Nazryl Posted August 13, 2014 Report Share Posted August 13, 2014 Another re-vamp of a older archetype that I created two years ago. The Mekanik cards depend on dice rolls to either have a high attack or a lower attack with added effect. They depend very much on luck until certain cards are drawn. They are designed to be fun, realistic but not overly competitive. Rate Comment Fix And Enjoy [spoiler=History of Teal] According to history books, Teal was created by the gods to become a haven for all life that they gave breath to and life flourished on the rolling green of the land. Humans erected great cities of stone and steel and flourished within their golden walls. But peace did not last. A powerful wizard known as Zembiran rose up with dark magic and began to cover the world in shadow. He marched from city to city, leaving only destruction, fire and death in his wake. His magic stretched across al realms, enslaving creatures of all sizes to his cause, creating a army big enough to reshape Teal into a land of his hatred and malice. But life did not surrender easily. Aklest, the leader of free men gathered all free men to Hundol, the largest city of Teal and from there led the last defence against the evil wizard and his army of shadow. The battle lasted years and millions of living beings lost their lives until Akelst met Zembiran in single combat and cut him down amongst the bloodied field of battle. But darkness does not falter easily; With his last breath Zembiran unleashed a spell that tore the souls of every surviving body on either side and scattered them across Teal and achieving his ultimate goal of destruction. Thousands of years passed and life began to seep back into Teal once more. Scientists and Mechanics created ways to focus the still roaming souls into vassals known as Duel Monster cards creating groups calling themselves 'Founders' individuals dedicated to seeking out these souls and creating the worlds most powerful cards to become the greatest duellist in the world and earn the King of Games title. These are the cards, these are the cursed souls of Teal. [/spoiler] [spoiler=YuGiOh: Soul Seeker Duellist] Played by Taka Muzami, best friend and the cautious side of Rae Amara, the Mekanik monsters are the opposite of Taka and require big risks to get the victory when being played. Luckily for Taka, his spirit guide is that of the Peen-Gwin card who, although is a penguin, is a creature of vast intellect and guides the inexperienced duellists in the art of laying such a iconic and important part f Teals survival. [/spoiler] [spoiler=Monsters] This card is also treated as Dragon type. You can only Tribute Summon this card using "Mekanik" monsters. When this card is Summoned: Roll a 6 sided dice for each 'Mekanik' Monster in your Graveyard: This cards Attack is equal to the dice rolls x100. If this card has 2400 Attack or less; Destroy every card on the field. Once per turn, during your main phase; you can decrease the ATK of all "Mekanik" monsters you control by 500 until the battle phase. If this card would be destroyed by battle; you can destroy a "Mekanik" monster you control instead (Damage calculation is applied normally). When this card is Summoned: roll a 6 sided dice; This cards Attack is equal to the dice roll x200. If this card has 1000 Attack or less: once per turn; You can select 1 EARTH type, Machine Monster with 1000 Defence in your graveyard and Special Summon it to your side of the field. When this card is Summoned: Roll a 6 sided dice; This cards Attack is equal to the dice roll x300. If this card has 1500 Attack or less; It can Attack your Opponent directly. When this card is Summoned: roll a 6 sided dice; This cards Attack is equal to the dice roll x300. If this card has 1200 Attack or less: Once per turn; you can destroy 1 Spell or Trap card on the field. When this card is Summoned: roll a 6 sided dice; This cards Attack is equal to the dice roll x100. If this card has 400 Attack or less and is removed from the field; Special Summon it during your next Standby phase. When this card is Summoned: roll a 6 sided dice; This cards Attack is equal to the dice roll x300. Whenever a "Mekanik" monster is Normal Summoned: roll a 6 sided dice; Increase this cards Attack equal to the dice roll x100. When this card is Summoned, roll 2, 6 sided dice; This cards Attack is equal to the dice rolls x200. If this card has 1200 Attack or less, you can tribute this card to destroy two cards on the field. When this card is Summoned: roll a 6 sided dice; This cards Attack is equal to the dice roll x500. If this card has 2500 Attack or less; Once per turn during your main phase, you can roll a 6 sided dice and reduce the ATK of your opponents monsters equal to the dice roll x200 until your Opponents standby phase. When this card is Summoned: roll 3, 6 sided dice. This cards Attack is equal to the dice rolls x300. If this card has 2000 Attack or less; Your Opponent can not activate Spell or Trap cards during the Battle Phase. Once per turn: You can return 1 face up 'Mekanik' monster with 900 Attack or less, you control to your hand; If you use this effect, you can Normal Summon a 'Mekanik' monster in addition to your Normal Summon this turn. [/spoiler] [spoiler=Synchro Monsters] 1 'Mekanik' Tuner + 1 or more, Non-tuner Monsters. When this card is Summoned; Reveal any number of Monsters in your hand and roll a 6 sided dice for each monster revealed; This cards Attack is equal to the dice rolls x400. Whenever a "Mekanik" monster is sent from the field to the Graveyard: you can equip it to this card instead; this card gains 400 Attack for each "Mekanik" monster equipped to it. 1 'Mekanik' Tuner + 1 or more, Non-tuner Monsters. When this card is Summoned: Roll a dice for each "Mekanik" monster in your Graveyard; This cards Attack is equal to the dice rolls x200. When this card is Removed from the field: you can Banish 1 "Mekanik" monster from your Graveyard; Special Summon this card (From your Graveyard) [/spoiler] [spoiler=Spells] Whenever a 6 sided dice is rolled, draw a card for each dice result of 1. Whenever a 6 sided dice is rolled for the effect of a "Mekanik" monster, treat the result as 4. You can only activate this card when a "Mekanik" monster is selected as a attack target; Destroy the attacking monster and 1 "Mekanik" monster you control. Send 1 'Mekanik' Monster with 1500 Attack or less to the Graveyard; Special Summon (From your Hand) 1 level 4 or lower 'Mekanik' Monster. [/spoiler] [spoiler=Traps] Activate only when your opponent declares a attack against a "Mekanik" monster you control. Destroy the attacking monster and end the battle phase. [/spoiler] Link to comment Share on other sites More sharing options...
