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Fortresses of the Empire


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So, a few days ago I had an idea that centered around the "Untouchable" theory, where you have a large amount of beefy defenders, with some weapons attached to pick away at the life-points of the enemy. After a few beers and a game of Carcassonne later, the idea became set in my mind that this would work as an archetype. Having just joined, this seems like the perfect time to post what I have so far.

Generally, the idea works around the "Harpy Lady" theory that you have one "Imperial Fortress" that the rest of the constructs spiral off of. The support structures are protected resources as long as an Imperial Fortress is alive and well, with Artillery and Legendary Fortresses making up the rest of it. Of course, there will no doubt be spells and traps that tie into this as well, but for now I have a basic structure to build upon.

 

[spoiler=Light Defences ]
Basic Imperial Fortress
EARTH/Rock/Effect
Level 2
This card counts as "Imperial Fortress". You can Special Summon this card in Face-Up Defence Position (This counts as a Normal Summon).
ATK: 0/DEF: 1600
 
Basic Imperial Bastion
EARTH/Rock/Effect
Level 3
This card counts as "Imperial Fortress". You can Special Summon this card in Face-Up Defence Position (This counts as a Normal Summon). You take no battle damage in a battle involving this card.
ATK: 0/DEF: 1500
 
Imperial Cannon Stronghold
EARTH/Rock/Effect
Level 4
This card counts as "Imperial Fortress". You can Special Summon this card in Face-Up Defence Position (This counts as a Normal Summon). Once per turn: Target one card on the field; Destroy target card.
ATK:0 /DEF: 1600
[/spoiler]
 
[spoiler=Mild Defences]
Imperial Bastion
EARTH/Rock/Effect
Level 6
This card counts as "Imperial Fortress". You can Special Summon this card in Face-Up Defence Position (This counts as a Normal Summon), and you must tribute 1 monster on your side of the field. You take no battle damage in a battle involving this card. If this card is destroyed by battle; destroy the card that destroyed this card.
ATK: 0/DEF: 2700
 
Imperial Fortress
EARTH/Rock/Effect
Level 5
This card counts as "Imperial Fortress". You can Special Summon this card in Face-Up Defence Position (This counts as a Normal Summon), and you must tribute 1 monster on your side of the field.
ATK: 0/DEF: 2800
[/spoiler]
 
[spoiler=Heavy Defences ]
None as of yet
[/spoiler]
 
[spoiler=Support Structures ]
Imperial Outpost
EARTH/Rock/Effect
Level 1
This card counts as "Imperial Fortress". You can Special Summon this card in Face-Up Defence Position (This counts as a Normal Summon). If this card is destroyed by battle; Add one "Imperial Fortress" to your hand.
ATK: 0/DEF: 500
 
Imperial Farm
EARTH/Plant/Effect
Level 2
This card cannot be targeted by card effects or by other monsters during the battle phase as long as you control one or more "Imperial Fortress". During your Stand-By phase; Gain 300 Life points for each "Imperial Fortress" you control.
ATK:0 /DEF: 700
 
Imperial Mine
EARTH/Rock/Effect
Level 2
This card cannot be targeted by card effect or by other monsters during the battle phase as long as you control one or more "Imperial Fortress". During your Stand-By phase; Place one Resource counter on this card. Once per turn: Remove all Mineral counters from this card; Special Summon 1 Rock-Type "Imperial Fortress" monster from your deck in face up defence position whose level is equal to the number of Mineral Counters removed.
ATK: 0/DEF: 900
 
Imperial University
EARTH/Rock/Effect
Level 4
This card cannot be targeted by card effects or by other monsters during the battle phase as long as you control one or more "Imperial Fortress". Once per turn: You can pay 100 Life Points; your Opponent must reveal cards in their had equal to the number of "Imperial Fortress"s you control.
ATK: 0/DEF: 2000
 
Imperial Workshop
EARTH/Rock/Effect
Level 4
This card cannot be targeted by card effects or by other monsters during the battle phase as long as you control one or more "Imperial Fortress". Once per turn; Place a Resorce counter on this card. You can remove all Resorce counters from this card to Special Summon 1 "Imperial" Union Monster from your hand or deck whose level is equal to the number of Resource counters removed from this card.
ATK: 0/DEF: 1950
[/spoiler]
 
[spoiler=Light, Medium and Heavy Artillery]
Imperial Standard Mortar
EARTH/Machine/Union
Level 3
Once per turn, you can either: Target 1 "Imperial Fortress" you control; equip this card to the target, OR: Unequip it and Special Summon it in face-up Attack Position. Whilst equiped by this effect, the equiped monster gains 1500 ATK. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)
ATK: 1500/DEF: 0
 
