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Runeseekers - Archetype ( Updated - 2 New Fusions , 1 New Trap )


minhpro329

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Hello there , im here today to present my new Archetype : Runeseekers
Runeseekers focuses Fusion Summoning to achieve massive power , They are elemental , and will be destroyed if there is a Monster with opposite Attribute on your field .
LORE : Rune seekers are the ones who seek for powerful runes in order to Empower themselves to achieve what they want . Though their purposes , types are different , they joined the group for easier chance to find runes . The Arch - Runeseekers are the ones who have obtained maximum power through their runes , and have an unique runes signs .

[spoiler='Effect Monsters']
1, Fire Lancer of the Runeseekers
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Destroy this card if there is a WATER monster on your side of the field . When this card is summoned , you can target 2 "Runeseekers" cards with different names in your Graveyard or your hand : shuffle them into the Deck . And if you do , draw 1 card . You can only activate this effect of "Fire Lancer of the Runeseekers" once per turn .

2, Ice Mage of the Runeseekers
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Destroy this card if there is a FIRE monster on your side of the field . When this card is normal summoned , you can add 1 "Runeseekers" monster from your Deck to your hand . If this card is in your Graveyard , when "Runeseekers" monsters you control would be destroyed by their own effects , you can banish this card : negate their effects until the End Phase . You can only use each effect of "Ice mage of the Runeseekers" once per turn

3, Earthborn Golem of the Runeseekers
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Destroy this card if there is a WIND monster on your side of the field . If you control no monster , you can special summon this card ( from your hand ) . While this card is face-up on the field , other "Runeseekers" monster you control cannot be destroyed by their own card effects . Once per turn , you can discard 1 "Runeseekers" card to special summon 1 "Runeseekers" monster from your Deck , then negate both this card's and the summoned monster's effect . You can only use this effect of "Earthborn Golem of the Runeseekers" once per turn

4, Storm Beast of the Runeseekers
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Destroy this card if there is an EARTH monster on your side of the field . Once per turn , this card cannot be destroyed by battle with a monster whose attribute is different from this card's . You can return 2 monsters you control with different attributes from your Graveyard to the Deck to special summon this card (from your hand) . If summoned this way , you can add 1 "Runeseekers" spell/trap card from your Deck . You can only use each effect of "Storm Beast of the Runeseekers" once per turn

5, Valkyrie of the Runeseekers
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Once per turn , if you control no DARK monster , and all monster(s) you control are "Runeseekers" monsters , you can special summon this card from your hand . Once per turn , if this card is sent to the Graveyard , you can activate 1 of the following effects :
- Special summon 1 "Runeseekers" monster from your Graveyard
- Add 1 "Runeseekers" monster from your Graveyard to your hand

6, Demonic Blader of the Runeseekers
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Once per turn , if you control no LIGHT monster , and all monster(s) you control are "Runeseekers" monster(s) , you can special summon this card from your hand . Once per turn , if this card is special summoned to your side of the field , you can activate 1 of the following effects :
- Target 1 "Runeseekers" monster you control : until the End Phase , it gains 500 ATK . gains 1000 instead if it battles a non-DARK monster .
- Send 2 "Runeseekers" cards from your Deck to the Graveyard , draw 1 card
.
[/spoiler]

[spoiler='Spell/Trap Cards']
1, Runelemental Fusion
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Send , from your side and/or your hand to the Graveyard , Fusion materials that are listed on a "Runeseekers" Fusion monster , then special summon it from the Extra Deck . If your opponent controls more monsters with the same Attribute(s) than you do , you can shuffle "Runeseekers" monster(s) from your Graveyard or that are banished into the Deck instead of sending them to the Graveyard . You can only activate 1 "Runelemental Fusion" per turn . ( This card is always treated as a "Runeseekers" card )`

2, Runeseekers Mixed Fusion
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Fusion summon , from your Extra Deck , "Runeseekers" Fusion monster (s) by sending monsters from your hand and/or your side of the field to the Graveyard as Fusion materials . If this card is in your Graveyard , you can banish it and 2 other "Runeseekers" monsters from your hand and/or Graveyard , whose effects would destroy each other , then special summon 1 "Runeseekers" Fusion monster from your Extra Deck . You can only use one effect of " Runeseekers Mixed Fusion" per turn , and only once that turn .