Exodia_1 Posted August 14, 2014 Report Share Posted August 14, 2014 I agree with everything "lewis Atherton" said, the cards all work very well together and the card art is one of the best I have ever seen and really fits well with the Archetype. I think you could do with some trap cards though; or at least some more spell cards, maybe one which allows you to re-roll the dice to get a higher ATK for the "Mekanik" monsters. Link to comment Share on other sites More sharing options...
Nazryl Posted August 14, 2014 Author Report Share Posted August 14, 2014 More cards are in the works for Traps, Xyz, Fusion, and more of both Spell and Synchro monsters. Thanks for the comment :) Link to comment Share on other sites More sharing options...
Nazryl Posted August 18, 2014 Author Report Share Posted August 18, 2014 Don't like a one word bump, so.. More cad are coming over the next few days! Getting married gets in the way of childrens card game making Link to comment Share on other sites More sharing options...
Mdoraz Posted August 19, 2014 Report Share Posted August 19, 2014 What exactly is the point of "Core Overload"? because really none of your monsters have effects when they are destroyed, so why not just use mirror force instead, even sakaretsu armor would be better than overload. Link to comment Share on other sites More sharing options...
Nazryl Posted August 24, 2014 Author Report Share Posted August 24, 2014 Because overload can get rid of a Mek monster that has had a pretty disastrous dice roll, getting them in the graveyard setting up the effects of Peen or Goo-lum. Link to comment Share on other sites More sharing options...
0DST Posted August 24, 2014 Report Share Posted August 24, 2014 Overall, I love the idea behind this archetype. It is rare to see a card that uses a six sided die in the current TCG; I can only think of two off the top of my head. I also like the fact that they can either have a High Attack, but effectively be a normal monster, or be a slightly weaker monster with a powerful effect. Seems quite solid, maybe a bit OP in some places, but generally balances itself out quite well. If I had one issue with the monsters, it would be How-End; he's a bit powerful for a Lv4. Sure, you have to rely on getting a 4 to balance, and a 5/6 to get better, but his second ability makes him even more powerful that most Lv 5/6's. Combining him with Mekanik Mechanic's effect, you can swarm out 2 more (3D6 (1 from the turn where you brought out Mekanik Mechanic)), and if you chose to bring out Roe-Been and another, you can then Syncro Summon another Mekanic (Brimming the total up to 4D6), and if the other just happens to be Peen-Guin (I will always smirk at that name), you can bring out another from the grave, bringing it to a minimum of 300 + 500 = 800. So, if you roll five 1's in a row, he remains under-powered, but he can have a total of 1800 + 3000 = 4800, which can easily overpower Lv 8's, and even Rnk 5+'s. But, hey, that relies on a lot of luck, so it's probably me just looking at the best case scenario. But yeah, I would collect these. Love the originality of the set, and love the artwork. Very cohesive. Definitely one of my favorite archetypes on here. Link to comment Share on other sites More sharing options...
EpicDrago Posted August 25, 2014 Report Share Posted August 25, 2014 Kinda broken........mainly nite-mare....you have stablilizer, summon nite-mare, reveal 5, get 5 4 results guranteed from stablizier, right there he gets 8000 atk, He is far too powerful of a beater. Maybe make it 300 and get rid of the other effect. Link to comment Share on other sites More sharing options...
Nazryl Posted August 25, 2014 Author Report Share Posted August 25, 2014 @ 0DST - That is a very good point, and although it is very luck based for that to happen, it still can. I'm thinking to combat it, I'll have the card read 'Whenever a Mekanik monster is Normal Summoned' That way, using Mechanic with it is still a legit combo, but can't be abused as much. @Drago - That is a good point. The synchro monsters are still going though balancing and are only a first draft. Nite-Mare will be changed, perhaps lowering the Attack gain for each result, but the second effect has to stay to give at least some help to cards which have had bad dice rolls/really good dice rolls so the player doesn't automatically lose due to luck. Thank you both for the comments :) Link to comment Share on other sites More sharing options...
Nazryl Posted September 1, 2014 Author Report Share Posted September 1, 2014 Mekanik Dray-gun has been added, having either a high Attack or Self destructing with a lower attack. Next up are fixes for the Synchro and How-end as well as a set of upgraded monsters taking the Mekaniks into the future... Link to comment Share on other sites More sharing options...
Nazryl Posted September 3, 2014 Author Report Share Posted September 3, 2014 Fixes to Dray-Gun, How-End and Ni-Et-Mare as well as a new Spell card added. Link to comment Share on other sites More sharing options...
krisanderson Posted September 3, 2014 Report Share Posted September 3, 2014 Well this archetype is quite awesome, I love the concept, so would Joey Wheeler, lol. Link to comment Share on other sites More sharing options...
Nazryl Posted September 12, 2014 Author Report Share Posted September 12, 2014 Thank you :) New trap added to the set. More updates are coming. Link to comment Share on other sites More sharing options...
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