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Apocalypsaurs- a Whole New Kind of Dino


Draconus297

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This is an oddball, even among my sets. Most Dinosaur decks rely almost entirely on the power of their monsters- these rely on Spells and Traps. But not in the way you'd expect . . .

Doomsayer of the Tenth Hour
DARK - Level 3 - Warrior/Effect - 0/0
If this card would be banished, send it to the Graveyard instead. If this card is targeted by a card's effect, send it to the Graveyard. As long as this card is in the Graveyard, "Apocalypsaur" monsters cannot be banished.

Doomsayer of the Eleventh Hour
DARK - Level 3 - Warrior/Effect - 100/100
If this card would be banished, send it to the Graveyard instead. Once per turn, if this card is in the Graveyard, you may banish any Spell Card from your Graveyard to activate its effect.

Doomsayer of Midnight
DARK - Level 3 - Warrior/Effect - 200/200
If this card would be banished, send it to the Graveyard instead. During your Standby Phase, if this card is in the Graveyard, you may shuffle any number of cards from your hand into your Deck to add an equal number of Spell Cards or "Apocalypsaur" monsters from your Deck to your hand.

Apocalypsaur Earthquake
EARTH - Level 4 - Dinosaur/Effect - 1400/1000
If there is a face-up Field Spell Card on the field, you may Special Summon this monster from your hand. Activate the following effects when a Spell Card is activated, depending on the type of Spell Card it was:
Normal Spell- inflict 200 points of damage to your opponent's Life Points for every card on their side of the field.
Quick-Play Spell- increase the ATK and DEF of all face-up "Apocalypsaur" monsters by 400.

Apocalypsaur Eruption
FIRE - Level 4 - Dinosaur/Effect - 1200/1300
If there is a face-up Field Spell Card on the field, all of your opponent's Trap Cards are negated during your turn. Activate the following effects when a Spell Card is activated, depending on the type of Spell Card it was:
Quick-Play Spell- all card effects that increase the ATK/DEF of monsters your opponent controls are negated.
Continuous Spell- destroy one card on both sides of the field, and add one "Apocalypsaur" monster from your Graveyard or Banished Zone to your hand.

Apocalypsaur Inferno
FIRE - Level 4 - Dinosaur/Effect - 2000/600
If there is a face-up Field Spell Card when this monster is Summoned, destroy all monsters your opponent controls with less original ATK than this monster. Activate the following effects when a Spell Card is activated, depending on the type of Spell Card it was:
Continuous Spell- decrease the ATK of all face-up monsters your opponent controls by 700.
Equip Spell- increase the ATK and DEF of this monster by half the original ATK of the equipped monster.

Apocalypsaur Cyclone
WIND - Level 4 - Dinosaur/Effect - 1300/1100
If there is a face-up Field Spell Card when this monster is Summoned, shuffle all "Apocalypsaur" monsters from your Graveyard into your Deck. Activate the following effects when a Spell Card is activated, depending on the type of Spell Card it was:
Equip Spell- destroy one Spell or Trap Card on the field, except the card that triggered this card's effect.
Quick-Play Spell- destroy one face-up monster on the field.

Apocalypsaur Tsunami
WATER - Level 4 - Dinosaur/Effect - 1500/900
If there is a face-up Field Spell Card when this monster is Summoned, banish one card from the bottom of your opponent's Deck for every "Apocalypsaur Earthquake", "Apocalypsaur Eruption", and "Apocalypsaur Tsunami" on the field and in the Graveyard. When any Normal Spell Card is activated, increase the ATK of all face-up "Apocalypsaur" monsters you control by 300 for every card in the Banished Zone until the End Phase of this turn.

Apocalypsaur Hurricane
WATER - Level 4 - Dinosaur/Effect - 300/300
Increase this monster's ATK and DEF by 300 for every Spell Card in the Graveyard and Banished Zone. As long as you control a face-up Continuous Spell Card, lower the ATK and DEF of all monsters your opponent controls by 300 during every Standby Phase. If the ATK or DEF of any monster your opponent controls becomes 300 or less due to this effect, your opponent can either banish the monster(s) or pay Life Points equal to half the monster's original ATK.

Apocalypsaur Thunder Storm
LIGHT - Level 4 - Dinosaur/Effect - 700/1800
If this monster is on the field when you activate a Ritual Spell Card, lower the required Level by 4. If your opponent activates a Ritual Spell Card, raise the required Level by 4. Every time a Quick-Play Spell Card is activated, add one Normal Spell Card from your Deck to your hand.

It's nowhere near complete, I just had a brain fart regarding natural disasters. Any suggestions for support cards or Extra Deck monsters would be appreciated.
Actually, any suggestions or constructive commentary would be appreciated.

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This is an oddball, even among my sets. Most Dinosaur decks rely almost entirely on the power of their monsters- these rely on Spells and Traps. But not in the way you'd expect . . .


ok I will keep that in mind, I suppose?
 

Doomsayer of the Tenth Hour
DARK - Level 3 - Warrior/Effect - 0/0
If this card would be banished, send it to the Graveyard instead. If this card is targeted by a card's effect, send it to the Graveyard. As long as this card is in the Graveyard, "Apocalypsaur" monsters cannot be banished.


