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Written: Ancient Gear Support


Alexnich121793

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These are my first cards created so I could use as much help as possible.

 

The first batch of support are from the anime. I buffed and balanced them to the top of my ability.

 

Ancient Gear Monsters

 

Ancient Gear Hound

Level 3 Earth Machine 1000/1000

Effect: If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Once per turn: You can inflict 600 damage to your opponent. If you control another "Ancient Gear" monster: You can Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.

 

Ancient Gear Statue

Level 2 Earth Machine 500/800

Effect: You can Tribute this face-up card you control; Special Summon 1 "Ancient Gear" monster from your hand or deck, ignoring the Summoning conditions. 

 

Ancient Gear Double Bite Hound Dog

Level 5 Machine Fusion 1400/1000

Effect: "Ancient Gear Hound Dog" + 1 "Ancient Gear" monster

If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Once per turn, during either player's turn: You can place 1 Gear Acid Counter on each monster your opponent controls (max. 1). At the start of the Damage Step, if a monster with a Gear Acid Counter battles: You can destroy that monster.
 
Ancient Gear Triple Bite Hound Dog
Level 7 Machine Fusion 1800/1000
Effect: "Ancient Gear Hound Dog" + 2 "Ancient Gear" monsters
OR 1 "Ancient Gear" monster + "Ancient Gear Double Bite Hound Dog"
If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. This card can make up to 3 attacks during each Battle Phase. This card gains 300 ATK for each "Ancient Gear" monster you control. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster.

 

Ancient Gear Ultimate Hound Dog

Level 9 Machine Fusion 2800/1000

Effect: "Ancient Gear Hound Dog" + 3 "Ancient Gear" monsters

OR "Ancient Gear Triple Bite Hound Dog" + 2 "Ancient Gear" monsters
If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: You can inflict 2000 damage to your opponent. If this card is removed from the field, you can Special Summon 1 Level 8 or Lower "Ancient Gear" monster from your Graveyard, ignoring the Summoning conditions.
 
 
Anime Spell/Traps
 
Ancient Armageddon Gear
Spell Continuous 
Effect: If a monster on the field is destroyed by an "Ancient Gear" monster either by battle or card effect: Inflict damage to its controller equal to the destroyed monsters original attack. Destroy this card during your second Standby Phase after activation.
 
Ancient Gear Rebirth Fusion
Normal Trap 
Effect: If an "Ancient Gear" monster(s) you is destroyed by battle or by a card effect: Target 1 of those monsters; Special Summon 1 Fusion Monster from your Extra Deck that lists that monster as a Fusion Material. (This Special Summon is treated as a Fusion Summon.)
 
Ancient Gear Reborn
Trap Continuous
Effect: Once per turn: You can target 1 "Ancient Gear" monster in your graveyard; Special Summon it, and if you do, increase its original ATK by 200.
 
Ancient Gear Spark Shot
Trap Continuous
Effect: Once per turn: You can target 1 "Ancient Gear" monster you control, and if you do inflict damage equal to half its ATK. You can only activate one "Ancient Gear Spark Shot" per turn.
 
The second batch are original cards I created
 
Monsters:
Ancient Gear Commander
Level 4 Earth Machine 1800/500
Effect: If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. During the turn this card was Normal Summoned, You can Normal Summon 1 "Ancient Gear" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn).
 
Ancient Gear Scout
Level 4 Earth Machine 1500/500
Effect: If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Once per turn: You can add 1 "Ancient Gear" monster from your deck to your hand, except for "Ancient Gear Scout". 
 
Ancient Gear Medic
Level 4 Earth Machine 500/1000
 Effect: If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Once per turn: You can Special Summon 1 "Ancient Gear" monster from your graveyard, except for "Ancient Gear Medic", also monsters you control cannot attack for the rest of this turn, except "Ancient Gear" monsters. 
 
Ancient Gear Watchman
Level 4 Earth Machine 2100/500
Effect: If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. You can discard this card to the Graveyard to add 1 "Geartown" from your Deck or Graveyard to your hand. If this card is on the field but "Geartown" isn't on the field, this card cannot attack.
 
Spells
 
Ancient Gear Repair Plant
Spell Continuous
Effect: Once per turn you can add 1 "Ancient Gear" monster from your deck or graveyard to your hand. You can only activate one "Ancient Gear Repair Plant" per turn. You can only control 1 face-up "Ancient Gear Repair Plant".
 
Ancient Gear Flash Fusion
Spell 
Effect: Pay half your Life Points; Special Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) It is destroyed during the end phase. You can only activate 1 "Ancient Gear Flash Fusion" per turn.
 
