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Elemental Dragons - I know, it's very cliché :P


Wakes

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Wondered if something like this could work? Is it OP or too weak? I want to create a synergy between the Graveyard, your LP and a little dire risk, and hope I did so well! Credits to all artists, whomever they may be. I do not own any of the artwork, but I sadly didn't remember to write down the names of those who rightfully do... Anyway, at least you know who you are, so thank you! :D

 

[spoiler=Cards]

 

Effect Monsters (not Fusion)

 

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During your opponent's Battle Phase: Remove Dark Dragon from your Graveyard and pay 500 LP; Negate any attacks and end the Battle Phase. 

 

 

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When Earth Dragon is Normal Summoned, no Trap Cards can be activated until the end of turn.

 

 

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When Fire Dragon is Normal Summoned, lower the ATK of one monster your opponent controls by 500.

 

 

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When Light Dragon attacks, you may discard 1 Spell Card. If you did: Add 1 Spell Card from your deck to your hand and shuffle your deck.

 

 

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When Water Dragon is Summoned, you gain 300 LP.

 

 

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When you draw Wind Dragon, you may pay 500 LP. If you do: Destroy 1 Spell or Trap Card your opponent controls.

 

 

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When this card is Normal Summoned, you may pay 2000 LP and select up to 5 Dragons removed from play and put them in your Graveyard. If a Dragon or "Dragon Hero" is destroyed while this card is Face-Up, you may destroy this card instead.

 

 

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Remove 5 Dragons from your Graveyard to Normal Summon this card and it cannot be Summoned in any other way. This card cannot attack the turn it enters the Field. Whenever this card leaves the Field, you gain 2000 LP and can add 1 Dragon and 1 Spell Card from your Deck to your Hand.

 

 

 

Spell Cards

 

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Activate this card by paying 2000 LP. Special Summon, to your side of the Field from your Fusion Deck, a Lv 5 Warrior Fusion Monster with "Dragon Hero" in its name. You can only play "Age of The Dragon Heroes" once per duel.

 

 

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Pay 1000 LP to activate this card. When Dragon Fusion Pool is activated: Add 2 Fusion Counters to this card. Once per turn, you can remove 1 Fusion Counter from this card: Send Fusion Material Monsters listed on a Lv 7 Dragon Fusion Monster from your Field or Hand to the Graveyard and Fusion Summon that Fusion Monster from your Fusion Deck. When there are no Fusion Counters on this card: Destroy it and add 800 ATK to 1 Dragon or "Dragon Hero" Monster you control until the end of turn.

 

 

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Pay 500 LP and remove from play, from your side of the Field and/or your Graveyard, Fusion Material Monsters listed on a Lv 7 Dragon Fusion Monster and Fusion Summon that Fusion Monster from your Fusion Deck.

 

 

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This card is unaffected by Spells, Traps and card effects. Activate this card only if you have 1000 LP or less, and no Monster Cards on your side of the Field. You gain 4000 LP and draw 3 cards from your Deck. During your next Standby Phase, you lose the Duel.

 

 

 

Fusion Monsters

 

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"Light Dragon" + "Fire Dragon"
This card can only be Fusion Summoned. Whenever a Spell Card you control is destroyed, you gain 1000 LP. Once per turn if you gained LP that turn: Reduce the ATK of one Monster on either side of the Field to 0.
 
 
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"Fire Dragon" + "Earth Dragon"
This card can only be Fusion Summoned. When Molten Dragon enters the Battle Field, lower the ATK of 1 monster your opponent controls by 1000. When Molten Dragon attacks, negate the activation of 1 Trap Card and destroy it.
 
 
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"Earth Dragon" + "Water Dragon"
This card can only be Fusion Summoned. If Mud Dragon is in Defence Position, your opponent cannot Set any Spell or Trap Cards. Each turn, during your Draw Step, you gain 500 LP.
 
 
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"Wind Dragon" + "Earth Dragon"
This card can only be Fusion Summoned. When Sand Dragon is on your side of the Field: Your opponent cannot activate any Spell or Trap Cards during your turn. If you draw a Spell Card: Pay 1000 LP; Draw one card.
 
 
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"Wind Dragon" + "Water Dragon"
This card can only be Fusion Summoned. Pay 1000 LP during your Main Phase (Only once per turn): Destroy all Spell and Trap Cards on the Field. When Tempest Dragon attacks you gain 400 LP.
 
 
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"Dark Dragon" + "Earth Dragon"
This card can only be Fusion Summoned. When this card is Fusion Summoned: Remove 2 Dragons from your Graveyard; Your opponent loses 1000 LP and you gain 1000 LP. Sacrifice this card and pay 1000 LP during your Main Phase: Special Summon 1 Lv 4 Dragon from your Graveyard.
 