3,Runeseekershield
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Activate 1 of the following effects , you can only activate 1 "Runeseekershield" per turn .
- When a card of effect is activated that targets or would destroy a "Runeseekers" monster , you can negate the activation and destroy it .
- When a card of effect would negate the summon of Exactly 1 "Runeseekers" monster , you can banish 2 "Runeseekers" cards in your Graveyard , except "Runeseekershield" to negate the activation and destroy it


4, Rune Unseeked - Rune of Recovery Light
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( This card is always treated as a "Runeseekers" card ) . Discard 1 card to target 2 "Runeseekers" with different Attributes and 1 "Runeseekers" Spell Card in your Graveyard , except "Rune Unseeked - Rune of Recovery Light" , shuffle them into the Deck , then draw 2 card . You can only activate 1 "Rune Unseeked - Rune of Recovery Light per turn"

5, Rune Unseeked - Rune of Fiendish Power
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( This card is always treated as a "Runeseekers" card ) .
Banish 1 "Runeseekers" monster in your Graveyard , then return 1 monster on your opponent's side of the field to their hand . If that monster has a different Attribute from the banished monster , return 1 other card on your opponent's side of the field to the hand . You can only activate 1 "Rune Unseeked - Rune of Fiendish Power" per turn .

 

6, Runeseekers' Urgent Regroup

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Fusion summon 1 "Runeseekers" Fusion monster from your Extra Deck by sending monster(s) from your hand or your side of the field as Fusion material . If this card in your possession is destroyed , you can draw 1 card . You can only activate 1 "Runeseekers' Urgent Regroup" per turn .
[/spoiler]

[spoiler='Fusion Monsters']
1, Cold Archmistress of the Runeseekers
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1 WATER "Runeseekers" monster + 1 monster with different attribute
Must first be fusion summone and cannot be summoned by other ways . When this card is fusion summoned , banish any number of monsters in your opponent's Graveyard ( max 4 ) or that are face-up in the Extra Deck , up to the number of "Runeseekers" monsters with different attributes in your Graveyard . When this card leaves the field , shuffle all WATER monsters in your Graveyard into the Deck , then you can add 1 FIRE "Runeseekers" monster and 1 "Runeseekers" spell/trap card to your hand . You can only use the effects of "Cold Archmistress of the Runeseekers" once per turn


2, Empowered Archlord of the Runeseekers
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1 FIRE "Runeseekers" monster + 1 monster with different attribute
Must first be fusion summoned and cannot be summoned by other ways . When this card is fusion summoned , you can destroy all monsters on the field whose Attribute(s) is different from monsters that were used for this card Fusion Summon . This card gains 100 ATK for each monsters destroyed this way . When this card leaves the field , shuffle all FIRE monsters in your Graveyard into the Deck , then you can add 1 WATER "Runeseekers" monster and 1 "Runeseekers" spell/trap card from your Graveyard to your hand . You can only use the effects of "Empowered Archlord of the Runeseekers" once per turn .


3, Gigantic Arch-Titan of the Runeseekers
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1 EARTH "Runeseekers" monster + 1 monster with different attribute
Must first be fusion summoned and cannot be summoned by other ways . When this card is fusion summoned , deals 400 damage to your opponent for each "Runeseekers" monsters with different attributes in your Graveyard . Once per turn , during either player's turn , all "Runeseekers" monster you control cannot be destroyed by battle or by card effects . When this card leaves the field , shuffle all EARTH monsters in your Graveyard into the Deck , then you can add 1 EARTH "Runeseekers" monster and 1 "Runeseekers" spell/trap card from your Graveyard to your hand . You can only use the effects of "Gigantic Arch-Titan of the Runeseekers" once per turn .