Ancient Gear Armament
Equip Spell
Effect: Equip only to a "Ancient Gear" monster. It gains 300 ATK and cannot be destroyed by battle. The equipped monster can be treated as 2 Tributes for the Tribute Summon of a "Ancient Gear" monster. If this card is sent from the field to the Graveyard: You can add 1 "Ancient Gear" Spell/Trap card from your Deck to your hand.
 
Ancient Gear Fusion
Spell
Effect: Send, from your hand or your side of the field to the Graveyard, and/or banish from your graveyard the Fusion Material Monsters that are listed on a "Ancient Gear" Fusion Monster Card, then Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.) If this card is in the Graveyard: You can target 1 "Ancient Gear" Fusion Monster in your Graveyard; return it to the Extra Deck, then add this card to your hand. You can only activate this effect of "Ancient Gear Fusion" once per turn. You can only activate 1 "Ancient Gear Fusion" per turn.
 
Ancient Gear Assault Fusion
Quick-play Spell
Effect: Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials, and it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the amount of ATK gained from this effect at the time of the Summon. You can only activate 1 "Ancient Gear Assault Fusion" per turn.
 
Traps
Ancient Gear Shield
Counter Trap
Effect: When a Spell/Trap Card, or monster effect, is activated while you control at least 1 "Ancient Gear" card, and all face-up monsters you control are "Ancient Gear" monsters: Negate the activation, and if you do, destroy that card.
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Hound Dog's last effect can be improved if it is forced to use itself as a Fusion Material during the Fusion. Otherwise there might be cases where you can Fuse repeatedly just by having Hound Dog and another AG monster available. That's a rare occasion, but still.

 

Statue will become the Lonefire Blossom for AGs. Dupeable, recruitable, retrievable with Workshop, turns your Normal Summon into nigh-on anything. If it could only fetch Golem, it's still fair since it requires the player to dedicate slots to Golem that are better used elsewhere, but being able to fetch out anything is a bit powerful.

 

Double Bite can get pretty nasty since it turns anything you have into Catastor. Barring indestructible monsters, its 1400 ATK becomes negligible.

 

Triple Bite is still bad as ever, seeing that you still need a 3-monster investment to make it. It has nice combos with Double Bite's Gear Acid Counters, but on its own its subpar ATK makes it cannon fodder.

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Hound Dog's last effect can be improved if it is forced to use itself as a Fusion Material during the Fusion. Otherwise there might be cases where you can Fuse repeatedly just by having Hound Dog and another AG monster available. That's a rare occasion, but still.

 

Statue will become the Lonefire Blossom for AGs. Dupeable, recruitable, retrievable with Workshop, turns your Normal Summon into nigh-on anything. If it could only fetch Golem, it's still fair since it requires the player to dedicate slots to Golem that are better used elsewhere, but being able to fetch out anything is a bit powerful.

 

Double Bite can get pretty nasty since it turns anything you have into Catastor. Barring indestructible monsters, its 1400 ATK becomes negligible.

 

Triple Bite is still bad as ever, seeing that you still need a 3-monster investment to make it. It has nice combos with Double Bite's Gear Acid Counters, but on its own its subpar ATK makes it cannon fodder.

Thanks for the advice. If you had anymore I would be really grateful because like I said this is my first time

 

I also added the cards I created myself so any criticism and advice for those would be really helpful as well.

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AG Commander, Scout, and Medic can pull together to form some synergistic R4 engine between them. Commander -> Scout, tutor Medic -> Xyz Geargigant X -> Detach Commander, tutor Commander and you have a Geargigant X with no loss in hand size while having Commander and Medic in hand, ready to make your next Rank 4 monster. The next turn will be followed with Commander -> Medic, revive Commander -> any AG and you get 4 monsters within a single Main Phase. I understand that AGs are somewhat allergic to Special Summons and could use better base monsters, but not like this.

 

Would be more thematic for Commander to have an effect that allows you to Normal Summon an additional AG monster (except Commander) for the turn he's Normal Summoned. Of course, with the (You can only gain this effect once per turn) restriction at the end. This opens up access to the otherwise SS-allergic Golem with Geartown assisting. And a little bump up in ATK would be appreciated.

 

Factory is absolutely superior to Workshop, but that's not a bad thing. Tutoring helps smooth out consistency, and occasionally, turnly recycling is great. The problem is the implications when a player gets 2 or more Factories over several turns, resulting in disgusting amounts of hand advantage.

 

AG Fusion is no different from Power Bond.

