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Invoking the Power of Terrible Beasts!


lokun489

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What if you had a set of spells accessible at all times, convenient to play, reliable, powerful? This is the goal of the Invoker monsters, and the power of the Invoked monster. A trio archtype.

 

Invoker: This set allows you to access the power of "Invoked" cards. Without them the effects of "Invoked" cards are worthless.

 

Invoking: This is designed to power up your "Invoker" monsters so that way you can keep them around or increase the strengths of their effects.

 

Invoked: These are a set of fusion monsters that sit in your extra deck. If you fusion summon one, you have played this deck incorrectly, instead you use the effects of "Invoker" monsters to reveal them, and then they activate their effect, whether it is something as weak as dealing 500 points of damage to your opponents life points, or destroy every card they control. Their level determines how strong they are as well. 

 

[Spoiler=Invoker]

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"Invoker Faust"

Fiend/Effect

Once per turn you can pay 1000 life points: place one "Invoking" counter on this card and then reveal one "Invoked" monster from your extra deck whose level is equal to the number of "Invoker" counters on the field.

Attack:1800 Defense:0

 

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"Invoker Duals"

Beast/Effect

Every time an "Invoked" monster is revealed from the extra deck this card gains 500 attack until the end phase.

Attack:900 Defense:1600

 

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"Invoker Barrier"

Spellcaster/Effect

If this card is attacked you can reveal one "Invoked" monster from your extra deck whose level is equal to the difference in attack between this monster and the attacking monster divided by 500 (rounded down).

Attack: 900 Defense:1100

 

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"Invoker Necromancer"

Fiend/Effect

When this card is sent to the graveyard you can reveal one "Invoked" monster from your extra deck whose level is equal to or less than the number of "Invoker" monsters and "Invoking" spell or trap cards in your grave.

Attack:0 Defense:2000

 

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"Invoker Singer"

Spellcaster/effect

During your standby phase you can reveal one level one "Invoked" monster from your extra deck.

Attack:1700 Defense:1400

 

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"Invoker Spearwoman"

Warrior/effect

During the end phase you can reveal one "Invoked" monster from your extra deck whose level is equal to or less than the number of attacks "Invoker" monsters made this turn.

Attack:1700 Defense: 1300

 

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"Invoker String Caller"

Spellcaster/effect

When this card is summoned you can reveal one "Invoked" monster from your extra deck whose level is equal to or less than the number of "Invoker" monsters you control.

Attack:1600 Defense:1200

[/Spoiler]

 

[Spoiler=Invoking]

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"Invoking Temple"

Field Spell

Every time a monster is revealed from your extra deck place one "Invoking" counter on this card. Once per turn you can remove any number of counters from this card, reveal one "Invoked" monster from your extra deck whose level is equal to the number of counters removed.

 

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"Invoking Star Call"

Normal Trap

Activate after revealing a card from your extra deck, reveal it again.

 

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"Invoking Sigil"

Continuous Spell

When ever you would reveal an "Invoked" monster from your extra deck you can instead reveal an "Invoked" monster whose level is equal to the one you would reveal +1.

 

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"Invoking Rune"

Normal Spell"

Reveal one "Invoked" monster in your extra deck whose level three or lower.

 

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"Invoking Failure"

Normal Trap

Shuffle two "Invoker" monsters from your grave into your deck and then draw one card.

 

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"Invoking Crystalizer"

Counter Trap

Activate only when your opponent activates a spell or trap card, its effect becomes "Choose a number between 1 and 10. You gain life points equal to the number you chose x500 and your opponent reveals a monster from their extra deck whose level is equal to or less than the number you called."

 

[img]http://i.imgur.com/uOB0WDd.jpg[/im

"Invoking Boost"

Normal Trap

When you would reveal an "Invoked" monster from your extra deck you can instead reveal a monster whose level is 2 higher than you would have.

[/spoiler]

 

Now that you've read those effects I've sure you're curious as to what the Invoking monsters do when revealed, well here you go. Organized by Level

 

[Spoiler=Invoked]

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"Invoked Bearer"

Level 1

Two "Invoker" monsters.
If this card is revealed while in your extra deck you gain 700 life points.
 
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"Invoked Fear"
Level 1

Two "Invoker" monsters.
If this card is revealed while in your extra deck all monsters your opponent controls lose 700 attack.
 
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"Invoked Destroyer"
Level 2

Two "Invoker" monsters.
When this card is revealed while in your extra deck deal 800 points of damage to your opponents life points.
 
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"Invoked Flyer"
Level 3

Three "Invoker" monsters.
When this card is revealed while in your extra deck your opponent can't activate spells or trap cards until the end phase.
 
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"Invoked Tails"
Level 4

Four "Invoker" monsters.
When this card is revealed while in your extra deck your opponent targets two cards they control and return it to their deck.
 
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"Invoked Portaling Dragon"
Level 5

Four "Invoker" monsters.
When this card is revealed while in your extra deck "Invoker" monsters you control can attack twice this turn.
 
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"Invoked Prism Burst"
Level 5

Four "Invoker" monsters.
When this card is revealed while in your extra deck special summon one "Invoker" monster from your hand or grave.
 
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"Invoked Dual Beast"
Level 6

Four "Invoker" monsters.
When this card is revealed while in your extra deck draw one card.
 
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"Invoked Thunder Wall"
Level 7

Five "Invoker" monsters.
When this card is revealed while in your extra deck your opponents monsters all lose 2000 attack.
 
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"Invoked Vortex Maker"
Level 7
Five "Invoker" monsters.
When this card is revealed while in your extra deck Destroy all of your opponents spells and traps.
 

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"Invoked Chimera"

Level 8

Five "Invoker" monsters.
When this card is revealed while in your extra deck all monsters your opponent controls that were special summoned have their effects negated.
 
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Level 8
"Invoked Demon Invoker"

Six "Invoker" monsters.
When this card is revealed while in your extra deck reveal two "Invoked" fusion monsters in your extra deck whose combined level are equal to or less then five.
 
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"Invoked Armageddon"
Level 9

Seven "Invoker" monsters.
When this card is revealed while in your extra deck destroy up to five cards on the field.

 

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"Invoked Demise"

Level 10

nine "Invoker" monsters.
When this card is revealed while in your extra deck send the top ten cards of your opponents deck to the grave.
[/spoiler]
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Great idea, (mostly) great card art, decent name.

All that wasted on an archetype that looks as if it was made in 5 minutes.

There's hardly any synergy, eff monsters reveal teh fusions and copy pasted eff with random addition is copied across all fusions.

basically the card recipe here is:
 

Effect monster?:

when x happens reveal 1 invoker fusion

Fusion monster?:

when revealed do x.

****X must be random

 

 

I feel unsatisfied, I read the first card and it all looked great. but it went downhill from there on, it's full of OCG errors (OCG = the way you write your card effects.), effects are random, the archetype as a whole feels bland and synergy is almost non-existant, I suggest you delete most cards here and sit down making a few cards (8 for example?) that are good, with more effort and variety. :|

 

***OCG can be learned here. also sorry for being a dick, I'm trying to sum up.

your theme looks like magicians invoking sacred creatures or something, choose 8 arts you like and start working on them, adding effects, making different effects, more interesting and varied ones. Good Luck. ;)

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