4, Destructive Archbeast of the Runeseekers
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1 WIND "Runeseekers" monster + 1 monster with different attribute
Must first be fusion summoned and cannot be summoned by other ways . When this card is special summoned , destroy all spell/trap cards on your opponent's side of the field . Face-up spell/trap cards are banished instead . Once per turn , during either player's turn , you can banish 2 "Runeseekers" monster in your Graveyard to negate the activation of a monster effect and destroy it . When this card leaves the field , shuffle all WIND monsters inyour Graveyard into the Deck , then you can add 1 EARTH "Runeseekers" monster and 1 "Runeseekers" spell/trap card from your Graveyard to your han . You can only use the effects of "Destructive Archbeast of the Runeseekers" once per turn

 

5, Chaotic Arch-Runeseekers of Cold Flame

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1 FIRE "Runeseekers" monster + 1 WATER monster OR 1 WATER "Runeseekers" monster + 1 FIRE monster

Must first be fusion summoned , and cannot be summoned by other ways . This card is also WATER attribute while face-up on the field . Negate the effects of all monsters on your opponent's side of the field whose attribute(s) are different from this card's . When this card is fusion summoned , banish all FIRE and WATER monster in your Graveyard , then banish the same number of cards on your opponent's field , Graveyard or that are face-up in the Extra Deck ( max 2 for each place ) . When this card leaves the field , shuffle all cards banished by this effect into the owner's Deck , then you can add 1 "Runeseekers" monster and 1 "Runeseekers" spell/trap card from your Graveyard to your hand . You can only control 1 "Chaotic Arch-Runeseekers" monster

 

6, Chaotic Arch-Runeseekers of Gaia Thunder

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1 EARTH "Runeseekers" monster + 1 WIND monster OR 1 WIND "Runeseekers" monster + 1 EARTH monster
Must first be fusion summoned , and cannot be summoned by other ways . This card is also WIND attribute while face-up on the field . Cannot be destroyed by opponent's card effects . When this card is fusion summoned , you can target 1 monster your opponent controls : it cannot be targeted or destroyed by card effects . But as long as that monster is face-up on the field , neither player can summon more than 2 monster(s) per turn , except for "Runeseekers" monster. When this card leaves the field , send the target to the Graveyard , also you can add 1 "Runeseekers" monster and 1 "Runeseekers" spell/trap card from your Graveyard to your hand . You can only control 1 "Chaotic Arch-Runeseekers" monster
 
7, Fallen Light - Founder of the Runeseekers
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1 LIGHT "Runeseekers" monster + 1 DARK "Runeseekers" monster + 2 "Runeseekers" monsters with different attributes
Must first be fusion summoned , and cannot be summoned by other ways . This card is also LIGHT attribute while face-up on the field . This card's fusion summon cannot be negated , also when summoned , cards and effects cannot be activated . When this card is fusion summoned ,you can destroy all special summoned monster(s) on the field . Once per turn , during either's player turn , when you fusion summon a "Runeseekers" monster , you can return 1 card on the field to the hand . When this card leaves the field . target up to 3 monsters your opponent controls and/or that are face-up in the Extra Deck : banish them , if they were all monster(s) with the same attribute(s) , banish all monster(s) with the same name as those monster(s) from either player's Main Deck and Graveyard , then you can add 1 "Runeseekers" monster and 1 "Runeseekers" spell/trap card from your Graveyard to your hand . You can only summon "Fallen Light - Founder of the Runeseekers" once per duel
 
 

[/spoiler]


Suggestions and Feedbacks are highly appreciated :)

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Personally, I think that the DARK and LIGHT Runeseekers are very broken with their first effects. The ability to once per turn just Special Summon a level 6 monster for free is nuts. 

 

LIGHT is broken just because of the fact that it can self resurrect, but then resurrect any other Runeskeeper if it leaves the field. Then next turn, it can just resurrect itself again, only to resurrect another once it leaves the field. It's a constant stream of +1's. 

 

DARK is broken because of it's applications. Summon Plaguespreader (or any other non-LIGHT tuner.) Special Summon Demonic Blader. Tune for a level 8 Synchro like Beelze or Void Ogre Dragoon. Then next turn, do it again. For free. Then again. Then again. 

 

I think being able to Special Summon from the hand is fine, but being able to be recursively summoned from the Graveyard is too good. Especially with the slew of powerhouse Rank 6 monsters we have: Photon Strike Bounzer, Exa-Beetle, Utopia Beyond, etc. 

 

Here is my attempt to balance them somewhat: Take it as you will. 

