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Nuclear Outlaws (Based off of Nuclear Throne)


Ms.Nimbat

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Althought I dont have the game myself, I've seen just enough Daily Run vids on Youtube to get the idea on what it's about. Thanks Northernlion! Anyways... After sharing these cards with my friends, they've told me that they seems like a branch off of Noble Knghts because it's many Equip Spells and search power. It's not as abusive towards it's equip cards, but it's somewhat paced a bit. However, the Extra Deck monsters dont utilize this search power. The regular monsters have their own unique effects that I TRIED to make most of their effects similar to their in-game effects. The best example  of this would have to be Chicken. Also, for the mutations, I tried to make certain ones amplify their effects when applied to certain monsters. Feel free to fix the wording to help me out. Anyways, Enjoy this set!

 

[spoiler='Monsters']

[spoiler='Chicken']VT4mQJu.jpg

You can Special Summon this card from your Hand if you control another "Nuclear Outlaw" monster. During the turn after this card is destroyed and sent to the Graveyard, until the End Phase, if you gain Life Points, Special Summon this card from your Graveyard. You can only control 1 "Nuclear Outlaw - Chicken".
[/spoiler]

[spoiler='Crystal']Tla0C7U.jpg

If this card or a "Nuclear Outlaw" monster you control is attacked, you can banish 2 "Mutation" cards from your Graveyard; all attacks made by your opponent this turn are directed to this card until the End Phase. If this card is attacked while it's in attack position, switch it to defense position. You can only control 1 "Nuclear Outlaw - Crystal".[/spoiler]

[spoiler='Eyes']LZEYDhz.jpg

When this card is summoned to your field, you can add 1 "Mutation" Equip Spell card from your Deck to your Hand. Once per turn, you can target 1 set Spell/Trap card your opponent controls (if any) and reveal it; It's effects are not activated when revealed. Flip it back face-down during the End Phase. You can only control 1 "Nuclear Outlaw - Eyes".[/spoiler]

[spoiler='Fish']g0cFsMs.jpg

All other "Nuclear Outlaw" monsters you control cannot be destroyed by battle once per turn. You can only control 1 "Nuclear Outlaw - Fish".

 

 

Note: Fish can Roll!

[/spoiler]

[spoiler='Horror']ihNd2lJ.jpg

Once per turn during your Main Phase, you can banish 1 "Mutation" card from your Hand or Graveyard; Target 1 monster your opponent controls and banish it, but this card cannot attack for the rest of this turn. You can only control 1 "Nuclear Outlaw - Horror".[/spoiler]

[spoiler='Melting']8jbFDZI.jpg

If a "Nuclear Outlaw" monster you control is destroyed by battle while this card is in your Graveyard, Special Summon this card in defense position. This card can also be Special Summoned from your Hand by banishing 1 "Mutation" card in your Graveyard. You can only control 1 "Nuclear Outlaw - Melting".[/spoiler]

[spoiler='Plant']2gtyUo4.jpg

Once during either player's Battle Phase, you can target 1 monster your opponent controls; That target cannot attack this turn. Also, it's effects are negated. Once during either player's turn, you can target 1 set Spell/Trap card your opponent controls; Your opponent cannot activate that card this turn. You can only activate 1 of these effects per turn. You can only control 1 "Nuclear Outlaw - Plant".[/spoiler]

[spoiler='Rebel']Once per turn, you can pay 500 Life Points: Special Summon 1 Rebel Token (Warrior-Type/DARK/Level 4/ATK ?/DEF ?). It's ATK and DEF are Equal to this card's current ATK and DEF. You can only control 1 "Nuclear Outlaw - Rebel".


Note: This card is in Written form due to a bug in the card maker. When fixed, the picture will be added.[/spoiler]

[spoiler='Robot']ElrkY9z.jpg

Once per turn, if you control another "Nuclear Outlaw" monster, you can discard 1 card from your Hand, then draw 1 card. Once per turn, you can send 1 "Mutation" Equip Spell card you control to the Graveyard, and if you do, add 1 "Mutation" card from your Deck to your Hand. You can only control 1 "Nuclear Outlaw - Robot".[/spoiler]

[spoiler='Rouge']PZ6XA3r.jpg

When this card is Normal Summoned, equip 1 "Mutation" Equip Spell card directly from your Deck to this card. If your opponent declares an attack on a "Nuclear Outlaw" monster you control, Special Summon this card from your Hand and end the Battle Phase. If this card was Special Summoned this way and is destroyed, banish it instead if you do not control "Multidimensional Portal". You can only control 1 "Nuclear Outlaw - Rouge".[/spoiler]

