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Call of Duty Archetype


- Minimania -

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So I got bored and decided to make an archetype relevant to my OCs. I thought I did a creative job with the Field Spells, giving them unique win conditions that are almost like playing in Call of Duty's lobbys.

[spoiler=Meltdown]

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Lore: Once a player has successfully declared an attack with 1 monster, if it was your monster, place 1 "Rank Counter" on it. If it was your opponent's monster place 1 "Humiliation Counter" on it. Monsters with a "Rank Counter" or a "Humiliation Counter" can no longer Attack while it is on the field. When a monster with a "Rank Counter" leaves your side of the field, place that counter on this card. When a monster with a "Humiliation Counter" leaves your opponent's side of the field, place 1 "Humiliation Counter" on this card. If this card has 18 "Rank Counters" on it, you win the Duel. If this card has 18 "Humiliation Counters" on it, your opponent wins the Duel. This card cannot be destroyed by your opponent.

I based this card off of Gun Game. I made sure that the opponent could win with this effect, too.

[spoiler=Aftermath]
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During the Damage Step, if a monster attacks a monster with lower Attack Points, place 1 "Dogtag" counter on the Attacking Monster. If a monster has 10 "Dogtag" counters on it, the controller of that monster wins the Duel. This card cannot be destroyed by your opponent.

If you don't know which one this one's based off of, then I feel sorry for you. This one seems to have a shorter effect clause. [/spoiler]

[spoiler=Frost]
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Once per turn, you can destroy a Spell/Trap card on the field. Card effects cannot be activated in response to this card's Summon and activation. All monsters you control gain 500 Attack Points.

Can this card effect the meta? Well, it has a fantastic effect, but seeing as how fast the meta is currently, this is probably no issue. This is a good counter to Pendulums, though. It could completely shut down Qli, but since they still run skill drain, they can negate it if they'd like. Otherwise, if you didn't pop tool, they're probably just going to get killer next turn. Bad news for you. Another solution to this card is simply to just not set your spells.[/spoiler]

[spoiler=Woods]72Feyvr.jpg
Once per turn, you can place one "Explosive Counter" on each monster your opponent controls. During each of your opponent's Standby Phases, destroy all monsters that have an "Explosive Counter". All "Call of Duty" and Warrior-Type monsters you control gain 300 Attack Points.

This card is definitely going to be hit down to at least 2. However, I do not see it being so overpowered as it seems, because counters cannot be placed on face-downs. Also, this card is chainable unlike Frost. This card gives a Raigeki grenade to you, so you better use it wisely. Let's just hope that your opponent isn't playing Starlight Road.[/spoiler]

[spoiler=Harper]dAFmxg4.jpg
While this card is face-up on the field, your opponent cannot activate Trap Cards. Once per turn, you can add 1 "Call of Duty" monster from your Graveyard to your Hand.

Oh, well nevermind about Starlight Road. This is basically a Jade Knight for COD, but it doesn't have a Graveyard effect. Also, you can get COD monters form your Graveyard. Other than that, it's not really that useful. Sure, you can activate it multiple times, but who in their minds would let you get out 2 of these at once? Nobody wants to deal with Frost each turn. Get real. Nobody is going to get 2 of these one turn anyway.[/spoiler]

[spoiler=Raid]
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If a monster is destroyed by battle, if it was your monster, place 1 "Deathstreak Counter" on this card. If it was your opponent's monster, place one "Killstreak Counter" on this card. If a "Deathstreak Counter" would be placed on this card, remove all "Killstreak Counters" on it. If a "Killstreak Counter" would be placed on ths card, remove all "Deathstreak Counters" on it. If this card has 3 "Deathstreak Counters" on it, all monsters you control gain 3000 Attack Points. If this card has 3 or more "Killstreak Counters" on it, once, while this card has "Killstreak Counters" on it, you can banish up to 3 cards on the field. This card cannot be destroyed by your opponent. Your opponent cannot take damage as long as they control a monster.
Okay, this gives your opponent a limit to how much they can attack you. If they attack you too much, you'll end up having a Blue-Eyes Effect Veiler Dragon. If not, then they're going to end up losing a few cards. I don't find it overpowered because your opponent has a choice to what they want to do. This is based off of killstreak rewards and deathstreak rewards from MW3. Also, your opponent takes no damage.[/spoiler]

