frenzyhero Posted July 27, 2013 Report Share Posted July 27, 2013 This archetype is about overextending, criticism is wanted. First time doing this. It revolves around equipping the smaller, level 2 machine monsters, the "Gear"'s, to the larger, level 4 warrior monsters, who then send them off to activate an effect, at the same time activating the Gear's effect. The level 3 Spellcasters support them by either searching Gears to the hand or by special summoning a level 4 to the field. The maindecked monsters are Light, while the extra deck monsters are dark. They were made this way so they would be vulnerable to Gozen Match and Rivalry of the Warlords, two very popular cards right now. ~~~Temporal Gear A Light Machine **2 200/1300 You can equip this card from your hand, field, or graveyard to a face-up "Temporal" monster you control. If the equipped monster destroys an opponent's monster by battle, you can special summon one "Temporal" monster from your hand or deck, and if you do, end the battle phase. You can only activate the effect of "Temporal Gear A" once per turn. ~~~Temporal Gear B (note, this is the card that starts the combos, if you think it's broken, it's because it was meant to be). Light Machine **2 300/1200 You can equip this card from your hand or your side of the field to a face-up "Temporal" monster you control. While this card is equipped to a monster, you can send all spell and trap cards you control to the graveyard (minimum 2): draw 2 cards, and if you do, discard 3 cards. You can only activate this effect of "Temporal Gear B" once per turn. If this card is sent from the field to the graveyard to activate a "Temporal" monster's effect, activate this effect: Special summon 1 level 4 "Temporal" monster from your deck. You cannot special summon the turn you activate this effect, except for "Temporal" monsters. ~~~Temporal Gear C Light Machine **2 400/1100 You can equip this card from your hand or your side of the field to a face-up "Temporal" monster you control. Once per turn, while this card is equipped to a monster, you can send 1 "Temporal" card from your hand or side of the field to special summon 1 "Temporal" monster from your hand or deck. During the turn you activate this effect, you cannot special summon, except for "Temporal" monsters. You can only activate the effect of "Temporal Gear C" once per turn. ~~~Temporal Gear D Light Machine **2 500/1000 You can equip this card from your hand or your side of the field to a face-up "Temporal" monster you control. Once per turn, while this card is equipped to a monster, you can send "Temporal" monster from your hand to the graveyard to destroy 1 face-up card your opponent controls. You can only activate the effect of "Temporal Gear D" once per turn. ~~~Temporal Sentry Light Spellcaster ***3 900/1900 You can send 1 face-up "Temporal Gear" card you control to the graveyard; special summon 1 "Temporal" monster your deck or graveyard. You cannot special summon the turn you activate this effect, except for "Temporal" monsters. You can only activate the effect of "Temporal Sentry" once per turn. ~~~Temporal Summoner Light Spellcaster/Tuner ***3 1500/1000 Once per turn, you can send 1 "Temporal Gear" card from your field or hand to special summon 1 level 4 "Temporal" monster from your hand or deck. During the turn you activate this effect, you cannot special summon monsters, except for "Temporal" monsters. ~~~Temporal Spirit Light Spellcaster/Spirit ***3 1500/0 Cannot be special summoned. When this card is normal summoned or flipped face-up: target 1 "Temporal Gear" card in your graveyard and an appropriate target on the field; equip that card to the target on the field. During the end phase, if this card was normal summoned or flipped face-up this turn: Return it to the hand. Negate this effect if this card is equipped with a "Temporal Gear" card, and if you do, add one "Temporal" card from your deck to your hand. You can only control 1 face-up "Temporal Spirit". ~~~Temporal Pilgrim Light Warrior ****4 1900/1000 When this card is Summoned: Target 1 "Temporal Gear" card in your graveyard; equip that target to this card. You can send all cards equipped to this card to the graveyard; destroy 1 card your opponent controls. You can only activate the effect of "Temporal Pilgrim" once per turn. (Made so you can't fully loop Gear B with him) ~~~Temporal Martyr Light Warrior ****4 2200/200 This card cannot attack. Once per turn, when a "Temporal" monster (other than this card) is Summoned and you have 2 or more "Temporal Gear" cards in your graveyard, you can banish 1 "Temporal Gear" card from your graveyard, special summon 