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[Archetype] Coralized's


themonkeyspower

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Here is my newest archetype: The Coralized. They are based around utilizing monsters in spell and trap zones to control the opponent.

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1 Rock-Type Tuner + 1 or more non-Tuner monsters
If an opponent's monster would be sent to their Spell & Trap Card Zone you can destroy 1 Spell/ Trap Card your opponent then place that monster in that Spell & Trap Card Zone. If this card is summoned you can send 1 monster your opponent controls to their Spell & Trap Card Zone. Once per turn, you can destroy 1 monster in your Spell & Trap Card Zone; add 1 "Coralized" card from your Graveyard to your hand.

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You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. If an opponent's monster declares an attack on a monster you control you can flip this card in the Spell & Trap Card Zone; Send a card from your hand to the Graveyard: reveal your monster if it is a "Coralized" monster send the attacking monster to an opponent's Spell & Trap Card Zone until your opponent's second End Phase, then send it to the Graveyard, if able, before damage calculations. Once per turn, while this card is face-up in a Spell & Trap Card Zone you can flip it face-down. You can Synchro Summon using this card and 1 or more monsters in a Spell & Trap Card Zone or a monster(s) on your side of the field.

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You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. If an opponent's monster declares an attack on a monster you control you can flip this card in the Spell & Trap Card Zone; Send a card from your hand to the Graveyard: reveal your monster if it is a "Coralized" monster send the attacking monster to an opponent's Spell & Trap Card Zone until your opponent's second End Phase, then send it to the Graveyard, if able, before damage calculations. Once per turn you can Special Summon 1 face-up monster in a Spell & Trap Card Zone until the End Phase then send it to the Graveyard.

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You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. If an opponent's monster declares an attack on a monster you control you can flip this card in the Spell & Trap Card Zone; Send a card from your hand to the Graveyard: reveal your monster if it is a "Coralized" monster send the attacking monster to an opponent's Spell & Trap Card Zone until your opponent's second End Phase, then send it to the Graveyard, if able, before damage calculations. Once per turn, you can destroy 1 monster in your Spell & Trap Card Zone; return one card on field to the hand during the End Phase.

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You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. If an opponent's monster declares an attack on a monster you control you can flip this card in the Spell & Trap Card Zone; Send a card from your hand to the Graveyard: reveal your monster if it is a "Coralized" monster send the attacking monster to an opponent's Spell & Trap Card Zone until your opponent's second End Phase, then send it to the Graveyard, if able, before damage calculations. The ATK of this card is equal to the number of face-up monsters in a Spell & Trap Card Zone x 600. At the end of the Damage Step, if this card battles an opponent's monster: You can send the opponent's monster to the opponent's Spell & Trap Card Zone, if able.

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If you Summon a "Coralized" monster: You can Special Summon this card from your hand. You cannot Xyz this turn. You can place this card face-up in your Spell/ Trap Card Zone from your hand. If this card is sent to the Graveyard by a "Coralized" card effect during the End Phase you can send one card you control to the Graveyard: Special Summon 1 Synchro Monster from your Extra Deck with a level equal to the combined level of this monster and the other card (this is treated as a Synchro Summon).[/spoiler]

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Once per turn, your opponent cannot target "Coralized" cards you control, except "Coralized Hideout". Once per turn if your opponent targets a face-down card you control you can reveal the targeted card; if it is a "Coralized" card negate the opponent's card and destroy it. you can only activate the following effects once per turn, during either player's turn:
*set 1 "Coralized' monster you control in your Spell & Trap Card Zone (this is a Quick Effect).
*Special Summon 1 "Coralized" card in your Spell & Trap Card Zone (this is a Quick Effect).

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Draw cards equal to the number of face-up monsters in your opponent's Spell & Trap Card Zones.[/spoiler]

[spoiler='Edits']3/26/15 -edited the attack prevention effect

-altered beast's effects to make them less potent

-added opt clauses to hideout

3/30/15

-added a discard clause to the spell effects of the monsters[/spoiler]

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I happen to agree with the previous commentor. This is very very excessive.

Every monster discourages player interaction by being a pseudo trap card. Even the form of remove is vastly superior to d-prison and/or sakeretsu armor. SN: Should probably state what happens at the end of the third turn. The monster is moved to the spell and trap card zone where it serves to potientially lock the opponent from actually playing spells and traps in addition to actually getting rid of the monster.

Every other monster with a decoy effect similar to these (i.e. artifacts, toy soldier, Silver Sentinel) at the very least have to be destroyed first. They encourage interaction in some form. These creatures literally lie in wait to screw over the opponent in the most unfair way the game has...well the game doesn't even has this kind of evil. In addition to that they are all reusable. They can set themselves, which means that they perpetually lock the opponent out of playing or perpetually lock the opponent out of some kind of interaction.

Finally the wording is off on most of them. Anything in the spell and trap card zone is treated as a spell and/or trap. Crystal Beast already address this issues by having Ruby Carbuncle say "Crystal Beast cards." So as it stands they cannot actually synergize with each other. They just obliterate other monsters individually.

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