[spoiler=Secret Service]EBMW1dw.jpg
When this card is Summoned, you can change it's Battle Position. Once per turn, while this card is face-up on the field, you can Special Summon 2 "Call of Duty" monsters from your Graveyard, except "Call of Duty - Secret Service", and if you do, you can add 1 "Call of Duty" monster from your Deck to your Hand.

Nevermind about Harper back there. This card is just straight up plus. Do not let this one go off. At least you can't use it over and over with itself. It's changed to DEF when normaled, so no worries about those little lp. This card was based on respawning.[/spoiler]

[spoiler=Slums]st2hVwK.jpg[/spoiler]
Once per turn, you can add 1 "Call of Duty" card from your Deck to your Hand. This card cannot be destroyed by your opponent.

This one seems to be a simpler field spell. Can't really be destroyed, unfortunately. Nothing quite special about this card.[/spoiler]

[spoiler=Standoff]3FGylpq.jpg
Set monsters cannot be targeted for Attack. Your opponent cannot Attack you directly. Once per turn, during either player's turn, either player can inflict 500 points of damage to their opponent's Life Points. This card cannot be destroyed by your opponent.

This one is based on HQ/Hardpoint. Your opponent can use this against you, be wary.[/spoiler]

[spoiler=Turbine]4xCcDdE.jpg
When a monster is destroyed by Battle, shuffle that monster back into the Deck; that monster zone cannot be used while this card is on the field. If you do not have an available monster zone to Summon a monster in, place 1 "Respawn Counter" on this card; those zones can be used again. If your opponent does not have an available monster zone to Summon a monster in, place 1 "Unstoppable Counter" on this card; those zones can be used again. If this card has 3 "Respawn Counters" on it, your opponent wins the Duel. If this card has 3 "Unstoppable Counters" on it, you win the Duel.

This one's based off of Search and Destroy. Actually, good luck with this one, because you can't use exciton knight with this. I do not find this OP, because It takes such a hefty cost to make it game. There is not going to be any FTK Loops with this one.[/spoiler]

[spoiler=Reznov]ZKQqMDB.jpg
When this card is Summoned, look at your opponent's Hand; your opponent discards 1 card, if possible. Card effects that activate, or involve a card in your opponent's Graveyard are negated. Cards cannot be banished.

Insta-mini Eria Spiritual Art. Nothing really special about this one, except anti Macro Cosmos.[/spoiler]

[spoiler=Yemen]tNsQrRm.jpg
Once per turn, either player can add 1 "Flag Counter" to a monster they control. During the End Phase, change control of each monster with a "Flag Counter" on it, until the next End Phase. If a monster with a "Flag Counter" returns to its original owner's control control, if it was your monster, place 1 "Capture Counter on this card, and if it was your opponent's monster, place 1 "Seize Counter" on this card. Your opponent can only control 1 monster with a "Flag Counter" on it, and you can only control 1 monster with a "Flag Counter" on it. If a monster with a "Flag Counter" is destroyed, if it was your opponent's monster, they can place that "Flag Counter" on another monster they control, and if it was your monster, you can place it on another monster you control. If this card has 3 "Seize Counters" on it, your opponent wins the Duel. If this card has 3 "Capture Counters" on it, you win the Duel. This card cannot be destroyed by your opponent.

Capture the flag, anyone? Note: to win the duel, you gotta destroy your flag counter'd monster.[/spoiler]


Soooo, thoughts?
 
since the bbcode on this forum sucks, I ask that a staff member move this to written cards

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