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CHOO CHOO MOTHERF***ER [Locomotives]


Airride

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Locomotive Crazed Cargocar- FIRE

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Machine/Effect

When this Card is Summoned: You take 600 Damage, unless you control another "Locomotive" Monster. When this card is sent to the Graveyard: You can Target 1 card on each side of the field; Destroy those Targets, then you take 600 Damage.

ATK/2000 DEF/0

 

Locomotive Vengeance Caboose - FIRE

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Machine/Effect

When this card is Summoned while You control at least 1 other "Locomotive" Monster: You can destroy 1 face-up card you control; Destroy 1 card on the field.

ATK/1900 DEF/0

 

Locomotive Crane Carrier - FIRE

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Machine/Effect

If a monster you control is destroyed by a card effect or cost you control and sent to the graveyard: You can shuffle this card in your graveyard into the deck; Special Summon that monster that was destroyed, and you take 600 Damage. You can only use the effect of "Locomotive Crane Carrier" once per turn.

ATK/0 DEF/1800

 

Locomotive Manic Coalcar - FIRE

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Machine/Effect

If you take damage from an effect: Destroy this card. When this card is Destroyed by your own effect; Add, from your deck or graveyard to your hand, 1 "Locomotive" card. You can only activate this effect of "Locomotive Coalcar" once per turn.

ATK/1700 DEF/0

 

Locomotive Straggling Handcar - FIRE

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Machine/Effect

If this card is Summoned: You can destroy this card to target 1 Level 5 or lower FIRE Monster in your Graveyard, besides "Locomotive Straggling Handcar"; Special Summon it, and Its effects are negated.

ATK/100 DEF/0

 

Locomotive Train Wrex - FIRE

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Machine/Xyz/Effect

2 Level 4 Machine-Type Monsters

When this card attacks: You can detach 2 Xyz Materials From this card; Negate the Attack, and if you do, destroy all other card on the field, and you take 300 Damage for each card destroyed by this effect.

ATK/2300 DEF/0

 

Locomotive Smog Monstrosity - FIRE

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Machine/Xyz/Effect

2 Level 4 FIRE Monsters

While your Life Points are lower than the Opponent's: This card cannot be destroyed by your own effects, and it gains ATK equal to the difference in Life Points between you and your Opponent. Once per turn: You can Detach 1 Xyz Material from this card, and tribute 1 monster you control; This card can attack twice this battle phase, but if it does, it cannot attack directly.

ATK/1600 DEF/0

 

Locomotive Call

Normal Spell

Add, from your deck to your hand, 1 "Locomotive" Monster. If you summon it this turn, you take 600 Damage.

 

Locomotive Coal Depot

Continuous Spell

When you take 600 or more damage by your own card effect: You may send the top 2 cards of your deck to the graveyard; Draw 1 card. You may only activate this effect of "Locomotive Coal Depot" twice per turn. When this card is destroyed; Special Summon 1 "Locomotive" Monster from your Graveyard, and you take 800 damage.

 

Savage Locomotive 

Normal Trap

When a "Locomotive" Monster would be destroyed by battle: Destroy all cards in the same column as that "Locomotive" Monster, and the card battling that "Locomotive" Monster. Then, you take 1000 Damage.

 

Kind of "relies" on stuff like Iron Call, Machine Dupe (Handcar, anybody?), and especially Call (Bait to destroy when you can't/don't want to kill your own stuff) to really bring its monsters out fast, but once it gets going...

In addition, it can sort-of work with Fire Kings, especially Yaksha. Just kind of something to think about.

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These are actually really cool!  :O

 

Fantastically designed and original, I love them!

 

My only gripe is with Crane Carrier, cuz it's kinda slow and could potentially hamper the deck.  Give it some way to speed it up perhaps?  Like, giving it a Bora clause would be fine IMO.

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But you don't need another random trap, and discard stuff, and instead, you focus on drawing and then bringing out bosses to wrex everything?

I think I'm the only one who would prefer a but-load of extra LP to drawing (only in this case). This just sounds better with RBL to me. I would make a build that focused solely on high LP. Drawing isn't bad though.

Meklord Emperor Grannel, come on. Rainbow Life, Gear Gigant, tada, a combo.

EDIT This does defeat that Xyz though. Hmm...

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The thing is, since a good part of the effects have damage as a drawback, Rainbow Life will only ever really give you enough to do 2-3 more activation before the LP advantage is cancelled out. Even if you get some more activation in, the Deck's True Boss, Smog Monstrosity, becomes insanely large once you lose a fair amount, and can double attack, clearing out the field easily, especially with having destruction immunity when you're lower. It thrives with you using Soul Taker, Upstart, and Hope for escape that trade 1000 Life points (Either Giving or Losing) for advantage.

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The thing is, since a good part of the effects have damage as a drawback, Rainbow Life will only ever really give you enough to do 2-3 more activation before the LP advantage is cancelled out. Even if you get some more activation in, the Deck's True Boss, Smog Monstrosity, becomes insanely large once you lose a fair amount, and can double attack, clearing out the field easily, especially with having destruction immunity when you're lower. It thrives with you using Soul Taker, Upstart, and Hope for escape that trade 1000 Life points (Either Giving or Losing) for advantage.

Good points.

My idea ---> Out Window

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