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Core [Spell Fusion] - [12/?]


DivineDragonKnight

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The conception: Cores are continuous Spell card, with different effects, a few of them helps bring out the fusion monsters, while others keep protecting the field until the monsters come out.

 

The main card:

 

[spoiler=Core Fusion]

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Fusion Summon 1 Fusion Monster from your Extra Deck, using "Core" Spell Cards from your hand or your side of the field as Fusion Materials.

[/spoiler]

 

The Cores:

 

[spoiler=Red Core]

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When this card is activated: Add 1 "Core" card (expect "Red Core") from your Deck or Graveyard to your hand. During your Draw Phase, instead of conducting your normal Draw Phase, you can add 1 "Core" card (expect "Red Core") from your Graveyard to your hand.

 

This card can provide you the fusion card, or a core if you need.

 

[/spoiler]

[spoiler=Orange Core]

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During your opponent's Battle Phase, if your opponent attacks you directly: negate that attack. You can activate this effect equal by the number of "Core" Spell cards on your side of the field.

For protection.

[/spoiler]

[spoiler=Yellow Core]

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If one or more "Core" Spell Cards would be destroyed by a card effect; you can set this card: negate and destroy that card. You can only activate 1 "Yellow Core" per turn.

Protecting the Cores.

[/spoiler]

[spoiler=Green Core]

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Once per turn, you can send 1 "Core" Spell card from your Deck to the Graveyard: this card's name become that card's name until the End Phase.

For easier Fusion Summon.

[/spoiler]

[spoiler=Blue Core]

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Once per turn, you can activate this effect: Shuffle back to your Deck, from your Graveyard, the Fusion Materials that are listed on an "Hardcore" Fusion Monster card, then Fusion Summon that Monster from your Extra Deck.

Fusion Summon from the Graveyard.

[/spoiler]

[spoiler=Purple Core]

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You can also activate this card by sending 2 "Core" Spell cards you control to the Graveyard, and if you do, draw 1 card.

If your Spell/Trap zone is full.

[/spoiler]

 

Monsters:

 

[spoiler=Hardcore Piros]

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3 "Red Core"
When this card is summoned, add 1 "Core" card from your Deck or Graveyard to your hand. "Hardcore" monsters you control cannot be destroyed by Battle.

[/spoiler]

[spoiler=Hardcore Kek]

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3 "Blue Core"
When this card is summoned, add 1 "Core" card from your Deck or Graveyard to your hand. Once per turn, you can send 1 "Core" card from your field to the Graveyard: destroy 1 card on the field.

[/spoiler]

[spoiler=Hardcore Zold]

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3 "Green Core"
This card cannot be destroyed by card effects.

[/spoiler]

[spoiler=Hardcore Ketto]

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2 "Core" Spell Card

[/spoiler]

[spoiler=Hardcore Harom]

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3 "Core" Spell Card

[/spoiler]

Any thoughts?

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that red core can just add for another copy of itself, then use the new red core to add a new one, then use the new red core to add another color spell...all in one turn

you might wanna edit it to add any card except "Red Core" or "You can only activate 1 "Red Core" per turn". The idea seems cool, it all depends now on the spells needed for the fusion summons, bcause they can become an extremely abusive mechanism if they have float effs or too much add effs, so be careful with that.

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  • 2 weeks later...
  • 3 weeks later...

Hardcore 6fd.jpg

 

 

Anyways, Im not sure what in the world purple core even means. Like, huh??? You can ALSO activate it's effect by sending 2 core cards? Well, what the heck is the effect anyways? Is it just draw 1 card for free? If so, banlisted immediately.

 

Anyways, past that, harom would be the only card you could ever get out do to the sheer impossibility of getting these cards on the field in the first place. Or Ketto, but he is extremely weak. It's near impossible to get these cards on the field in the first place, make them stay there, and then find the fusion card from your deck. A 4-5 UNIQUE card combo with minimal searching usually resulting in a measly 3k attack monster. With a lack of recycle, if your opponent negates the summon of just 1 of the fusions, you most likely lose the game because of the inability to set up your field again.

 

There is no mass searcher or spammer from your deck to get these out, and the fusion card is only at 3. Yes, I know red core can search, but ONLY if you have red, and you have to skip the draw phase! The thing is : It's not OP to have multiple searchers or a continuous search card as long as it's once per turn for that card, because these cards are just spells and can't really be abused.

 

I suggest you add a card that is similar to Fire Fist Bear and lets you set one of these from your deck. Possibly a monster that could search as well. Also, make a card that can add one every end phase. Possibly one that can recycle every end phase. Etc.. Etc.. needs safety in running the deck and using the cards but good idea. 6/10

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Thank you for the review.

 

Purple was designed to make some space if your Spell and trap zone is full with cores. Maybe i'll edit the lore, so you can only activate this way if your Spell and trap zone is full. But in my opinion, it isn't too OP if you compare with Trade-in, or Sacred swords.

 

I have a lot of plan with this archetype, easier fusions, and supporting cards will come.

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