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[4/?] The Imperfect Xyz


MystirMeme

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So a while back I came up with this awesome idea. Why not take Xyz Monsters and break their summoning mechanic!?

 

So I did. I went down to the labs and toiled day and night on a card that could break the method of summoning Xyz in a way never before done (at least to my current knowledge). I toiled day and night before I finally perfected it. Then I used it to create a new kind of Xyz Monster: The Imperfect Xyz. These are basically a type of Xyz that cannot be Xyz Summoned by normal means. They're unstable, so their effects and powers may seem broken or they may be underpowered. Also, if another Xyz Monster is on your side of the field, the monster's incompatable nature will cause it to selfdestruct. Sometimes, other factors may contribute to this. The only way to fix it's instability is to remove an Xyz from it, which removes the incompatability and makes it a (semi) normal Xyz Monster again. 

 

tl:dr - Xyz Monsters with half stars where anything could happen. Enjoy!

 

 

Xyz Splicer Gate

 

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Target 2 monsters you control with different Levels: Special Summon an Xyz Monster whos Rank is equal to the median of the targeted monsters, then attach those targets to the Xyz Monster as Xyz Material. (This Summon is treated as an Xyz Summon) If you have no Xyz Monster you can Summon using this effect, banish the targeted monsters, then take 800 damage.

 

 

 

Corroding Knight

 

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Must be Xyz Summoned with "Xyz Splicer Gate" and cannot be Special Summoned by any other ways. This card inflicts double Piercing damage. During each End Phase, all other monsters on the field lose 100 ATK and DEF. If this card is targeted by a card effect, OR if there is another Xyz Monster on your side of the field, this card is destroyed. If this card has less than 2 Xyz Material, it's effects are negated and it loses 505 ATK and DEF.

 

 

 

Hunter in the Void

 

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Must be Xyz Summoned with "Xyz Splicer Gate" and cannot be Special Summoned by any other ways. This card cannot be destroyed by battle. Negate the effects of monsters this card battles that activate on the field or in the Graveyard. If this card is in Defense Position, OR if there is another Xyz Monster on your side of the field, this card is destroyed. If this card has less than 2 Xyz Material, this card's effects are negated and it loses 505 ATK and DEF.
 
 
 
Artificial Emperor Archfiend
 
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Must be Xyz Summoned with "Xyz Splicer Gate" and cannot be Special Summoned by any other ways. If "Pandemonium" is not on the field, OR if there is another Xyz Monster on your side of the field, destroy this card. If this card has less than 2 Xyz Material, this card's effects are negated and it loses 505 ATK and DEF. Once per turn: You can roll a six-sided die and depending on the result activate one of the following effects. ● 1-2: During this turn you can Normal Summon 1 extra "Archfiend" monster in addition to your Normal Summon or Set. (tributes are not required for monsters Level 5 or higher) ● 3-4: All "Archfiend" monsters you control gain 1000 ATK until the End Phase. ● 5-6: During this turn your opponent cannot activate Spell or Trap Cards.

 

 

 

 

As always, hate, rate, and comment! ^_^

 

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Seems like a very cool and unique concept. At first glance the effects may appear unbalanced, but their complex summoning mechanic and Material/effect drawback make up for it. I am not sure of the wording for the Xyz Splicer, using "median" seems just odd, but I cant think of another way of putting it off the top of my head. Either way, a cool idea and I hope it gets utilized more by others here in the future.

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Seems like a very cool and unique concept. At first glance the effects may appear unbalanced, but their complex summoning mechanic and Material/effect drawback make up for it. I am not sure of the wording for the Xyz Splicer, using "median" seems just odd, but I cant think of another way of putting it off the top of my head. Either way, a cool idea and I hope it gets utilized more by others here in the future.

 

I couldn't come up with a better word than "the number inbetween whatever numbers their levels are". Honestly, that would be the hardest part about this archetype.

 

Thanks btw. I'm thinking of a few more. Expect some randomness in their creation. They are unstable after all. ;P

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awwww  matheF******matical terms up in this duel!!!

 

but seriously, as far as the mechanics go, I like the way you set up a punishment mechanic for not properly adding up the numbers, it encourages understanding of mathematical terms.

 

    I suggest weakening the generic restriction they have, you could just make them unable to attack instead of destroying them, otherwise they would be far to weak to play any form of competitive game, not to mention the resources they cost you, 3 cards for a -2 summon, makes up for their effects, although double piercing is really a big slope for OTK enabling, and with all the level manipulation monsters in the game right now, it probably wouldn't be too hard to drop them in a dedicated deck.

 

   Archfiend deserves his own dedicated review, so I'll get around to him later (I'm lazy) but overall, I like the idea. Although you might need to create another spell that can lessen the load on splicer gate, otherwise this deck would go the route of the pure Koa'ki meiru  builds with, 1 card being needed for almost any powerful play to get started up.

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awwww  matheF******matical terms up in this duel!!!

 

but seriously, as far as the mechanics go, I like the way you set up a punishment mechanic for not properly adding up the numbers, it encourages understanding of mathematical terms.

 

    I suggest weakening the generic restriction they have, you could just make them unable to attack instead of destroying them, otherwise they would be far to weak to play any form of competitive game, not to mention the resources they cost you, 3 cards for a -2 summon, makes up for their effects, although double piercing is really a big slope for OTK enabling, and with all the level manipulation monsters in the game right now, it probably wouldn't be too hard to drop them in a dedicated deck.

 

   Archfiend deserves his own dedicated review, so I'll get around to him later (I'm lazy) but overall, I like the idea. Although you might need to create another spell that can lessen the load on splicer gate, otherwise this deck would go the route of the pure Koa'ki meiru  builds with, 1 card being needed for almost any powerful play to get started up.

 

Thank you for the reply. I actually have some reasoning behind the choice of destruction:

 

Corroding Knight: I figure 8 times outta 10 if he's getting targeted, it's the opponent's card which will put him out of commission anyways. It's just like Spirit Reaper; sometimes you forget he has it. Also it's to keep people from equipping it with cards like Safe Zone and just sitting there and watching their opponent's monsters "corrode" each turn. That'd be too fun. XD

 

Hunter from the Void: His creation comes from a glitch in how effects are set up, which spreads to the opponent, screwing up their effects and rendering them unusable. Unfortunately, this also led to an unforseen glitch to where Defense Position doesn't sit well with him...

 

I actually thought about giving Corroding Knight the effect negation and giving Hunter the Double Piercing Damage. XD But yes thank you for the feedback I may consider it in future releases.

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