Anton524 Posted June 11, 2014 Report Share Posted June 11, 2014 Here's a complete set of the 1st custom archetype I made! It's called "Inferknight". Fire attribute monsters whose effects revolve around swarming and crippling your opponent's field and LP by destroying them and inflicting damage. Extra deck support: Spells: Traps: Link to comment Share on other sites More sharing options...
Nightmare Stomper Posted June 11, 2014 Report Share Posted June 11, 2014 Dude each one has too many fx's man, and it's free :O How about removing the burn, or making the burn hit yourself for that easy nuke-em-all play style of this deck? Infernal impact CANNOT be a continuous trap, and it has to have a cost. TOO op. Try this - During your opponent's turn, when your opponent activates a card effect that would destroy a face up monster(s) on your side of the field: Destroy all monsters on the Field, then, if you do, inflict 300 damage to your opponent for each "Inferknight" monster destroyed by this effect. March of the infernights should also give them Piercing damage. During the Battle Phase only, all "Inferknight" monsters you control gain 300 ATK and DEF, also, if they attack a Defense Position monster: they inflict piercing battle damage to your opponent. A chance meeting should negate for free, then inflict 300 damage to your opponent. When your opponent declares an attack, and the attack target is a face-up "Inferknight" monster you control: Negate the attack, and if you do, inflict 300 damage to your opponent. If you control 2 or more "Inferknight" monsters, you can activate this card from your hand. You can only activate 1 "A Chance Meeting" per turn. Martian Flame Barrier is kind of useless :P but we can make it evil >:D When an opponent's monster declares an attack, and the attack target is a face-up "Inferknight" monster you control: Destroy all Attack Position monsters your opponent controls, then inflict damage to your opponent equal to half the original ATK of the attack target. Inferknight Symbol of Destruction is OK, but it could use a buff = When a Spell, Trap or Monster effect is activated: Discard 1 "Inferknight" monster from your hand to Negate the activation of that card and Destroy it, then, if you do, inflict 300 damage to your opponent for each face-up attack position "Inferknight" monster you control. Dynamic Duo needs a buff, and a better description. When this card resolves, select and activate one of the following effects: Shuffle 1 face-up "Inferknight" monster you control into the Deck: Special Summon 1 "Inferknight" monster from your Deck with the same (printed) Level as the monster shuffled into your Deck. Target 2 "Inferknight" monsters you control; they can attack your opponent directly this turn. Halve all damage your opponent takes, until the End Phase. Inferserker Charge is OP and Raigeki to the Max. At the start of your Main Phase I, If you control a face-up "Inferknight" monster: Discard 1 card and Tribute 1 face-up "Inferknight" monster you control; Destroy all monsters your opponent controls. Your opponent takes no damage this turn, also, you cannot Summon any monster, except for "Inferknight" monsters. Blazing fist of fury should give it some 1500 ATK. I won't do the monsters. Link to comment Share on other sites More sharing options...
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