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Trailblazers -- Fire Attribute Thunder Monsters


Adak33

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Well, since I returned to these forums to make an Archetype, I figured I might as well finish up one of my older archetypes that I never completed and put it up here. This one suffers from a common problem I've had, namely that I made too many cards for the archetype (Five magic cards, twelve monsters), and can't figure out which ones to drop.

 

Anyway, this archetype came about when I noticed that all Thunder Monsters are Light Attribute, and I wanted to try my hand at changing that. I decided to make an archetype of fire-attribute thunder monsters, and the end result is what you see here. The general theme of these cards is manipulation of field cards and field zones, the latter in the vein of those monsters that have an effect when attacking monsters in the same row, like so:

 

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When this Card attacks a Monster in the same row as itself, it gains 700 attack until the End Phase. When this card destroys a Monster in the same row as itself, you may destroy a spell or trap card in the same row as the destroyed monster.

 

A total of 1800 when attacking a Monster in the same row, and 1100 without may seem underwhelming when compared with similar monsters (Though obviously the effect makes up for it). But another common theme of this archetype is stacking up bonuses that rely on monster zones, usually through use of field cards, but also through cards like this one:

 

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When this Card destroys a Monster in the same row as itself, return it to your hand and special Summon a "Trailblaze" monster from your hand into the Monster Zone this card occupied. A Monster special summoned by this card's effect increases its original attack by 700.

 

Which I considered making a five star or something due to its effect, or this one:

 

 

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Main Phase 2: Move this Monster to an adjacent monster zone. If that Zone is occupied, equip this card to that monster; if this card is already equipped to a monster, special summon it into an adjacent Monster Zone or equip it to an adjacent Monster. A Monster equipped with this card increases its level by 2, and gains attack equal to 200 x its new level.

 

Note that it says Main Phase 2. There are several effects like that; Trailblazers are very aggressive, so naturally a lot of their effects can only occur if you've had a battle phase. Take this next boosting monster as another example:

 

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Main Phase 2: If this monster did not attack this turn, until your next Main Phase 2 monsters you control gain 800 attack when battling monsters in a different row. End Phase: Move this Monster into an adjacent Monster Zone. If you cannot, destroy this card.

 

Or this one, for that matter:

 

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If this Monster is moved from the Monster Zone it was summoned in, destroy it. Main Phase 2: you may discard 1 Field Card from your hand to draw 1 card. If the card you drew is a Field Card, discard it; this card then switches to attack position, and gains 3000 attack until your next Standby Phase.

 

...Yeah. That last one is a bit different. Part of the reason for this card is that a Trailblazer Deck will likely have a lot of field cards, so being able to discard field cards to draw helps mitigate that problem. It's other effect kinda speaks for itself I think.

 

On the other side of the spectrum though, we have this card, which searches out field cards instead of discarding them:

 

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Main Phase 2: Target two monsters on the same side of the field, and switch which Monster Zones they occupy. If you do, search your deck for a field card and add it to your hand. If this Monster's attack would increase, increase its defense instead.

 

Moving around cards as a requirement for activating an effect, though. It's an ability also shared by one of the archetype's ultimate cards, this guy:

 

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Either Player's Standby Phase: As a quick effect, you may target 1 Monster, and move it to another unoccupied Monster Zone on the same side of the field. If you do, you may then banish any number of field cards from your hand, the field, or either grave. This Monster gains 300 attack for every card banished this way, until your opponent's next end phase.

 

As you've probably noticed, he's basically Prometheus except with field cards. And this guy and Idle aren't the only ones that use field cards in ways other than activating them. There's also this guy:

 

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You may attach field cards to this Monster as if they were equip cards. When this Card attacks a Monster in the same row as itself, it gains 700 attack for every Field Card equipped to it.

 

In addition to Main Phase 2 effects, this archetype has a few flip effects as well, like these two:

 

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FLIP: Place this card in your opponent's spell and trap zone as a continuous trap card. While this card is treated as a trap card, it cannot be destroyed while your opponent controls a monster in the same row as this card.

 

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FLIP: If your opponent's Monster Zone in the same row as this card is not in use, move this Monster there. On your opponent's next End or Standby Phase after this effect activates, destroy this Monster and any adjacent cards.

 

There's also a card that can abuse the hell out of "same row" effects even when it isn't in the same row:

 

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All Cards on the field may treat this Monster as if it is in the same row as them, and this card may treat any card as being in the same row as itself.

 

And of course there's the final ultimaate monster of the archetype, this guy:

 

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FLIP: Place this card in the field card zone. It is treated as a Field Card, but is not destroyed if another field card is played. While this card is in the field card zone, during either player's Main Phase and Main Phase 2, you may search your deck for a Field card and play it. Any Field Card destroyed by this effect is shuffled into its owner's deck.

 

Which allows you to swap out the field card in play for one in your deck twice per turn... on either player's turn, which is a fairly powerful effect if you have a lot of field cards. Of course, the downside is that it's a flip effect, meaning that you have to set it somehow to use it, and it needs two tributes to be normal summoned (So you can't just use Trailblaze Leader and call it a day).

 

Of course, this isn't very useful without knowing what the field cards are, so here we go:

 

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When a "Trailblaze" Monster attacks a defense-position Monster in the same row as itself, it gains 1000 attack and deals piercing. The "Trailblaze" Monster is then banished.

 

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A Monster may only declare an attack against a Monster in the same row as itself. Fire Monsters gain 500 attack during their Owner's Battle Phase only. During a player's Standby Phase, they may target a Thunder-Type monster they control and move it to an adjacent Monster Zone.

 

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When a "Trailblaze" Monster attacks a Monster in the same row as itself, it gains 1000 attack. When it attacks a Monster that is not in the same or an adjacent row, it loses 500 attack. During a player's Main Phase 2, they may target a Fire Attribute monster they control and move it to an adjacent Monster Zone.

 

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"Trailblaze" Monsters may only be attacked by Monsters in the same row. When a "Trailblaze" Monster battles a Monster in a different row from itself, it gains 800 attack.

 

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To activate this card, you must first discard one field card from your hand. Both players gain a sixth Monster Zone that may only be occupied by Fire-Attribute Monsters. If this card leaves the field, banish any monsters that occupied the sixth zone.

 

Thoughts, ideas, advice, comments?

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