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Trap deck spawning tokens archetype?!


NitroX

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There are so many people thinking trap monsters are "slow" or "not plausable"  So i made a new archetype with Trap Monsters, they will become "The Unknown".  The goal is to XYZ quickly, and to use the power of the tokens. Uses of these tokens are of defense, offense, normal summoning (tribute) OR special summoning.


Trap card Monsters
"The Unknown - Ninja Runaway"
Special Summon this card as an effect monster (Warrior-Type/DARK/Level 6/ATK 2300/DEF 1800)  When this card is destroyed (either battle or by card effect) Special summon two "dummy" tokens which is the same stat as this card.  You can only activate this card's effect once per turn. (This card is also still a Trap Card.)

"The Unknown - Cyborg King"
Special Summon this card in defense position as an effect monster (Machine-Type/DARK/Level 10/ATK 1000/DEF 3500)  This card gains 100 ATK per trap card in the graveyard.  And if this card would be destroyed (either by battle or by card effect) Special summon 2 "Cyber Worm" tokens with the same stats as this card.  You can only activate this card's effect once per turn.  (This card is also still a Trap Card.)

"The Unknown - Self Exploding Genius"
Special Summon this card as an effect monster (Fiend-Type/DARK/Level 4/ATK 2100/DEF 0)  After two of your standby phases, this card is destroyed and inflicts battle damage to your opponent equal to half of this cards attack.  If done this way, special summon 2 "bomb walker" tokens with the same stats as this card.  If these tokens that would be destroyed as a result of battle, inflict 500 damage to your opponent.

Spell card:
Forest of the Unknown
All trap monsters will become an effect or normal monster, special summon does still apply.  All "The Unknown" monsters/trap monsters, and token monsters gain 500 defense and attack.  And if one of the "The Unknown" monsters would be destroyed as a result of battle, special summon "unworldly" token with the same stats as the destroyed monster.  You can only activate this effect once per turn.


The reason why I chose to do this is to special summon these tokens in response by other players card effects.  The face down monsters that would become trap monsters wouldn't activate their effects in the S/T field due to inactivation.  These tokens help stabalize the speed and help to special summon XYZ monsters.  Also considering invading tokens, like the aliens.  But im still figuring out a way.  There will be normal monsters who transforsm themselves as trap and monster back and forth, but they cant be placed on the S/T field as a trap monster.  The way you can speed this deck up is if you draw cards to your hand such as "magical spring" or "reckless greed"  Hopefully i will revise more bumps in this deck so it can be run smoother and provide trouble to the opponent.  I do like advise for this deck type, it would be appreciated.

 

 

 

 

 

 

 

 

 

 

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

I didnt think about the ice hand fire hand mechanics.  I can see that now.  Also you can special summon syncros with tokens as tuners?!  wow!  Also can a gemini have an affect too? like it makes them normal monsters rather than to rely upon the field spell..  Which im still trying to figure out the wordings for them.  The effect would be that they are treated like a non-trap card to prevent spell/trap destruction.  I can also thinhk about if a token may dissapear on the field i can boost the tokens and monsters on the field, aka "realm of light" in lightsworns.  FOr every token that may dissapear it will boost the atk up.  For the cards being in your hand, you do what most people do with darkworld.  Either pot of duality, dangerous machine type 6, reckless greed, etc.  The field card im mentioning here would help increase the atk to help out most trap monsters.  I may add in some tricky stuff to see how that may play out.

Someone in duelingnetwork.com referred to 'ice hand' 'fire hand' as "tech" cards.  Basically they special summon another monster to punish the other opponent.  Im also looking into this a bit more clearly.  See there has to be a 'flow' to a deck.  For example ( if i didnt say it right)  Dark World goes by the following majority of the time:
draw (abusively by pot of duality, dangerous machine type 6, etc) ---> disard (by an effect, not a cost) ---> to either special summon or draw or rarely blow cards up.  thats the main flow on that deck.