[spoiler='Steroids']8BpldNU.jpg

This card can attack twice during the Battle Phase. This card can inflict piercing damage if you control another "Nuclear Outlaw" monster. You can only control 1 "Nuclear Outlaw - Steroids".[/spoiler]

[spoiler='Y.V.']xvJBq3t.jpg

When this card is summoned to your field and you do not control any Spell or Trap cards, you can activate 1 "Loot Crate" directly from your Deck or Graveyard. Once per Battle Phase, if this card destroys a monster by battle, it can make a second attack in a row. You can only control 1 "Nuclear Outlaw - Y.V.".[/spoiler]

[/spoiler]

 

[spoiler='Mutations']

[spoiler='Back Muscle']OueYAqg.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. This equipped monster gains 1000 ATK. If this card sent to the Graveyard, all Nuclear monsters cannot be destroyed for the rest of this turn. Also, you take no battle damage from battles involving "Nuclear Outlaw" monsters you control. You can only control 1 "Back Muscle Mutation".[/spoiler]

[spoiler='Blood Lust']2zU7J0J.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. Each time the equipped monster deals battle damage to your opponent, you gain Life Points equal to half the damage that was dealt. You can only control 1 "Blood Lust Mutation".[/spoiler]

[spoiler='Boiling Veins']YQaUOh4.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. If your Life Points are at half or lower than half of your opponent's Life Points, the equipped monster cannot be destroyed by battle. Also, you take no battle damage from battles involving the equipped monster. You can only control 1 "Boiling Veins Mutation".[/spoiler]

[spoiler='Bolt Marrow']80cz9It.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. If the equipped monster attacks or is attacked, half the ATK of all monsters your opponent controls until the End Phase. You can only control 1 "Bolt Marrow Mutation".[/spoiler]

[spoiler='Eagle Eyes']4YYCIfl.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. The equipped monster can inflict piercing damage if not already. If this card is equipped to "Nuclear Outlaw - Eyes", it can reveal 2 set Spell/Traps cards your opponent controls instead of 1 when you activate it's effect. You can only control 1 "Eagle Eyes Mutation".[/spoiler]

[spoiler='Extra Feet']e8H0hc6.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. Once per turn, the equipped monster cannot be destroyed by battle if not already. If this card is equipped to "Nuclear Outlaw - Fish", then it cannot be destroyed twice per turn. You can only control 1 "Extra Feet Mutation". [/spoiler]

[spoiler='Gamma Guts']G6ZlDZD.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. If the equipped monster is attacked and destroyed by your opponent, inflict damage equal to half the damage you took. You can only control 1 "Gamma Guts Mutation".[/spoiler]

[spoiler='Hammer Head']ofv0bRc.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. Once per turn, if the equipped monster successfully destroys a monster, target 1 Spell/Trap card your opponent controls; Destroy that target. You can only control 1 "Hammer Head Mutation".[/spoiler]

[spoiler='Impact Wrists']3gYjxw1.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. The equipped monster gains 800 ATK. If this card is equipped to "Nuclear Outlaw - Crystal", then it gains 1200 ATK instead. You can only control 1 "Impact Wrists Mutation".[/spoiler]

[spoiler='Laser Brain']bPVVkvG.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. Once during either player's turn, if your opponent activates a Trap card, you can send the top card of your Deck to your Graveyard; Negate and destroy it. You can only control 1 "Laser Brain Mutation".[/spoiler]

[spoiler='Last Wish']7KwyaF9.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. If your Life Points are lower than half of your opponent's Life Points, you can send this card from the field to the Graveyard, and if you do, your Life Points become half of your opponent's Life Points, then add 1 "Mutation" card from your Deck to your Hand, except "Last Wish Mutation". You can only control 1 "Last Wish Mutation".[/spoiler]

[spoiler='Long Arms']KxsB4a8.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. If the equipped monster destroys a monster and would be sent to the Graveyard, you can shuffle it into your opponent's Deck instead. You can only control 1 "Long Arms Mutation".[/spoiler]

[spoiler='Lucky Shot']BsGUVCV.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. Once per turn, you can choose 1 card in your opponent's Hand; Send that card to the Graveyard, but the equipped monster cannot attack this turn. If this card is equipped to "Nuclear Outlaw - Y.V.", then it can attack even if you activated this card's effect. You can only control 1 "Lucky Shot Mutation".[/spoiler]