Imperial Standard Cannon
EARTH/Machine/Union
Level 3
Once per turn, you can either: Target 1 "Imperial Fortress" you control; equip this card to the target, OR: Unequip it and Special Summon it in face-up Attack Position. Whilst equipped by this effect, the equipped monster can choose to skip it's Battle Phase to destroy a target monster your Opponent controls.(A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)
ATK: 1350/DEF: 0
 
Imperial Standard Catapult
EARTH/Machine/Union
Level 3
Once per turn, you can either: Target 1 "Imperial Fortress" you control; equip this card to the target, OR: Unequip it and Special Summon it in face-up Attack Position. Whilst equipped by this effect, the equipped monster can chose to skip it's next Battle Phase to destroy a target Spell or Trap card your Opponent controls. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)
ATK: 1300/DEF: 0
[/spoiler]
 
[spoiler=Legendary Forts (Sneak Peak)]
Schopfer's Laboratory
EARTH/Machine/Effect
Level 7
This card counts as "Imperial Fortress". You can Special Summon this card in Face-Up Defence Position (This counts as a Normal Summon), and you must tribute 2 monsters on your side of the field. At the beginning of your Draw Phase, you can choose to skip it; reveal and add 1 "Imperial" Union monster from your deck to your hand in the Stand-By Phase instead. You can tribute one Machine-Type "Imperial" monster you control; Special Summon 1 Machine-Type "Imperial" monster from your hand or deck whose level is up to 2 higher than the tributed monster. If this card were to be destroyed: Banish it; Special Summon 1 "Schopfer, Imperial Legend" from your Extra Deck.
ATK: 1700/DEF: 2400
[/spoiler]
 
[spoiler=Workers of the Empire]
Imperial Miner
EARTH/Warrior/Effect
Level 2
Once per turn; Place a Mineral Counter on this card. You can remove all Mineral Counters from this card to Special Summon 1 "Imperial Fortress" from your hand or deck whose Level is equal to half of the Mineral counters on this card. Tribute this card; Special Summon 1 "Imperial Mine" from your deck.
ATK: 700/DEF: 300
 
Imperial Farmer
EARTH/Warrior/Effect
Level 2
Once per turn; You gain 100 Life Points for every "Imperial Fortress" you control. Tribute this card; Special Summon 1 "Imperial Farm" from your deck.
ATK: 500/DEF: 500
 
Imperial Scholar
EARTH/Warrior/Effect
Level 2
You can discard one card; Your Opponent must reveal one card in their hand. Tribute this card; Special Summon 1 "Imperial University" from your deck.
ATK: 300/DEF: 700
 
Imperial Architect
EARTH/Warrior/Effect
Level 4
Tribute this card; Special Summon 1 "Imperial Fortress" from you hand or deck whose Level is equal to five or less.
ATK: 1000/DEF: 1000
 
Imperial Enginner
EARTH/Warrior/Effect
Level 4
Tribute this card; Special Summon 1 "Imperial" Union monster from your deck whose Level is equal to four or less.
ATK: 1000/DEF: 1000
[/spoiler]
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Hi there, im here to rate and review.

-> 6.5/10

-> I feel as though your Legendary Forts should be Extra Deck Monsters, preferably Xyz

-> You should also change your Support Structures to Pendulum Monsters, seeing as the main point of this deck from what I can gather is to build up a lot of defense quickly and the brokeness of Pendulum Summoning would help

-> If you had planned on Spell/Trap card, you should pull a Ghostrick and have 2 Field Spells along with some Con't/Quick-Play Spells and Con't/Counter Traps

-> Good job so far.

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Thanks for the review, Leo!

The idea behind using Pendulum Monsters sounds interesting, but I have very little experience with their terminology, so I will have to look into it before going making the change. I like the rest of them, though. I was thinking about making some field spells to denote areas of the Empire, and I was going to have traps that acted like the traps you would find in a regular castle or fortress.

 

 

Also, as an update, I have added two new Support Structures, the first three pieces of Artillery, and some Workers of the Empire.

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I like this update as well

-> Instead of saying "this card counts as 'Imperial Fortress'", you want the terminology to say "(this card is always treated as "Imperial Fortress")

->I like the fact that the workers of the empire can summon the support structures, but if you aren't going to do Pendulum, i would either reverse the levels btwn the 2 or increase the levels of the support structures to 3

-> Provided you are adding more Mild and Heavy defenses, you should add some flip effects and have more tribute effects in the event that you need to clear your and/or both sides of the field

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  • 2 weeks later...

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