MirrorForceX Posted October 10, 2013 Report Share Posted October 10, 2013 Checkmate Queen Level 8 EARTH Rock/Effect 2800/2000 This Card cannot be Normal Summoned or Set. This Card cannot be Special Summoned except by banishing 1 "Checkmate" monster from your Graveyard. Once per turn, you can move this card to an adjacent unoccupied Monster Card Zone and, if you do, destroy all cards on your opponent's side of the field in the same column as this card. Checkmate King Level 3 EARTH Rock/Effect 1000/800 You can pay 500 Life Points to Special Summon this card from your hand. Once per turn, you can move this card to an adjacent unoccupied Monster Card Zone and, if you do, you can target 1 Monster on your opponent's side of the field in an adjacent column as this card; Destroy it. Only "Checkmate" monsters can attack during the turn you activate this effect. Checkmate Pawn Level 1 EARTH Rock/Effect 100/0 If you control a face-up "Checkmate" monster on your side of the field, you can Special Summon this card from your hand. Once per turn, you can move this card to an adjacent unoccupied Monster Card Zone and, if you do, you can have this card's Level become the number of cards in the same column as this card, until the End Phase. Checkmate Knight Level 4 EARTH Rock/Effect 1800/1500 When this card is Normal Summoned, you can target 1 "Checkmate" monster in your Graveyard and Special Summon it. Once per turn, you can move this card to any unoccupied Monster Card Zone on your side of the field and, if you do, return 1 card on your opponent's side of the field in the same column as this card to the owner's hand. Checkmate Bishop Level 4 EARTH Rock/Effect 1400/1200 Once per turn, you can move this card to an adjacent unoccupied Monster Card Zone and, if you do, you can target 1 monster you control in an adjacent Monster Card Zone to this card and activate 1 of these effects: *Increase its level by 1 *Decrease its level by 1 Checkmate Rook Level 4 EARTH Rock/Effect 1700/1000 Once per turn, you can move this card to an adjacent unoccupied Monster Card Zone and, if you do, you can destroy 1 Spell or Trap card on your opponent's side of the field in the same column as this card. Then, you can add 1 level 4 or lower "Checkmate" monster from your Deck to your hand. Checkmate Horse Rank 4 EARTH Rock/Effect 2200/2000 2 Level 4 "Checkmate" monsters Once per turn, you can Detach 1 Xyz material from this card to target 1 Monster your opponent controls; Move it to the Monster Card Zone of your choice, and Negate its effects. Also, it loses 500 ATK until the End Phase. Checkmate Chariot Rank 3 EARTH Rock/Effect 2400/900 2 Level 3 "Checkmate" monsters Once per turn, you can move this card to an adjacent unoccupied Monster Card Zone. You can Detach 1 Xyz Material from this card to target 1 Set card your opponent controls in the same column as this card and, if you do, send it to the Graveyard. This card cannot attack the turn you activate this effect. Checkmate Runner Rank 4 EARTH Rock/Effect 2100/1400 2 Level 4 "Checkmate" monsters Once per turn, you can Detach 1 Xyz Material from this card; move this card to an adjacent unoccupied Monster Card Zone and, if you do, change the Battle Position of an opponent's monster in the same Column as this card. Check! Normal Trap Card Special Summon 2 "Checkmate" monsters from your Deck. Their effects are negated and they cannot attack. Destroy them during the End Phase. You cannot Special Summon monsters the turn you activate this card, except "Checkmate" monsters. On The Move Continuous Spell Card When a "Checkmate" monster you control is moved to an adjacent Monster Card Zone, you can activate one of these effects: *Add 1 level 4 or lower "Checkmate" monster from your Deck to your hand *Special Summon 1 level 4 or lower "Checkmate" monster from your hand. You can only activate 1 "On The Move" effect per turn, and only once that turn. Link to comment Share on other sites More sharing options...
Delibirb Posted October 10, 2013 Report Share Posted October 10, 2013 It may just be me, but column-based cards arent very much in the style of the game. The fact that the field is in columns is simply organization, and has nothing to do with - nor should it have anything to do with - actual gameplay mechanics. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted October 10, 2013 Report Share Posted October 10, 2013 I think the concept is pretty good. Combo with Ground collapse to force the opponent into a zone you want. I actually disagree with kanokarob- while it normally is outdated and unused, it still deserves a spot in the game. Add some pics, and tweak a few effects, and this could be even cooler. Link to comment Share on other sites More sharing options...
Delibirb Posted October 11, 2013 Report Share Posted October 11, 2013 I think the concept is pretty good. Combo with Ground collapse to force the opponent into a zone you want. I actually disagree with kanokarob- while it normally is outdated and unused, it still deserves a spot in the game. Add some pics, and tweak a few effects, and this could be even cooler. You cant technically say outdated because it has never been officially used by konami, because that isnt why they are arranged in columns and rows. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted October 11, 2013 Report Share Posted October 11, 2013 You cant technically say outdated because it has never been officially used by konami, because that isnt why they are arranged in columns and rows. It is used in the manga. And very few cards. http://yugioh.wikia.com/wiki/Column Link to comment Share on other sites More sharing options...
MirrorForceX Posted October 12, 2013 Author Report Share Posted October 12, 2013 It may just be me, but column-based cards arent very much in the style of the game. The fact that the field is in columns is simply organization, and has nothing to do with - nor should it have anything to do with - actual gameplay mechanics. Storm Shooter, Rampaging Rhynos, Alien Infiltrator, Blasting Fuse, all use the columns, so I figured it's probably not an impossible concept. Senet Switch also. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted October 12, 2013 Report Share Posted October 12, 2013 Exactly what I was referring to. XD Link to comment Share on other sites More sharing options...
vla1ne Posted October 12, 2013 Report Share Posted October 12, 2013 Seeing column play advance as a playstyle might be interesting, to say the least, and it is still a valid game mechanic, arguably one of the most skill intensive ones to exist in yu-gi-oh. as an archetype though, I'm not too sure about it. Link to comment Share on other sites More sharing options...
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