[spoiler='Open Mind']qFEIOUs.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. Immediately after this effect resolves, equip 1 "Mutation" Equip Spell card directly from your Deck to the equipped monster, except "Open Mind Mutation". You can only control 1 "Open Mind Mutation".[/spoiler]

[spoiler='Plutonium Hunger']0Lg8bdz.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. Once per turn, you can banish 1 "Mutation" card from your Graveyard, and if you do, gain 800 Life Points. You can only control 1 "Plutonium Hunger Mutation".[/spoiler]

[spoiler='Rabbit Paw']NX5ZS0k.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. Once per turn, if you add a "Mutation" card from your Deck to your Hand, You can add 1 of your banished "Mutation" Equip Spell cards to your Hand. You can only control 1 "Rabbit Paw Mutation".[/spoiler]

[spoiler='Recycle Gland']OOrGlJH.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. When this card is activated, shuffle all "Mutation" cards in your Graveyard back into your Deck. While you control this card, all "Nuclear Outlaw" monsters and "Mutation" Equip Spell cards are shuffled back into your Deck instead of going to the graveyard. You can only control 1 "Recycle Gland Mutation".[/spoiler]

[spoiler='Rhino Skin']bRad5mv.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. The Equipped monster gains 1500 DEF and your opponent cannot inflict piercing damage from attacks involving the equipped monster. You can only control 1 "Rhino Skin Mutation".[/spoiler]

[spoiler='Scarier Face']cGFMHqw.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. While you control this card, half the ATK of all monsters your opponent controls. You can only control 1 "Scarier Face Mutation".[/spoiler]

[spoiler='Second Stomach']iHHtjwv.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. While you control this card, double the amount of Life Points you gain from card effects. You can only control 1 "Second Stomach Mutation".[/spoiler]

[spoiler='Sharp Teeth']e2P1vPd.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. once per turn, this card cannot be destroyed by battle if not already. Also you take no battle damage from battles involving the equipped monster. If the equipped monster is attacked, your opponent takes half the battle damage you would've taken during the Damage Step. You can only control 1 "Sharp Teeth Mutation".[/spoiler]

[spoiler='Shotgun Shoulders']rgz7naU.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. Once per turn, if your opponent declares an attack that target's the equipped monster, you can change the target to a monster your opponent controls. You can only control 1 "Shotgun Shoulders Mutation".[/spoiler]

[spoiler='Stress']ceU8uoy.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. When this card is drawn or added to your Hand, except during the Draw Phase, Immediately activate this card. The equipped monster's ATK and DEF are halved. If this card is sent to the Graveyard, draw 2 cards. You can only control 1 "Stress Mutation".[/spoiler]

[spoiler='Strong Spirit']EXFyW9q.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. Once per turn, the equipped monster cannot be destroyed by battle if not already. If the equipped monster is destroyed by battle and sent to the Graveyard, Draw 1 card. You can only control 1 "Strong Spirit Mutation".[/spoiler]

[spoiler='Trigger Fingers']HlSXRBk.jpg

You can only equip this card to a "Nuclear Outlaw" monster you control. The equipped monster gains 800 and can attack all monsters your opponent controls once each. You can only control 1 "Trigger Fingers Mutation".[/spoiler]

[/spoiler]

 

[spoiler='Other Spells and Traps']

[spoiler='Loot Chest']oA60YY3.jpg

Each time you destroy a monster your opponent controls, roll a 6-sided die and apply the result.
1 or 4: Add 1 "Mutation" Spell card from your Deck to your Hand. 2 or 5: Gain Life Points equal to half the battle damage you dealt to your opponent. 3 or 6: Take 300 damage.
You can only control 1 "Loot Chest".[/spoiler]

[spoiler='Multidimensional Portal']kQ9bIes.jpg

 

When this card is activated destroy all other Continuous and Field Spell cards your opponent controls. All monsters you control gain 500 ATK and DEF. Once per turn, you can return 1 "Nuclear Outlaw" you control to your Deck, and if you do, target 1 card your opponent controls; Banish that target. If this card was destroyed by the effect of a Spell card, shuffle this card into your Deck instead.[/spoiler]

[spoiler='The Nuclear Crown']6wkWA74.jpg

 

When this card is activated, roll a 6-sided die and apply the result for as long as this card remains on the field.
1: You're opponent can make 2 Normal Summons/Sets this turn instead of 1. 2: All monsters you control gain 1000 ATK. 3. Each Time a monster you control is destroyed (either by battle or card effect), gain 500 Life Points. 4. During your End Phase: both players take 300 damage. 5. Reveal 4 Spell cards from your Deck, then your opponent randomly selects 1 of them to your hand, and shuffle the rest back into your Deck. 6. Destroy all cards on the field.
You can only control 1 "The Nuclear Crown".



