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[Written] P.F. Police Force Archetype


officertom

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Here's my first custom archetype. It will probably look trashy but I'm just doing this for fun & out of boredom. I know a lot of these cards may be imbalanced, I just haven't gotten around to tweaking them just yet. While writing these, I did however base most of them off existing cards so they wouldn't be too O.P. I'm also already thinking about taking out a few cards (such as rogue agent & stakeout). Tips would be appreciated since I'm a first-timer.

 

Monster Cards

P.F. Drug Enforcement Officer

Level 4

LIGHT

Warrior/Effect

Once per turn, during either player's turn: you can target 1 effect monster your opponent controls with total ATK/DEF less that or equal to this card's; change that target to defense position, and if you do, negate its effects. You can only use this effect of "P.F. Drug Enforcement Officer" once per turn.

ATK/1300 DEF/800

 

P.F. Federal Agent

Level 4

LIGHT

Warrior/Effect

When this card is summoned: your opponent returns 1 card they control to the hand. If it was a monster card: return this card to the hand. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step, except for the effects of monster cards.

ATK/2000 DEF/1200

 

P.F. Patrol Car

Level 3

LIGHT

Machine/Tuner

Once per turn, if you control another P.F. monster: You can return this card to the hand. When an opponent's monster declares a direct attack: You can change that opponent's monster to face-down Defense Position, and if you do, Special Summon this card from your hand in face-up Attack Position.

ATK/700 DEF/1700

 

P.F. Peacekeeper

Level 6

LIGHT

Warrior/Effect

Must first be tribute summoned. This card cannot destroy monsters by battle. If this card battles a monster, after damage calculation: Return that monster to the hand. Once per turn, during either player's turn, when a card or effect is activated: You can pay 500 LP; negate that activation, and if you do, return it to the hand (That card/effect cannot be activated until the end of your next turn).

ATK/2400 DEF/2200

 

P.F. Probie

Level 4

LIGHT

Warrior/Effect

If this face-up card on the field would be destroyed by an opponent's card: change this card to defense position instead, then you can Special Summon 1 "P.F." monster from your hand, Deck, or Graveyard. You can only use this effect of "P.F. Probie" once per turn.

ATK/400 DEF/1000

 

P.F. State Trooper

Level 4

LIGHT

Warrior/Effect

When this card is summoned: You can target 1 face-up monster your opponent controls; banish that target. When this card leaves the field: Set the card that was banished by this effect to your opponent's side of the field.

ATK/1700 DEF/1500

 

Rogue Agent

Level 4

DARK

Fiend/Effect

You can Special Summon this card (from your hand) to your opponent's side of the field, by Tributing 1 monster they control. If Summoned this way, any battle damage received or inflicted from battles involving this card and an opponent's "P.F." monster is doubled.

ATK/1800 DEF/600

 

P.F. Chief of Police

Rank 4 XYZ

LIGHT

Warrior/Effect

2 Level 4 "P.F." monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card to target 1 P.F. monster you control; that monster gains 1000 ATK, until the End Phase. Also, it cannot be destroyed by battle or by card effects until the end of this turn.
ATK/2300 DEF/1200
 
P.F. Robo Cop
Level 7 Synchro
DARK
Machine/Effect
1 machine-Type Tuner + 1 non-Tuner "P.F." monster
If a face-up monster(s) your opponent controls declared an attack last turn, you can destroy 1 of them with this card's effect. This card cannot attack unless this effect was activated this turn. During the End Phase, if this card was sent to the Graveyard this turn: You can add 1 Level 3 Machine-Type Tuner monster from your Deck to your hand.
ATK/2600 DEF/1000
 
Spell Cards
 
Detainment
Equip spell card
Equip only to a monster your opponent controls. Take control of the equipped monster, and change it to defense position (its battle position cannot be changed until your next turn). The equipped monster cannot be used as a Fusion, Synchro, or Xyz Material for a Summon. The equipped monster cannot attack or be destroyed by battle as long as you control a "P.F." monster. Any battle damage done by the equipped monster is halved. When this card is destroyed, shuffle the equipped monster back into the owner's deck.
 
P.F. Emergency Call Center
Field spell card
Each time an opponent's monster declares an attack on a "P.F." monster, place 1 Warrant Counter on the attacking monster. During either player's turn, you can remove 2 Warrant Counters from an opponent's monster to banish it, or remove 3 Warrant Counters to gain control of that monster.
 
P.F. Recruitment
Normal spell card
If you control no more than 1 "P.F." monster: Excavate the top 3 cards of your Deck. Special summon all excavated "P.F." monster cards to your side of the field, also, after that, shuffle the rest back into your Deck. You can only activate 1 "P.F. Recruitment" per turn.
 
Due Compensation
Quick-Play spell card
This turn, each time your opponent destroys a card(s) you control, immediately draw 1 card. You can only activate 1 "Due Compensation" per turn.

 

Stakeout

Continuous spell card

While this card is face up on the field: your opponent must reveal all cards added to their hand, except by drawing them. Once per turn, you can pay 800 life points to look at all of your opponents set cards. When this effect is activated: for the rest of this turn, your opponent's cards cannot be destroyed by card effects.

 

Trap Cards

 

Police Brutality
Target 2 "P.F." monsters you control; destroy exactly 3 cards on the field, then banish the targeted monsters.

 

Entrapment

Counter Trap card

When a Spell/Trap Card, or monster effect, is activated while you control no other cards: Special summon 1 level 4 "P.F." monster from your hand or graveyard; negate the activation, and if you do, destroy that card.

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