1 level 3 "Temporal" monster from your hand, deck, or graveyard, and equip it with a "Temporal Gear" card in your graveyard; if you do, destroy this card. During the turn you activate this effect, you cannot special summon other monsters, except for "Temporal" monsters. ~~~Time Gate Spell Quick-play Target 1 "Temporal" card you control: banish that monster; if you do, special summon 1 "Temporal" monster from your graveyard during the end phase. You can only activate 1 "Time Gate" per turn. ~~~Temporal Law Trap Counter Activate only when your opponent would activate a spell or trap card: banish all "Temporal" cards from your graveyard (minimum 3); negate and destroy that card. You can only activate 1 "Temporal Law" per turn. Extra deck time. The only theme cards are synchro monsters, to go with Judgment of the Light, herr herr.. It could also be interpreted as how time has corrupted them (as the main deck is light, and the extra deck dark). Whatever floats your boat there, though, I guess. ~~~Temporal Gear E Dark Machine *****5 600/2200 1 tuner+ 1 or more non-tuner "Temporal" monsters. When this card is synchro summoned, you can target any number of "Temporal Gear" cards in your graveyard and on your field and 1 "Temporal" monster on the field; equip those cards to that monster. ~~~Temporal Leviathan Dark Sea Serpent *******7 1 tuner+1 or more non-tuner "Temporal" monsters Once per turn, you can send all spell and trap cards you control to the graveyard; return that many spell and trap cards your opponent controls to the hand. ~~~Temporal Dragoons Dark Dragon ***********11 2900/1700 1 Tuner+2 or more non-tuner "Temporal" monsters Must be synchro summoned and cannot be special summoned by other ways. Once per turn, during either player's turn when a spell/trap/monster's effect activates that would destroy a card you control, you can send one "Temporal" card you control to the graveyard, negate the activation and effect of that card and destroy it. During your main phase, you can send all cards you control to the graveyard, special summon up to 3 "Temporal" monsters from your graveyard, and if you do, equip up to 3 "Temporal Gear" cards from your graveyard to those monster(s). You can only activate this effect of "Temporal Dragoons" once per turn. ~~~Dimension Pilgrim (not a "Temporal" monster, so you can't spam then drop this guy for lulsy OTK) Dark Warrior ************12 3300/2300 1 "Temporal" tuner+1 or more non-tuner "Temporal" monsters. Must be synchro summoned and cannot be special summoned by other ways. When this card is synchro summoned, you can send all cards on the field and in their hands to the graveyard. You cannot attack the turn you use this effect. You can only use the effect of "Dimension Pilgrim" once per duel. Aaaand that's it. In case you're wondering why Dimension Pilgrim was made... I just thought it would be lulsy. It isn't easy to pull off either. The only way I can think of doing it would be to summon Gear E and tune it with a Summoner and Pilgrim, but since the only way to make Gear E is to tune a Summoner and another Gear, what are the chances you're going to have another summon, let alone have that field survive in a game that's as fast as it's become? Not very good, so it's just a card that's there for the luls. Dragoons is the real boss monster of the deck, with an effect that, when combined with a Gear (namely with "Gear B"), it can easily benefit you, with a very nice attack. I feel he's balanced by Maestroke though (most of the cards in the deck are <1800 DEF.) I also feel that the archetype is balanced because, as said before, its only defensive measures involve banishing your own cards, so Imperial Iron Wall or Kycoo the Ghost Destroyer will kill that. Summon Limit, Gozen Match, Rivalry of the Warlords would kill most offensive options the deck has also. The deck is also very susceptible to Deck Devastation Virus, as all monsters besides Martyr and Pilgrim are <1500. All of these are very common cards in today's meta, so once again, perhaps that balances it out? CnC appreciated. Long post is long. Someone tell me how to use *spoiler*/spoiler* tags and/or improve readability? Link to comment Share on other sites More sharing options...
frenzyhero Posted August 4, 2013 Author Report Share Posted August 4, 2013 bump~ -_- Link to comment Share on other sites More sharing options...
dgerr123 Posted August 4, 2013 Report Share Posted August 4, 2013 Please order a move to "multiple cards, written cards"!This is posted in the wrong forum thingy Link to comment Share on other sites More sharing options...
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