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Rise of the Pokemans!


Tinkerer

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Pokemon archetype Yu-gi-oh cards where the magic/trap cards are moves and items in the Pokeworld!  Enjoy!

 

[spoiler='Bulbasaur']2fbFTGv.jpg[/spoiler]

 

 

For some time after its birth, it grows by gaining nourishment from the seed on its back.
(This card is always treated as a "Pokemon" card.)

 

[spoiler='Ivysaur']E6oa3yZ.jpg[/spoiler]

 

 

You can tribute 1 face-up "Bulbasaur" card on your side of the field to special summon this card. If summoned this way, this card gains 500 Atk and Def and cannot attack on the first turn it's played.
(This card is always treated as a "Pokemon" card.)

 

[spoiler='Venusaur']cwTksd9.jpg[/spoiler]

 

 

"Ivysaur"
You may only play this card with the above monster by sending that monster to the graveyard (you do not use Polymerization).
Any cards equipped to the Ivysaur are now equipped to Venusaur. Once per turn (during your main phase) you may add 1 "Move" card (except Speciality Move) from your Graveyard to your hand.
(This card is always treated as a "Pokemon" card.)

 

[spoiler='Venustoise']for the lulz!

QubO2YX.jpg[/spoiler]

 

 

1 Venusaur + 1 Blastoise
This card can only be special summoned by sending the above monsters from your side of the field to the graveyard (You do not use Polymerization).
Once per turn (Before your battle phase), you may add up to 2 "Move" cards from your Graveyard to your hand (except Speciality moves). This card cannot attack the turn you activate this effect. If this card destroys a monster, add 1 Victory counter to a card you control.

 

[spoiler='Move - Sleep Powder']Wvy2Nbi.jpg[/spoiler]

 

 

This card can only be activated during your opponent's turn. Activate by selecting a Plant-type "Pokemon" monster on your side of the field that can declare an attack. Next turn that monster cannot declare an attack. Flip all effect monsters (except the chosen monster) to defense position and negate their effects. They cannot change battle position until the end of your opponent's next turn.

 

[spoiler='Move - Synthesis']s6UPJQ8.jpg[/spoiler]

 

 

Activate by selecting a Plant-type "Pokemon" monster on your side of the field that can declare an attack. Gain 1000 life points. That monster cannot attack during your next battle phase. If Helios the Primordial Sun, Helios Duo Megistus, or Helios Trice Megistus are face-up on the field, gain an additional 1000 life points for each.

 

[spoiler='Speciality Move - Solarbeam']lsyvZnx.jpg[/spoiler]

 

 

Activate by selecting a Plant-type Fusion "Pokemon" monster on your side of the field that can declare an attack. Destroy 3 cards your opponent controls. Skip your next battle phase.

 

[spoiler='PokeMart']s3PduSB.jpg[/spoiler]

 

 

Every time a "Pokemon" monster on your side of the field destroys an opponent's monster in battle, place one "Victory Counter" on this card. You may discard 1 card to stop this card's destruction. Once per turn you may activate one of the following effects:
-Remove 1 Victory Counter: Draw 1 card
-Remove 2 Victory Counters: Search your deck for a "Vitamin" or "TM" card, show it to your opponent, and add it to your hand
-Remove 3 Victory Counters: Activate 1 Special card from your hand.

 

[spoiler='TM10 - Hidden Power']9h99ywi.jpg[/spoiler]

 

 

When this card is normal summoned destroy it unless you equip it to a "Pokemon" monster on your side of the field. While equipped to a "Pokemon" monster, you may not use move cards targeting that monster. Whenever the equipped monster declares an attack, flip a coin, if heads, destroy the attacked monster immediately before damage calculations.

 

[spoiler='Special - Max Revive']2LPm5Cu.jpg[/spoiler]

 

 

You may only activate this card after you activate PokeMart. Special Summon 1 "Pokemon" monster from your graveyard. Shuffle three "Move" spells from your graveyard into your deck and draw a card.

 

Just a few things of note, though I attempted to make them "realistically usable" I'm not particularly focused on that as a goal for this set.  However, if something is thoroughly off, let me know so I can fix it!

 

If I had to specify, this archetype is focused on card destruction and effect nullification whilst giving up the ability to attack.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

A few more!

 

[spoiler='Shuckle <3!']Lc3R1YN.jpg[/spoiler]

 

 

lore: Don't f***le with him! ...Sorry, I had to...
(This card is always treated as a "Pokemon" card.)

 

[spoiler='Move - Power Trick']eMs7dSu.jpg[/spoiler]

 

 

lore: This card is used to Ritual Summon "World Destroyer - Shuckle". You must also Tribute 1 or more "Shuckle" monsters whose total Level Stars equal 4 or more from the field or your hand. If more than one Shuckle is tributed, destroy 2 cards on the field.

 

[spoiler='World Destroyer - Shuckle']Pgcmt3K.jpg[/spoiler]

 

 

lore: This monster can only be Ritual Summoned with the Ritual Spell Card, "Move - Power Trick". You must also Tribute Shuckle monsters whose total Level equals 4 or more from the field or your hand.
When this card attacks, your opponent banishes one card from your graveyard and you banish one card from their graveyard. If 10 cards were banished by this effect, you win the duel.
(This card is always treated as a "Pokemon" card.)

 

[spoiler='Vitamin - Protein']RmiXoGa.jpg[/spoiler]

 

 

lore: Target 1 "Pokemon" monster on your side of the field. It gains 300 ATK permanently. You can remove this card from your graveyard to have your "Pokemon" monster gain an additional 200 ATK.

 

[spoiler='Vitamin - Iron']VsbIDQQ.jpg[/spoiler]

 

 

lore: Target 1 "Pokemon" monster on your side of the field. It gains 500 DEF permanently. You can remove this card from your graveyard to have your "Pokemon" monster gain an additional 300 DEF.

 

 

Eh, I still have a few more cards as well as written descriptions of cards like Unown, Eevee, the other Vitamins, Metronome, Splash and a couple others.  If there is a particular card or evolution line or something you want to see, just ask and I'll make 'em a priority.  Cheers!

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