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Guardians of the galaxy...I mean,Space


Red_X

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I've noticed that a lot of decks seem to be bypassing the extra deck in favor of more main deck aproach (Yosenju, Nekroz), so I decided to go the other way, with a deck with no main deck monsters.  Planning to add more support, tell me what you think.

 

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Lore:

This card cannot be special summoned except by a "Guardian's" spell or trap card. When this card is special summon, you can banish any number of cards from either graveyard. If this card would be destroyed, you can banish one "Guardian" card from your graveyard instead. If this card leaves the field: banish it. Once per turn, during your main phase, except during the turn this card was banished: you can target this banished card and one banished "Guardian" spell/trap card: return those cards to the deck, and the draw one card.

 

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Lore:

This card cannot be special summoned except by a "Guardian's" spell or trap card. When this card is special summon, you can banish any number of cards from either graveyard. Once per turn: You can send two"Guardian" spell/Trap card from your deck to your graveyard, and then shuffle one spell/trap card from your graveyard into your deck. If this card leaves the field: banish it. Once per turn, during your main phase, except during the turn this card was banished: you can target this banished card and one banished "Guardian" spell/trap card: return those cards to the deck, and the draw one card.

 

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Lore:

This card cannot be special summoned except by a "Guardian's" spell or trap card. When this card is special summon, you can banish any number of cards from either graveyard. This monster's attack is equal to the number of banished spell/trap cards x500. If this card leaves the field: banish it. Once per turn, during your main phase, except during the turn this card was banished: you can target this banished card and one banished "Guardian" spell/trap card: return those cards to the deck, and the draw one card.

 

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Lore:

This card cannot be special summoned except by a "Guardian's" spell or trap card. When this card is special summon, you can banish any number of cards from either graveyard.Once per turn: You can reveal any number of "Guardian" Spell/trap cards in your hand(min 2) then, add any number of "Guardian" Spell/Trap cards from your banished zone to your hand, up to half of the number of revealed cards, rounded down. If this card leaves the field: banish it. Once per turn, during your main phase, except during the turn this card was banished: you can target this banished card and one banished "Guardian" spell/trap card: return those cards to the deck, and the draw one card.

 

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Lore:

This card cannot be special summoned except by a "Guardian's" spell or trap card. When this card is special summon, you can banish any number of cards from either graveyard. Once per turn, you can banish any number of spell/trap cards from either graveyard, then return that many spell/trap cards on the field to the hand. If this card leaves the field: banish it. Once per turn, during your main phase, except during the turn this card was banished: you can target this banished card and one banished "Guardian" spell/trap card: return those cards to the deck, and the draw one card.

 

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Lore:

This card cannot be special summoned except by a "Guardian's" spell or trap card. When this card is special summon, you can banish any number of cards from either graveyard. Once per turn: you can destroy any number of "Guardian" cards on your side of the field, then destroy an equal number of cards on your opponents side of the field. If this card leaves the field: banish it. Once per turn, during your main phase, except during the turn this card was banished: you can target this banished card and one banished "Guardian" spell/trap card: return those cards to the deck, and the draw one card.

 

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Lore:

Roll a 6-sided die, and then apply an effect based on the result rolled
1-Special summon one DARK "Space Guardian" monster from your extra deck
2-Special summon one LIGHT "Space Guardian" monster from your extra deck
3-Special summon one EARTH "Space Guardian" monster from your extra deck
4-Special summon one WATER "Space Guardian" monster from your extra deck
5-Special summon one FIRE "Space Guardian" monster from your extra deck
6-Special summon one WIND "Space Guardian" monster from your extra deck

 

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Lore:

Special summon from your Extra deck one "Space Guardian" monster. If you do, you lose life points equal to the number of "Guardian" Spell cards on the field and in the banished zone x500.

 

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You can only activate this card if your opponent has a monster that has an attribute besides DIVINE. Special summon from your extra deck one "Space Guardian" monster whose attribute is the same as one monster your opponent controls.

 

New Cards:

 

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Lore: Once per turn: If you control no monsters and have a "Guardian's" Spell/Trap card banished or in your graveyard: you can target that card: add one "Guardian's" Spell/Trap card from your deck to your hand, except a card that has the same name as the targeted card.

 

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Lore:Once per turn: If a "Space Guardian" monster you control is banished, you can search your deck for one "Guardian" Spell/Trap card: banish it. During your next Standby Phase, add that card to your hand (even if this card is no longer on the field)

 

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Lore: When a "Space Guardian" monster you control is banished: Special summon one "Space Guardian" monster from your extra deck that has a different name than the banished monster.

 

 

The idea is to have a lot of deck thinning plus a lot of the "Guardian's" cards to summon the Fusion monsters.  Plus, if you don't like what you summon off of Mimicry/Awakening you can use advance draw to deck thin or xyz into a rank 8.  Or, you can try a hybrid build and run phsycis for Leo accessibilty.  I can put what I think would be a decent deck list, but I don't know if y'all do that here.

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