I may make an update soon, cause this is a new concept, and i wanted trap monsters to get the glory they deserve :P  Also thinkning of 'reviving' effects like, if the monster is sent to the monster field then is destroyed (either battle or by card effects) instead of graveyard, place it into the spell and trap field and inflict 200 points to your opponent or something like that.  My bad on the dull start, as i progress further with the flows and complexity, ill update it.

Thank you Timeskipper for pointing that out!  Im sure going to have fun syncro summoning monsters now lol!

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Here are the updates i promised.  I disregarded the monsters above to make way for the new ones.  I did make spell cards for this deck to help achieve atk and fuel of the draw.

 

All of the trap monsters would feature some sort of swarm mixed with a 'lightsworn and darkworld' effected field spell.  Whenever you destroyed these cards, they would spawn even more monsters to provide some sort of defense system. even if they are down in the spell and trap field, they still spawn.  there is no artwork for these cards, nor do i know how to convert them into manga-ish style creatures.

"Depths of The Unknown"
If this card is face up on the field, all face up "The Unknown" trap monsters in the monster zone will become monsters.  Whenever a token is produced by "The Unknown" card effects.  Add one token to this card per token produced.  All face up "The Unknown" monsters gain 100 atk for every token for this card.  If a card effect that would destroy this card or any "The Unknown" monsters and traps.  Take 2 tokens off to negate the card effect.  At the end phase, banish one "The Unknown" from the graveyard, then send one "The Unknown" monster or to the graveyard.

"The advanced Unknown"
For every token produced by "The Unknown" trap or monster cards, you can draw one card per token produce on this turn, then discard equal amount of cards by this effect.  You can draw 2 cards for your normal draw phase.  On your end phase discard one card.  If you don't have any cards in your hand to discard, destroy this card.  This card can only be used once per turn.

"Rushing release of The Unknowns"
You can use this cards effect after you place down any traps during this turn instead of waiting on your opponents turn.  You can pay 800 life points to return this card from the graveyard to the top of your deck.

"The Unknown - Grave Lybrarian"
Special Summon this card as an effect monster (Machine/Tuner/DARK/Level 5/ATK 2200/DEF 1000)  Tribue one "The Unknown" monster on the field to special summon a lv 6 or below "The Unknown" monsters in your graveyard except "The Unknown - Grave Lybrarian".  When this card is destroyed (either battle or by card effect) Special summon two "unknown" tokens with the same stats as this card.  You can only activate this card's effect once per turn. (This card is also still a Trap Card.)

"The Unknown - Blocke"
Special Summon this card as an effect monster (Fiend-type/DARK/Level 8/ATK 3000/DEF 100)  This card can only be special summoned by tributing two of your opponent's monsters for this card.  The controller of this card takes 500 damage per standby phases. This card cannot be used for tributing.  When this card is destroyed (either battle or by card effect) Special summon two "unknown" tokens which is the same stats as this card.  Whenever they are special summoned, they cannot be used for tributes and whenever the tokens are special summoned this way leaves the field, the controller of this card takes 300 damage per token produced. (This card is also still a Trap Card.)

"The Unknown - Revealer"
Special Summon this card as an effect monster (Spellcaster-Type/DARK/Level 4/ATK 1400/DEF 1600) Discard one "The Unknown" to add 1 level 4 or lower "The Unknown" except "The Unknown - Revealer".  Add that target to your hand.   If you have less than five cards in your hand, you can pay 800 life points to refill your hand until you have five cards in your hand. When this card is destroyed (either battle or by card effect) Special summon two "unknown" tokens which is the same stats as this card.  You can only activate this card's effect once per turn. (This card is also still a Trap Card.)

"The Unknown - Coward"
Special Summon this card in defense position as an effect monster (Warrior-Type/DARK/Level 4/ATK 1600/DEF 1200)  When this card is destroyed (either battle or by card effect) Special summon either two "unknown" tokens with the same stats as this card, or special summon 1 level 4 or lower "The Unknown" monsters in your graveyard or deck.  You can only activate this card's effect once per turn. (This card is also still a Trap Card.)