 

 

"If all face-up monsters you control are "Runeseekers" monsters, and none of them are a DARK monster , you can special summon this card (from your hand.) If this card is sent to the Graveyard, you can target 1 "Runeseekers" monster in your Graveyard, except "Valkyrie of the Runeseekers," and activate 1 of these effects: 

  • Special Summon the targeted card from the Graveyard.
  • Add the targeted card from the Graveyard to your hand.

You can only activate each effect of "Valkyrie of the Runeseekers" once per turn." 

 

 

"If all face-up monsters you control are "Runeseekers" monsters, and none of them are a LIGHT monster , you can special summon this card (from your hand.) If this card is special summoned to your side of the field , you can activate 1 of these effects:

  • Target 1 other "Runeseekers" monster you control , it gains 500 ATK. If the targeted monster battles a non-DARK monster, it gains 1000 ATK instead. This effect lasts until the End Phase.
  • Send 1 "Runeseekers" card from your Deck to the Graveyard , then draw 1 card .

You can only activate each effect of "Demonic Blader of the Runeseekers" once per turn.

 

 

 

This way, they still work in tandem with each other, but as opposites. DARK can send LIGHT to the Graveyard to trigger it's effects. LIGHT can Special Summon DARK or add DARK to hand. The power is still there, but it just can't be easily abused.

 

Anywho, just my thoughts. Feel free to completely disregard if you'd like. I don't intend to step on any toes.

 

Otherwise, I dig the card so far. Fusions have always been my favorite.

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Personally, I think that the DARK and LIGHT Runeseekers are very broken with their first effects. The ability to once per turn just Special Summon a level 6 monster for free is nuts. 

 

LIGHT is broken just because of the fact that it can self resurrect, but then resurrect any other Runeskeeper if it leaves the field. Then next turn, it can just resurrect itself again, only to resurrect another once it leaves the field. It's a constant stream of +1's. 

 

DARK is broken because of it's applications. Summon Plaguespreader (or any other non-LIGHT tuner.) Special Summon Demonic Blader. Tune for a level 8 Synchro like Beelze or Void Ogre Dragoon. Then next turn, do it again. For free. Then again. Then again. 

 

I think being able to Special Summon from the hand is fine, but being able to be recursively summoned from the Graveyard is too good. Especially with the slew of powerhouse Rank 6 monsters we have: Photon Strike Bounzer, Exa-Beetle, Utopia Beyond, etc. 

 

Here is my attempt to balance them somewhat: Take it as you will. 

 

 

"If all face-up monsters you control are "Runeseekers" monsters, and none of them are a DARK monster , you can special summon this card (from your hand.) If this card is sent to the Graveyard, you can target 1 "Runeseekers" monster in your Graveyard, except "Valkyrie of the Runeseekers," and activate 1 of these effects: 

  • Special Summon the targeted card from the Graveyard.
  • Add the targeted card from the Graveyard to your hand.

You can only activate each effect of "Valkyrie of the Runeseekers" once per turn." 

 

 

"If all face-up monsters you control are "Runeseekers" monsters, and none of them are a LIGHT monster , you can special summon this card (from your hand.) If this card is special summoned to your side of the field , you can activate 1 of these effects:

  • Target 1 other "Runeseekers" monster you control , it gains 500 ATK. If the targeted monster battles a non-DARK monster, it gains 1000 ATK instead. This effect lasts until the End Phase.
  • Send 1 "Runeseekers" card from your Deck to the Graveyard , then draw 1 card .

You can only activate each effect of "Demonic Blader of the Runeseekers" once per turn.

 

 

 

This way, they still work in tandem with each other, but as opposites. DARK can send LIGHT to the Graveyard to trigger it's effects. LIGHT can Special Summon DARK or add DARK to hand. The power is still there, but it just can't be easily abused.

 

Anywho, just my thoughts. Feel free to completely disregard if you'd like. I don't intend to step on any toes.

 

Otherwise, I dig the card so far. Fusions have always been my favorite.

Thanks for your suggestions , sometimes im not really good at balancing cards :)

your ideas are very interesting , i will fix my cards right away

and what do u think about the Fusions ? :)

thanks again

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