negate that monster's attack and decrease it's ATK by 1200. If this card is activated during the Damage Step, that monster is unaffected by other card effects, cannot be destroyed by battle (until the End Phase), and has its effects negated (if any). You must control a “SWAT” monster to activate and resolve this card.
[/spoiler]
[/spoiler]
[spoiler=Special Edition Missiles (7)]
[spoiler=Banchess Missile]
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Card text
You must control a “SWAT” monster to activate and resolve this card. If a Fairy, Insect, OR Psychic-Type monster(s) is Summoned or applies an effect(s): Until your opponent's 3rd End Phase, negate the effects of all monsters your opponent controls of that Type and once per turn, during either player's turn, you must apply the appropriate effect based on the negated monster's Type:
● Fairy: Gain 500 Life Points.
● Insect: Mill the top card of your Deck, then add the bottom card from your Graveyard to the bottom of your Deck.
● Psychic: Look at 1 card in your opponent's hand or that is Set on the field.
[/spoiler][spoiler=Dragon Sword Missile]
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Card text
You must control a “SWAT” monster to activate and resolve this card. If a Dinosaur, Dragon, OR Reptile-Type monster(s) is Summoned or applies an effect(s): Until your opponent's 3rd End Phase, negate the effects of all monsters your opponent controls of that Type and once per turn, during either player's turn, you must apply the appropriate effect based on the negated monster's Type:
● Dinosaur: Target 1monster on the field it inflicts Piercing Battle Damage.
● Dragon: Increase the ATK of a monster on the field by 400.
● Reptile: Decrease the ATK of a monster on the field by 400.
[/spoiler][spoiler=Drill Bit Missile]
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Card text
You must control a “SWAT” monster to activate and resolve this card. If a Pyro, Rock, OR Zombie-Type monster(s) is Summoned or applies an effect(s): Until your opponent's 3rd End Phase, negate the effects of all monsters your opponent controls of that Type and once per turn, during either player's turn, you must apply the appropriate effect based on the negated monster's Type:
● Pyro: Inflict 400 points of damage to your opponent.
● Rock: Target 1monster on the field and place 1 Armor Counter on it if a card with an Armor Counter would be destroyed (by battle or card effect), remove 1 Armor Counter from it instead.
● Zombie: Banish 1 card in either player's Graveyard.
[/spoiler][spoiler=Flashbulb Missile]
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Card text
You must control a “SWAT” monster to activate and resolve this card. If a Fiend, Spellcaster OR Winged Beast-Type monster(s) is Summoned or applies an effect(s): Until your opponent's 3rd End Phase, negate the effects of all monsters your opponent controls of that Type and once per turn, during either player's turn, you must apply the appropriate effect based on the negated monster's Type:
● Fiend: Draw 1 card, then discard 1 card.
● Spellcaster: Target 1monster on the field and place 1 Arcane Counter on it if a card with an Arcane Counter would be affected by a Spell Card, remove 1 Arcane Counter from it instead.
● Winged Beast: Target 1 Spell/Trap Card on the field and return it to it's owner's hand.
[/spoiler][spoiler=Megavolt Missile]
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Card text
You must control a “SWAT” monster to activate and resolve this card. If an Aqua, Fish, OR Sea Serpent-Type monster(s) is Summoned or applies an effect(s): Until your opponent's 3rd End Phase, negate the effects of all monsters your opponent controls of that Type and once per turn, during either player's turn, you must apply the appropriate effect based on the negated monster's Type:
● Aqua: You opponent must discard 1 card to activate a Spell Card.
● Fish: Your opponent must discard 1 card to activate a Trap Card.
● Sea Serpent: Your opponent must discard 1 card to activate an Effect Monster's effect.
[/spoiler][spoiler=Pincer Missile]
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Card text
You must control a “SWAT” monster to activate and resolve this card. If a Beast, Beast-Warrior, OR Warrior-Type monster(s) is Summoned or applies an effect(s): Until your opponent's 3rd End Phase, negate the effects of all monsters your opponent controls of that Type and once per turn, during either player's turn, you must apply the appropriate effect based on the negated monster's Type:
● Beast: Target 1monster on the field it can attack twice during each Battle Phase.
● Beast-Warrior: Target 1 monster on the field and place 1 Savage Counter on it monsters that attack gain ATK equal to the number of Savage Counters on them x 500 during the Damage Step only.
● Warrior: Target 1monster on the field and place 1 Shield Counter on it if a card with a Shield Counter would be affected by a Trap Card, remove 1 Shield Counter from it instead.
[/spoiler][spoiler=Wire-Clipper Missile]
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Card text
You must control a “SWAT” monster to activate and resolve this card. If a Machine, Thunder OR Plant-Type monster(s) is Summoned or applies an effect(s): Until your opponent's 3rd End Phase, negate the effects of all monsters your opponent controls of that Type and once per turn, during either player's turn, you must apply the appropriate effect based on the negated monster's Type:
● Machine: Your opponent sends the top card of their Deck to the Graveyard.
● Thunder: Your opponent sends the bottom card of their Deck to the Graveyard
● Plant: Special Summon 1 “Spore Token” (Plant-Type/EARTH/Level 5/ATK 1500/DEF 1500) in Attack Position on either player's side of the field. This Token cannot be used as a Material Monster or switch it's Battle Position (except by a card's effect).