Note: This card tries to use the effects of the following crowns:
-Crown of Explosions
-Crown of Hatred
-Crown of Blood
-Crown of Death
-Crown of Love
-Crown of Destiny[/spoiler]

[spoiler='I.D.P.D. Encounter']yEjL7Yc.jpg

 

During the End Phase, add 1 Crime Counter to this card (max. 12) for every monster that was destroyed this turn. Once per turn, you can remove a number of Crime Counters from this card; Target 1 monster you opponent controls whose level is less than or equal to the number of Crime Counters removed and banish it. You can only control 1 "I.D.P.D. Encounter".[/spoiler]

[/spoiler]

 

[spoiler='Extra Deck Monsters']

[spoiler='Snowbot']w18EpSh.jpg

2 Level 4 monsters
Once during either player's turn, when a monster is Summoned to the field, you can detach 1 Xyz material; equip the summoned monster to this card, and if you do, this card gains half that monster's original ATK and DEF. If you control another "Nuclear Outlaw" monster and this card is equipped with a monster your opponent owns, you can send the equipped by this card's effect to the Graveyard, and if you do, destroy 1 monster your opponent controls with equal or less ATK.[/spoiler]

[spoiler='Raven']caygRpU.jpg

1 Tuner + 1 or more non-Tuner monsters
Once per turn, you can swap control of this card to your opponent. During the End Phase, while your opponent controls this card, they must discard 1 card or tribute 1 monster they control, except this card. If a monster you control is destroyed by your opponent (either by battle or by card effect), you regain control of this card. You can only control 1 "Nuclear Outlaw - Raven".[/spoiler]

[spoiler='Guardian']LAIYGRV.jpg

1 "Nuclear Outlaw" Tuner + 1 or more non-Tuner monsters
Once per turn, you can banish this card on the field; Special Summon 1 "Guardian Ball Token" (Aqua-Type/FIRE/Level 1/ATK 0/DEF/0) in defense mode. If that token is destroyed (either by battle or by card effect), Special Summon this banished card. If you were inflicted piercing damage from an attack declared on a "Guardian Ball Token" you control, inflict that same damage to your opponent. You can only control 1 "Nuclear Guardian".[/spoiler]

[spoiler='Big Dog']egYnc6y.jpg

1 "Nuclear Outlaw" Tuner + 1 or more non-Tuner monsters
This card can attack all monsters your opponent controls once each. If your opponent controls at least 2 or less monsters, you can Special Summon up to 3 "Rocket Tokens" (Machine-Type/EARTH/Level 1/ATK 0/DEF/0) on your opponent's side of the field. You can only activate this effect once while this card is on the field. Each time that a "Rocket Token" leaves the field, destroy 1 card your opponent controls (if any). You can only control 1 "Nuclear Pet - Big Dog".[/spoiler]

[spoiler='Lil' Bandit']8rV1Dk5.jpg

2 Level 3 "Nuclear Outlaw" monsters
Once per turn, you can detach 1 Xyz material; choose 2 cards in your opponent's hand or 2 cards your opponent controls and send those cards to the Graveyard, but this card cannot attack for the rest of the turn. You can only control 1 "Nuclear Outlaw - Lil' Bandit".[/spoiler]

[spoiler='Big Bandit']L0le6Qm.jpg

3 Level 4 "Nuclear Outlaw" monsters
If you control no other monsters, you can Special Summon 2 "Bandit Tokens" (Warrior-Type/EARTH/Level 4/ATK 1800/DEF 2000) in defense position. If this card would be destroyed, you can tribute 1 "Bandit Token" you control instead. Once per Main Phase 2, if this card destroyed a monster this turn, you can detach 1 Xyz material; Target 1 Spell/Trap card your opponent controls and destroy it. You can only control 1 "Nuclear Outlaw - Big Bandit".[/spoiler]

[/spoiler]

 

 

!!!PLEASE NOTE!!!:

I HAVE NOT MADE THRONE BUTT YET!!

It's seems too complicated for me to make since it effects every character in-game.

If you have any suggestions for how to make it, that would be much appreciated.

 

 

 

 

 

 

 

 

That is all.

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