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Basically a revamp of an older topic I made.

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If this card destroys an Opponent's monster as a result of battle, Draw 1 card. You can Discard this card and Tribute 1 Face-Up "Inqball" monster you control: Special Summon 1 "Inqball" monster from your Deck with a different name then the Tributed monster, except "Inqball Heavyset". The Summoned monster gains 1000 ATK. Then, you can Target 1 Spell/Trap card on the field: destroy it. This effect of "Inqball Heavyset" can only be activated once per turn.


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Once per turn, you can Gain 300 Life Points, and if you do, Inflict 300 damage to your Opponent. You can Discard this card and Tribute 1 Face-Up "Inqball" monster you control: Special Summon 1 "Inqball" monster from your Deck with a different name then the Tributed monster, except "Inqball Lanky". The Summoned monster gains 1000 ATK. Then, you can Target 1 Face-up monster your Opponent controls: Negate it's effect(s). This effect of "Inqball Lanky" can only be activated once per turn.


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This card inflicts piercing damage. You can Discard this card and Tribute 1 Face-Up "Inqball" monster you control: Special Summon 1 "Inqball" monster from your Deck with a different name then the Tributed monster, except "Inqball Jaws". The Summoned monster gains 1000 ATK. Then, you can Target 1 Face-up monster your Opponent controls: Target looses 800 ATK and DEF. This effect of "Inqball Jaws" can only be activated once per turn.


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As long as this card remains Face-up on the field, Increase the ATK of all "Inqball" monsters you control by 500. You can Discard this card and Tribute 1 Face-Up "Inqball" monster you control: Special Summon 1 "Inqball" monster from your Deck with a different name then the Tributed monster, except "Inqball Wonder". The Summoned monster gains 1000 ATK. Then, you can Banish 1 "Inqball" card from your Deck, except "Inqball Wonder": Add it to your Hand during the End Phase. This effect of "Inqball Wonder" can only be activated once per turn.


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All Battle Damage done to your Opponent from battles involving this card is 0. During the End Phase of a turn in which this card was Summoned, return it to the Deck. If this card is targeted by your Opponent's card effect: Return this card to the Deck. Then, during the End Phase of that turn, Draw 1 card.


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If this card is flipped Face-up: Add to your hand 2 "Inqball" monsters with the same name from your Deck. This effect of "Inqball Wings" can only be activated once per turn. If this Set card is destroyed by your Opponent's card effect: Special Summon this card from your Graveyard in Face-up Defense Position. Then, This card gains 1000 DEF.


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During either player's turn, you can Discard this card and Target 1 Face-up "Inqball" monster you control: Until the End Phase, it gains 300 ATK and it cannot be destroyed by card effects. This effect of "Inqball Vision" can only be activated once per turn.


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2 Level 4 "Inqball" monsters.
When this card is Xyz Summoned, and you have 2 or less cards in your Hand, Draw 2 cards. If this card would be destroyed by your Opponent's card(either by battle or card effect), you can Discard 1 "Inqball" monster instead. If this card destroys an Opponent's monster as a result of battle, you can Target 1 "Inqball" monster in your Graveyard: Detach 1 Xyz Material from this card, and if you do, Special Summon the Target. You can only control 1 "Inqball Shadow".


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Activate if you control no monsters. Discard 1 "Inqball" monster: Special Summon 1 "Inqball" monster from your Deck. You can only activate 1 "Inqball Surrealism" per turn.


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Face-up "Inqball" monsters you control gain 200 ATK. If a Face-up "Inqball" monster(s) you control would be destroyed(either by battle or card effect), you can pay 500 Life Points for each of those monster(s), and if you do, return them to your Deck. During the End Phase of a turn in which this card was destroyed by a card effect, add to your Hand 1 "Inqball" monster from your Deck.


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Target 1 "Inqball" monster in your Graveyard: Discard 1 "Inqball" monster, and if you do, Special Summon the Target. It gains 1000 ATK. If this card is removed from the field, destroy the Summoned monster. If the Summoned monster is removed from the field, destroy this card. If the Summoned monster would be destroyed by this card's effect, you can Discard 1 "Inqball" card instead.

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Amazing cards and card design as always Arm.

The only card I have a problem with is Shadow: A PoG on a 26 body doesn't seem fair to me.

Perhaps you could have it draw on-summon instead of the s/t pop (cuz Heavyset deals with backrow anyways) and then make it draw 1 card per monster destroyed.

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The archetype looks fun.

I like how you come with interesting Attribute-Type combinations.

 

After reading Sludge I thought it would be a card you would hate to draw, but after reading the S/T support I realized that you can make use of it.

They discard themselves a lot. Maybe you could give them some sort of exclusive Pot of Dichotomy? A version without the BP restriction would be nice. But then again, they get Salvage support for you to retrieve them from the grave, or you can go for Disgusto Emeral so it might not be necessary at all.

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The archetype looks fun.
I like how you come with interesting Attribute-Type combinations.
 
After reading Sludge I thought it would be a card you would hate to draw, but after reading the S/T support I realized that you can make use of it.
They discard themselves a lot. Maybe you could give them some sort of exclusive Pot of Dichotomy? A version without the BP restriction would be nice. But then again, they get Salvage support for you to retrieve them from the grave, or you can go for Disgusto Emeral so it might not be necessary at all.

Yea, I wanted these to have Salvage support.
Also I'm thinkin' I should buff the ATK of some of these, since part of the concept behind these is that you -1, but can play stronger beaters right off the bat.
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Yea, I wanted these to have Salvage support.
Also I'm thinkin' I should buff the ATK of some of these, since part of the concept behind these is that you -1, but can play stronger beaters right off the bat.

 

I figured, because if you didn't want them to get Salvage support you would have given them a higher ATK and reduced the ATK bonuses to 500 or something.

About the buff, maybe you should boost either Wings or Wonder to 1300~1400 ATK for an additional 2200+ beater, and +100 ATK to Lanky, Vision and Jaws so all of them will have at least 2000 ATK. I wouldn't go further as Wonder, Jaws and Grafitti can make the ATK difference between Inqs and an opponent's monster(s) higher.

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