[/spoiler][/spoiler][spoiler=Non Weapon Support (2)][spoiler=Megakat City]
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[spoiler=Alt Art]
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[/spoiler]
Card text
Face-up “SWAT Kat” monsters on the field do not have to activate their effects during the End Phase that return them to the hand. While this card is face-up on the field: Your opponent is treated as having more monsters than you even if they control less monsters than you do. While you control a face-up “SWAT Kat: T-Bone” and “SWAT Kat: Razor”, other Field Spell Cards cannot be placed on the field and once per turn, this card is unaffected by 1 card effect.
[/spoiler][/spoiler][spoiler=Glovatrix Weaponry (9)][spoiler=Glovatrix]
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Card text
Equip only to a “SWAT Kat” monster you control. When this card is activated: Attach 2 “Glovatrix -” and 1 “Missile”, “Rocket” OR “Torpedo” Spell/Trap Cards from your Deck or Graveyard under it. Once per turn, during either player's turn: You can activate 1 of the cards attached to this card. Spell/Trap Cards activated this way are treated as if they are being activated from the Graveyard and do not take up any of your Spell/Trap Card Zones. If you activate a non-”Glovatrix -” Spell/Trap Card this way banish it instead of sending it to the Graveyard after it attempts to resolve its effect(s).
[/spoiler][spoiler=Glovatrix - Grappler]
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Card text
You must control a “SWAT” monster to activate and resolve this card. If a card you control would be destroyed (by battle or card effect) OR is the target of an attack: Negate that card's effect(s) instead OR negate that monster's attack and decrease it's ATK and DEF by 500. If you activate this card while it is attached to a “Glovatrix”: Attach it to a “Glovatrix” on the field instead of banishing it after it resolve its effect(s).
[/spoiler][spoiler=Glovatrix - Buzz-Saw Launcher]
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Card text
You must control a “SWAT” monster to activate and resolve this card. Target 1 card on the field. If that target is a Spell/Trap Card: that target cannot be activated until your opponent's next End Phase OR has it's activation negated and is Set. If that target was a monster: Decrease that monster's ATK and DEF by 600. If you activate this card while it is attached to a “Glovatrix”: Attach it to a “Glovatrix” on the field instead of banishing it after it resolve its effect(s).
[/spoiler][spoiler=Glovatrix - Buzz-Saw Blade]
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Card text
You must control a “SWAT” monster to activate and resolve this card. If a “SWAT Kat” monster you control attacks or is attacked by a monster controlled by your opponent: Destroy the monster controlled by your opponent at the start of the Damage Step (without damage calculation) and, if you do, that “SWAT Kat” monster can attack once more in a row. If you activate this card while it is attached to a “Glovatrix”: Attach it to a “Glovatrix” on the field instead of banishing it after it resolve its effect(s).
[/spoiler][spoiler=Glovatrix - Bola Missile]
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Card text
You must control a “SWAT” monster to activate and resolve this card. Target 1 face-up monster on the field: Negate it's effect(s) and switch it to Defense Position until your next End Phase. That target cannot be used as a Material Monster or switch it's Battle Position except by a card effect. If you activate this card while it is attached to a “Glovatrix”: Attach it to a “Glovatrix” on the field instead of banishing it after it resolve its effect(s).
[/spoiler][spoiler=Glovatrix - Bowzooka]
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Card text
You must control a “SWAT” monster to activate and resolve this card. Target either 1 card on the field: Destroy it. If you destroy an opponent's card this way: Your opponent draws 1 card. If you activate this card while it is attached to a “Glovatrix”: Attach it to a “Glovatrix” on the field instead of banishing it after it resolve its effect(s).
[/spoiler][spoiler=Glovatrix - Shield]
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Card text
You must control a “SWAT” monster to activate and resolve this card. Negate the effect of a card that targets 1 face-up “SWAT Kat” monster you control until the End Phase OR if a “SWAT Kat” monster would be destroyed (by battle or card effect) this turn, negate it's destruction. If you activate this card while it is attached to a “Glovatrix”: Attach it to a “Glovatrix” on the field instead of banishing it after it resolve its effect(s).
[/spoiler][spoiler=Glovatrix - Scanner]
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Card text
You must control a “SWAT” monster to activate and resolve this card. Target up to 2 cards face-down on the field or in your opponent's hand: Reveal those targets until the End Phase. Your opponent cannot activate those targets in response to this card or each other AND cannot be activated until the End Phase. If you activate this card while it is attached to a “Glovatrix”: Attach it to a “Glovatrix” on the field instead of banishing it after it resolve its effect(s).
[/spoiler][spoiler=Glovatrix - Boomerang]
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Card text
You must control a”SWAT” monster to activate and resolve this card. If your opponent activates a card's effect that targets a card(s) on the field: choose different targets for that card's effect. If the new targets are treated as if they were appropriate targets (even if they are not). If you activate this card while it is attached to a ”Glovatrix”: Attach it to a ”Glovatrix” on the field instead of banishing it after it resolve its effect(s). [/spoiler][/spoiler][spoiler=SWAT Allies (1)][spoiler=SWAT Ally - Calico Briggs]