 
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"Light Dragon" + "Dark Dragon"
This card can only be Fusion Summoned. If you have 3 or more Dragons in your Graveyard: Monsters your opponent controls with 1900 ATK or less cannot attack. Discard 1 Spell Card and pay 500 LP (Only once per turn): Add 1 Spell Card from your Graveyard to your Hand.
 
 
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Can only be Summoned by "Age of The Dragon Heroes" and cannot be Summoned in any other ways. If you have a Water Attribute Dragon in your Graveyard: Dragon Hero - Mizu can attack your opponent directly. Whenever you Summon a Dragon, this card gains 400 ATK until the end of turn.
 
 
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Can only be Summoned by "Age of The Dragon Heroes" and cannot be Summoned in any other ways. This card gains 400 ATK for every Dragon in your Graveyard. Remove 1 Dragon from your Graveyard and pay 1000 LP during your Main Phase (Only once per turn): Dragon Hero - Necro gains and activates that Dragon's abilities and becomes a Dragon until the end of turn.
 
 
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Can only be Summoned by "Age of The Dragon Heroes" and cannot be Summoned in any other ways. If there is a Wind Atribute Dragon in your Graveyard: Dragon Hero - Sora gains 300 ATK and can attack twice per turn. If this card is destroyed (Only once per turn): Remove 1 Dragon from your Graveyard and don't destroy it.
 
 
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Can only be Summoned by "Age of The Dragon Heroes" and cannot be Summoned in any other ways. If you have no Dragon cards in your Graveyard: Switch this card into Attack Position and it cannot change to Defence Position. If this card is attacked while in Defence Position, your opponent loses LP equal to the attacking Monster's ATK Points. This card cannot be destroyed.
 
 
 
Trap Cards or others?
 
[/spoiler]
I haven't made anymore than these yet, sorry...  :7603_key:
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- Age of Dragon Heroes should be Once per turn instead of Once per Duel

- The Final Hope i think should be Add 3 Cards instead of just Draw 3 cards

- need some wording, try to match the real card's lore

- have lots of problems in swarm and draw power, is good and the Dragon support can help but the archtype is kinda... slow

- is a good idea, but need to work more on it

 

5/10

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- Age of Dragon Heroes should be Once per turn instead of Once per Duel

- The Final Hope i think should be Add 3 Cards instead of just Draw 3 cards

- need some wording, try to match the real card's lore

- have lots of problems in swarm and draw power, is good and the Dragon support can help but the archtype is kinda... slow

- is a good idea, but need to work more on it

 

5/10

 

In the future, avoid using bold text, except when needed. We can read the regular text fine.

What do you, as a reviewer, think he should add? Why do you think 1/2 need to be fixed?

 

For Age of the Dragon Heroes, I could see the once per Duel thing as a safeguard to being spammable for Rank 5 things; given Instant Fusion is a thing; although they can't be SSed by it.

Then again, it's basically a cost-less Mask Change of sorts (well, non-card related)

 

  • Dark Dragon is a somewhat hybrid version of Necro Gardna and Negate Attack; you banish it from the Graveyard and essentially end the BP right then and there.
  • Earth Dragon shuts off backrow until the End Phase, which is generally a nice thing. Or you can block stray Breakthrough Skills in the Graveyard, which also sees use.
  • Fire Dragon's effect is more/less gimmicky; 500 ATK is decent, but keep in mind that a lot of bosses lately won't really mind getting their ATK cut (considering their high power already; but it does help soften them up a little). I would say you could increase the boost a little bit; but go too much, and you effectively neuter things. 600-700 should be fine.
  • Light Dragon searches out key Spell Cards that you might want; though given its stats, I honestly don't foresee it attacking often; save for direct attacks. You can give it more ATK power, as to help it get its effect going. (For a Level 4 with that ability, 1500 ATK should be enough)
  • Water Dragon's LP gain is not really a lot. You can get away with having it boost 300 for every Dragon-Type monster you have; depending on how things go, you can have more LP. The boost might sound high, but it does require some degree of effort to get to. Or you can just have it gain 800 LP on summon; and that'll be okay.
  • Wind Dragon is a hand version of MST that blows stuff up (assuming 500 LP payments); good for dealing with common backrow and other things.
  • Attriark recovers banished Dragons and essentially gives your bosses a second chance at life, should they be destroyed. I could see its first effect used to recover stuff for Tellanox.
  • I would say that Tellanox could get its attack lock removed, but considering Chaos Dragons and other Graveyard-heavy Decks that run Dragon-Types are still existent; probably best that you have it wait. (Although it is still weak to Bottomless and other forms of removal)
  • Dragon's Will is more/less a Quick-Play version of Dragon's Mirror, but with more limited applications. Aside from the stuff here, this can summon Thousand Dragon and a bunch of other Vanilla Fusions that no one talks about anymore. (For most intents and purposes, Mirror has better usage).

 

I won't review all of them, but this should be a good starting guide to what you can fix.

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