"The Unknown - Right Bumper"
Special Summon this card as an effect monster (Machine-Type/Tuner/DARK/Level 4/ATK 1400/DEF 1600)  When this card is destroyed (either battle or by card effect) Special summon "The Unknown - Left Flipper", and your opponent cannot attack on their next turn.  You can only activate this card's effect once per turn. (This card is also still a Trap Card.)

"The Unknown - Left Flipper"
Special Summon this card as an effect monster (Machine-Type/Tuner/DARK/Level 4/ATK 1600/DEF 1400)  When this card is destroyed (either battle or by card effect) negate the effect of an effect monster on the field and destroy the monster after damage step; Special summon "The Unknown - Right Bumper".  You can only activate this card's effect once per turn. (This card is also still a Trap Card.)

"The Unknown - Clown"
Special Summon this card as an effect monster (Warrior-Type/DARK/Level 3/ATK 100/DEF 1500)  This card gains 300 attack for every "The Unknown" cards in the graveyard.  When this card is destroyed (either battle or by card effect) inflict 200 for every card in either players banished pile to your opponent; special summon two "unknown" tokens with the same stats as this card.  You can only activate this card's effect once per turn. (This card is also still a Trap Card.)

"The Unknown - Dragon"  (monster card)  (Dragon-type/DARK/Level 12/ATK 4000/DEF 4000)
Special Summon this card (from your hand) as an effect monster if you have 5 different named "The Unknown" cards in your graveyard.  And cannot be special summoned in any other way.  When you have less monsters you control than your opponent controls.  Special summon two "unknown" tokens with the same stats as this card, but they cannot attack directly.  When this card's tokens are special summoned, the opponent cannot target this card by card effects.  When this card's tokens are destroyed by a card effect or destroyed for a special summon.  Add one "The Unknown" card from your graveyard to your hand except "The Unknown - Dragon".  When this card is destroyed (either battle or by card effect) Special summon two "unknown" tokens gains half of the attack and defense the same stats as this card.  You can only activate this card's effect once per turn.

"The Unknown - Changer"
If this card is in the trap and spell field upon activation, all face up "The Unknown" cards on the field gain 1 additional special summon of their token, and gain 200 attack.  If this card would be special summoned, special summon this card as an effect monster (Machine-Type/Tuner/DARK/Level 2/ATK 1000/DEF 0)  When this monster is in the monster zone and is used to special summon a different monster from your extra deck, target 2 cards on the field and destroy them.  When this card is destroyed (either battle or by card effect) in the monster zone, return this card to the spell and trap field.  If it would be destroyed until after your third turn this is in the spell zone, banish this card and special summon two "unknown" tokens with the same stats as this card.  You can only activate this card's effect once per turn. (This card is also still a Trap Card.)


Tell me what you think and if there is any add ons or revisions i need to make, id like to hear it.

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  • 6 months later...

adding updates and to revise the trap monsters.  There are two costs to be aware of, the summoning time (your opponent and/or your next turn) and a -1 mill cost.  The mill plays a huge role in the outside effects.  When the monster/trap is removed from the field, send the top card from your deck to the graveyard, then special summon two tokens with the same name and stats as this card, but the effects are negated.  Thats the token ability.  There is a monster and trap effects, might make a weird and new type called "ambuscade"  What happens is that you can choose if you want to summon it as a monster, OR a trap.  Each with different efffects.  There will be different location cards that may support this type, and to be anti-negated. (To stop jinzo, vantitys, etc.)

 

Ambuscade, is basically a pendulum summon.  But with the hybrid monster/trap.  This should give the trap/monsters a 10 slot advantage.  Not only Uria can play but the shadow god card of obelisk can play!  Let me know if there needs to be adjustments.

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