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Card text
Discard this card from your hand: Add 1 "SWAT Kat" monster from your Deck to your hand. If this card is in the Graveyard: You can banish this card; Special Summon 1 "Chance Furlong" or "Jake Clawson" from your hand, Deck or Graveyard. You can only use 1 "SWAT Ally - Calico Briggs" effect per turn, and only once that turn.

[/spoiler]

[/spoiler]

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Welp, what are SWAT Kats, without being on their own turf? Hence I made Megakat City (and an ALT ART).

 

Also, There's going to be two ways to play with SWAT Kats.

 

1 Way will be Turbokat/Cyclotron control, which is tricky but more versatile.

The other will be Glovatrix Kats, which will be even more versatile, but a little hindered.

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i8vq.png

 

This is my "Turbo" SWAT Kat build.

 

Chance Furlong x 3

Jake Clawson x 3

SWAT Ally - Calico Briggs x 3

SWAT Kat: Razor x 2

SWAT Kat: T-Bone x 2

 

Cyclotron x 1

Foolish Burial x 1

Megakat City x 1

Megakat City [Alternate Art] x 1

Monster Reborn x 1

Terraforming x 3

Trade-In x 3

Turbokat x 1

 

Baby-Boomer Missile x 1

Blowtorch Missile x 1

Decoy Missile x 1

Groundhog Missile x 1

Matchhead Missile x 1

Mole Missile x 1

Octopus Missile x 2

Piranha Missile x 1

Purgatorial Warp x 2

Scrambler Missile x 2

Shark Missile x 1

Slicer Missile x 1

 

Best Current Combo:

 

T-Bone, Razor, Terraforming and Foolish Burial in hand + 2 Random Cards

 

Activate Terraforming -> Add Megakat City.

Foolish Burial -> Callie Briggs.

Effect Callie Briggs (banish from Grave) -> Special Jake or Chance who Special Summon the other one so you have both Jake AND Chance on the field.

Send both Chance and Jake to the Grave -> Special both T-Bone and Razor from hand -> Activate Cyclotron AND Turbokat from Deck.

Activate Megakat City.

 

Field:

Monsters: T-Bone and Razor

Spells/Traps: Megakat City, Turbokat, Cyclotron

 

Hand: 2 Cards.

 

You now have the dynamic duo + support...If your opponent overcomes this duo, you will most likely loose. From here you'd have to play smart and time your traps just right as well as keep tabs of which traps are in you Deck, hand and Graveyard for most use.

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