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[Archetype] Cultural Club


RuffleHuffle

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This is a archetype i made based off of the anime, Kokoro Connect. The main goal of the deck is to try to have all of the "Cultural Club" monsters on the field. I personally feel some of these cards are a bit unbalanced.

 

Monsters:

 

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Cultural Club, Taichi

Warrior Earth Effect Tuner Monster

1800 Attack / 1000 Defense

Level 3
Once per turn, you may pay 1000 life points. If you do, you can special summon one "Cultural Club" monster other than "Cultural Club, Taichi" from your deck. If another "Cultural Club" monster were to be destroyed, you may destroy this card instead. If this card is being used for a "Cultural Club" Synchro Monster, then you may increase its level by one.

 

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Cultural Club, Yoshifumi

Warrior Earth Effect Monster

1900 Attack / 1000 Defense

Level 3
Once per turn during either player's turn, if a "Cultural Club" monster would be destroyed, it is not.

 

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Cultural Club, Iori

Warrior Earth Effect Monster

1500 Attack / 2100 Defense

Level 4

Once per turn, you can target one "Cultural Club" monster. During the turn you activate this effect, the monster you target gains 1000 attack.

 

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Cultural Club, Inaba

Warrior Earth Effect Monster

1500 Attack / 2100 Defense

Level 3

Once per turn, you can target one "Cultural Club" monster. During the turn you activate this effect, the monster you target can use its effect twice. If another "Cultural Club" monster were to be destroyed, you may destroy this card instead.

 

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Cultural Club, Yui

Warrior Earth Effect Monster

2400 Attack / 100 Defense

Level 4

After this card attacks, its battle position is switched to defense position.

 

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Cultural Club, Gotou

Warrior Earth Effect Synchro Monster

2300 Attack / 2500 Defense

Level 6

Once per turn, you can add one "Heartseed" Continuous Spell card or "Cultural Club" card to your hand from the deck.

 

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Cultural Club, Heartseed

Warrior Earth Effect Synchro Monster

2600 Attack / 2300 Defense

Level 8

Once per turn, you destroy one "Heartseed" Continuous Spell or "Cultural Club" monster. If you do, this card gains 1000 atk and destroy up to 1 card on the field.

 

Spells:

 

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Heartseed, Hito Random

Continuous Spell

Up to twice per turn, you can shuffle one "Cultural Club" monster into your deck. You may then special summon one "Cultural Club" monster with a different name from the deck onto the field.

 

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Cultural Club Unition!

Spell

During the turn you activate this card, if you have monsters with the original names "Cultural Club, Taichi", "Cultural Club, Yoshifumi", "Cultural Club, Iori",
"Cultural Club, Himeko", and "Cultural Club, Yui" on the field. Then during this turn, All "Cultural Club" monsters you control on the field gain this effect:

- This card is unaffected by card effects, cannot be destroyed by battle, returns any monster this card battles to hand (after damage calculation),  and gains 500 attack.

 

Trap:

 

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Heartseed, Kizu Random

Trap

Until the End Phase, "Cultural Club" monsters gain an additional effect based on their name.

- Cultural Club, Taichi
If "Cultural Club, Yoshifumi" is on the field, this card is unaffected by card effects.

- Cultural Club, Yoshifumi
If "Cultural Club, Taichi" is on the field, this card cannot be destroyed by battle.

- Cultural Club, Iori
Other "Cultural Club" monsters gain 500 atk. For each other "Cultural Club" monster on the field, this monsters loses 500 atk.

- Cultural Club, Himeko
Once per turn, you can special summon one "Cultural Club" monster, other than "Cultural Club, Himeko" from your deck.

- Cultural Club, Yui
Any monster this card attacks is destroyed (after damage calculation) and this card cannot be destroyed by battle during that attack. If this card is attacked when there is no other "Cultural Club" monsters on the field, it is destroyed. This card's battle position can not be changed.

 

 

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