Basically prevents anti-meta, techs or random banish decks. Not really need in the deck but it insure you will keep grave abuse.
 

Doomsayer of the Eleventh Hour
DARK - Level 3 - Warrior/Effect - 100/100
If this card would be banished, send it to the Graveyard instead. Once per turn, if this card is in the Graveyard, you may banish any Spell Card from your Graveyard to activate its effect.


All cards will have that one thing to prevent banishment so what is the point of tenth hour? PSCT off also Eleventh effect is annoying overpowered since raigeki/dark hole can be use twice.
 

Doomsayer of Midnight
DARK - Level 3 - Warrior/Effect - 200/200
If this card would be banished, send it to the Graveyard instead. During your Standby Phase, if this card is in the Graveyard, you may shuffle any number of cards from your hand into your Deck to add an equal number of Spell Cards or "Apocalypsaur" monsters from your Deck to your hand.


ANY SPELLS ok no on that. Make it Archetype specific.
 

Apocalypsaur Earthquake
EARTH - Level 4 - Dinosaur/Effect - 1400/1000
If there is a face-up Field Spell Card on the field, you may Special Summon this monster from your hand. Activate the following effects when a Spell Card is activated, depending on the type of Spell Card it was:
Normal Spell- inflict 200 points of damage to your opponent's Life Points for every card on their side of the field.
Quick-Play Spell- increase the ATK and DEF of all face-up "Apocalypsaur" monsters by 400.


Until end phase for the 2nd effect.
 

Apocalypsaur Eruption
FIRE - Level 4 - Dinosaur/Effect - 1200/1300
If there is a face-up Field Spell Card on the field, all of your opponent's Trap Cards are negated during your turn. Activate the following effects when a Spell Card is activated, depending on the type of Spell Card it was:
Quick-Play Spell- all card effects that increase the ATK/DEF of monsters your opponent controls are negated.
Continuous Spell- destroy one card on both sides of the field, and add one "Apocalypsaur" monster from your Graveyard or Banished Zone to your hand.


Your turn jinzo is overpowered, psct if off last part either graveyard of banished not both
 

Apocalypsaur Inferno
FIRE - Level 4 - Dinosaur/Effect - 2000/600
If there is a face-up Field Spell Card when this monster is Summoned, destroy all monsters your opponent controls with less original ATK than this monster. Activate the following effects when a Spell Card is activated, depending on the type of Spell Card it was:
Continuous Spell- decrease the ATK of all face-up monsters your opponent controls by 700.
Equip Spell- increase the ATK and DEF of this monster by half the original ATK of the equipped monster.


Field spell part is overpowered so is the equip spell part. continuous spell part can be 500 instead of 700.
 

Apocalypsaur Cyclone
WIND - Level 4 - Dinosaur/Effect - 1300/1100
If there is a face-up Field Spell Card when this monster is Summoned, shuffle all "Apocalypsaur" monsters from your Graveyard into your Deck. Activate the following effects when a Spell Card is activated, depending on the type of Spell Card it was:
Equip Spell- destroy one Spell or Trap Card on the field, except the card that triggered this card's effect.
Quick-Play Spell- destroy one face-up monster on the field.


every card thus far been pretty much overkills except the first like 1-3 this already do so much removal.
 

Apocalypsaur Tsunami
WATER - Level 4 - Dinosaur/Effect - 1500/900
If there is a face-up Field Spell Card when this monster is Summoned, banish one card from the bottom of your opponent's Deck for every "Apocalypsaur Earthquake", "Apocalypsaur Eruption", and "Apocalypsaur Tsunami" on the field and in the Graveyard. When any Normal Spell Card is activated, increase the ATK of all face-up "Apocalypsaur" monsters you control by 300 for every card in the Banished Zone until the End Phase of this turn.


This card mill like 3-5 just for a normal summon. even more in late game situations.
 

Apocalypsaur Hurricane
WATER - Level 4 - Dinosaur/Effect - 300/300
Increase this monster's ATK and DEF by 300 for every Spell Card in the Graveyard and Banished Zone. As long as you control a face-up Continuous Spell Card, lower the ATK and DEF of all monsters your opponent controls by 300 during every Standby Phase. If the ATK or DEF of any monster your opponent controls becomes 300 or less due to this effect, your opponent can either banish the monster(s) or pay Life Points equal to half the monster's original ATK.


Series is need of nerfing
 

Apocalypsaur Thunder Storm
LIGHT - Level 4 - Dinosaur/Effect - 700/1800
If this monster is on the field when you activate a Ritual Spell Card, lower the required Level by 4. If your opponent activates a Ritual Spell Card, raise the required Level by 4. Every time a Quick-Play Spell Card is activated, add one Normal Spell Card from your Deck to your hand.


all of these are level 4 and they can do so much.
 

It's nowhere near complete, I just had a brain fart regarding natural disasters. Any suggestions for support cards or Extra Deck monsters would be appreciated.
Actually, any suggestions or constructive commentary would be appreciated.


Sorry, stop caring during mid-thing but, I come to finish. Hope this helps though.
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