Toffee. Posted November 2, 2013 Report Share Posted November 2, 2013 Energy Vulcan Dual-LauncherFIRE / Level 4[Thunder/Effect]When this card is Normal Summoned, you can Set 1 "Energy Cell" card directly from your Deck. If this card declares an attack, you can send 1 "Energy Vulcan" or "Energy Cell" card from your Hand to the Graveyard: This card gains 500 ATK.ATK 1000 / DEF 1500Energy Vulcan Wave StrikerFIRE / Level 4[Thunder/Effect]During a turn in which you activated an "Energy Cell" card, you can Special Summon this card(from your Hand). You can only Special Summon 1 "Energy Vulcan Wave Striker" in this way once per turn. Once per turn, while this card is Face-up on the field, If the ATK of another "Energy Vulcan" monster you control Increases, Increase the ATK of all Face-up "Energy Vulcan" monsters you currently control by 500.ATK 1000 / DEF 1800Energy Vulcan PowerdriveFIRE / Level 4[Thunder/Effect]Once per turn you can Increase the ATK of all Face-up "Energy Vulcan" monsters you control by 500. You cannot conduct your Battle Phase the turn you activate this effect. If this card is removed from the field by your Opponent's card(either by battle or card effect), you can Target 1 "Energy Cell" card in your Graveyard: Add it to your Hand.ATK 1000 / DEF 1100Energy Vulcan Lightning ClawFIRE / Level 4[Thunder/Effect]This card cannot declare a direct attack. If this card destroys an Opponent's monster as a result of battle, add to your Hand 1 "Energy Vulcan" monster from your Deck. If this card is targeted by the effect of a card, destroy it. Destroy this card during the End Phase of a turn in which it is Summoned. You can Banish this card from your Graveyard and Target 1 Face-up "Energy Vulcan" monster you control: Target gains 500 ATK. This effect of "Energy Vulcan Lightning Claw" can only be activated once per turn.ATK 2000 DEF / 0Energy Vulcan Wild CoilFIRE / Level 4[Thunder/Effect]When this card is Normal Summoned, Increase the ATK of all Face-up "Energy Vulcan" monsters you currently control by 800. During the End Phase of a turn in which you activated an "Energy Cell" card: Draw 1 card. This effect of "Energy Vulcan Wild Coil" can only be activated once per turn.ATK 1000 / DEF 2000Energy Vulcan Roaring ThunderFIRE / Rank 4[Thunder/Xyz/Effect]3 Level 4 "Energy Vulcan" monsters.When this card is Xyz Summoned, you can attach 1 "Energy Cell" card from your Graveyard to this card as Xyz Material. If this card declares an attack, it gains 500 ATK. You can Detach 1 Xyz Material from this card: This card gains 500 ATK. If this card with 2000 ATK or more destroys an Opponent's monster as a result of battle, Draw 1 card. During your End Phase, detach 1 Xyz Material from this card. If this card has no Xyz Materials, Banish it during that turn's End Phase. If this card would be destroyed, you can Detach 1 Xyz Material instead.ATK 2000 / DEF 2000Fuel Energy CellSpellTarget 1 Face-up "Energy Vulcan" monster you control: It gains 500 ATK. During the turn you activated this effect, Target monster inflicts piercing damage.Dynamic Energy CellSpellTarget 1 Face-up "Energy Vulcan" monster you control: Target gains 1000 ATK. Then, the Opponent Draws 1 card. During the End Phase, return the Target monster to your Hand.Blitz CrashSpellTarget 1 "Energy Vulcan" monster with 2000 or more ATK, and up to 2 Spell/Trap cards on the field. The ATK of the first Target becomes 500, and destroy the other Target(s).Turbo FireSpellActivate during your Main Phase 1 by Tributing 1 "Energy Vulcan" monster with an original ATK of 1000, who's current ATK is 3000 or more. Draw 3 cards. Then, Inflict 800 damage to your Opponent.Overdrive Energy CellTrapActivate during either player's Battle Phase by Targeting 1 Face-up "Energy Vulcan" monster you control: Target gains 1000 ATK. You can only activate 1 "Energy Cell Overdrive" per turn. If this Set card is destroyed by your Opponent's card: Draw 1 card.Energy Cell Heat LightningTrapPay 1000 Life Points. All Face-up "Energy Vulcan" monsters you currently control gain 400 ATK for each Face-up "Energy Vulcan" monster on the field. Link to comment Share on other sites More sharing options...
Darj Posted November 3, 2013 Report Share Posted November 3, 2013 An archetype of FIRE Thunder-types? Interesting; I would like to see their artworks. I'm thinking they would look like coils, engines and other mechanical parts on fire. Basically they focus on ATK boosts and gaining card advantage mostly through battle, or by replacing themselves. With a few exceptions that I will address below, I can't spot anything wrong or broken in them so overall I think the archetype so far is good. Thoughts on some of the cards: Energy Vulcan Roaring Thunder: Energy Vulcans don't look like an archetype that swarm much, so getting 3 of them on the field for the Summon of this card might be difficult. In my opinion, since Roaring Thunder doesn't have a broken effect (except the ATK boost that stack to become 3000 ATK), I think this card would still be fine if it required 2 materials instead. In that case, maybe you should remove the "If this card declares an attack, it gains 500 ATK." effect to prevent him from gaining too much ATK. Dynamic Energy Cell: "Then, the Opponent Draws 1 card." I'm not liking that effect. Is it really that necessary? By itself, this card is a -1, and the opponent drawing a card just makes it worse. I know this card is intended to interact with the archetype to generate further pluses (Turbo Fire, Wild Coil), and the opponent drawing a card can help to balance the advantage, but I think you should be balancing those other cards rather than placing drawbacks on combo cards such as this one. Turbo Fire: Related to the previous point, I'm guessing this card is meant to be the main engine of Energy Vulcans, but drawing 3 cards is huge and might get out of control considering that Energy Vulcans are all about ATK boosts. I think you should drop the card drawing to 2 just to be safe, while removing the aforementioned effect of Dynamic Energy Cell. Fuel Energy Cell: Personally, I wouldn't mind if this was Quick-Play. 500 ATK is too low for a Normal Spell, and as Quick-Play you will be able to use it for surprise ATK boosts in Damage Steps during the opponent's turn, as you would do with Lance, Shrink, etc. Blitz Crash: I'm thinking this wouldn't be bad as a Trap Card, similar to Icarus Attack and Offerings of Snake Deity. EDIT: Actually, scratch the comment on Turbo Fire. After thinking about it, I don't think the card that much of a problem, considering that it has a restritiction, you must Tribute a beatstick that could inflict heavy damage on the opponent, and in essence it is just a +1 (-2 from the Tributed monster and the Spell itself, +3 from drawing). Link to comment Share on other sites More sharing options...
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