 

AG Shield is your standard I-Barrier-esque card for the archetype, but I feel that you can tighten the restrictions a little and make them more characteristic of the archetype. Most other cards of its ilk has restrictions that are functional within their home archetype's playstyle but render the card unusable outside of it.

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AG Commander, Scout, and Medic can pull together to form some synergistic R4 engine between them. Commander -> Scout, tutor Medic -> Xyz Geargigant X -> Detach Commander, tutor Commander and you have a Geargigant X with no loss in hand size while having Commander and Medic in hand, ready to make your next Rank 4 monster. The next turn will be followed with Commander -> Medic, revive Commander -> any AG and you get 4 monsters within a single Main Phase. I understand that AGs are somewhat allergic to Special Summons and could use better base monsters, but not like this.

 

Would be more thematic for Commander to have an effect that allows you to Normal Summon an additional AG monster (except Commander) for the turn he's Normal Summoned. Of course, with the (You can only gain this effect once per turn) restriction at the end. This opens up access to the otherwise SS-allergic Golem with Geartown assisting. And a little bump up in ATK would be appreciated.

 

Factory is absolutely superior to Workshop, but that's not a bad thing. Tutoring helps smooth out consistency, and occasionally, turnly recycling is great. The problem is the implications when a player gets 2 or more Factories over several turns, resulting in disgusting amounts of hand advantage.

 

AG Fusion is no different from Power Bond.

 

AG Shield is your standard I-Barrier-esque card for the archetype, but I feel that you can tighten the restrictions a little and make them more characteristic of the archetype. Most other cards of its ilk has restrictions that are functional within their home archetype's playstyle but render the card unusable outside of it.

I fixed Commander like you said

 

Do you have any advice for how I could change AG Factory and Shield? I'm very new at this so I could use any help I could get.

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Factory can be fixed with a "You can only control 1 face-up 'Ancient Gear Factory'." added to the end to regulate how much hand advantage one can get.

 

Shield is a little difficult to pin down. I would go with changing the restriction to "...if you control a face-up 'Ancient Gear' monster and all face-up monsters you control are 'Ancient Gear' monsters..." to restrict its use to a pure AG build, which is not exactly the easiest thing to run and won't mind a significant power boost like this.

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As Gadjiltron mentioned already, make it a hard OPT so you can't search 2+ cards every turn.

Either that, or you can force the player to shuffle a card into the Deck as a cost in order to search.

 

Personally, I'm leaning more towards the hard OPT; since this is essentially an "Ancient Gear" equivalent to Covenant with the Hellgate (except right now, there is no hard OPT).

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As for Shield, you could change the restriction to require that all monsters you control be "Ancient Gear".

I'll compare this to Yosenjus' Secret Move, which does the same thing that this card does; but requires that you have an Archetypal card out, and no non-members.

 

It's fine to give them something like this, but just make sure that they have no other monsters that aren't of their kind.

 

(Gadjiltron just mentioned this a little while ago, but point still stands.)

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Factory can be fixed with a "You can only control 1 face-up 'Ancient Gear Factory'." added to the end to regulate how much hand advantage one can get.

 

Shield is a little difficult to pin down. I would go with changing the restriction to "...if you control a face-up 'Ancient Gear' monster and all face-up monsters you control are 'Ancient Gear' monsters..." to restrict its use to a pure AG build, which is not exactly the easiest thing to run and won't mind a significant power boost like this.

 

 

As Gadjiltron mentioned already, make it a hard OPT so you can't search 2+ cards every turn.

Either that, or you can force the player to shuffle a card into the Deck as a cost in order to search.

 

Personally, I'm leaning more towards the hard OPT; since this is essentially an "Ancient Gear" equivalent to Covenant with the Hellgate (except right now, there is no hard OPT).

-----

 

As for Shield, you could change the restriction to require that all monsters you control be "Ancient Gear".

I'll compare this to Yosenjus' Secret Move, which does the same thing that this card does; but requires that you have an Archetypal card out, and no non-members.

 

It's fine to give them something like this, but just make sure that they have no other monsters that aren't of their kind.

 

(Gadjiltron just mentioned this a little while ago, but point still stands.)

I made the recommended changes

 

Are there any other changes you guys can recommend for any of the cards?

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AG Fortress has issues. Competes with Geartown, for one, and it also allows you to instantly put out a 3300 ATK AGGD from nearly anywhere, while not exactly offering the same support to its older, SS-allergic members. That's nasty. I feel the archetype is pretty fine with Geartown already.

 

Ancient Armageddon Gear is a cute support that grants pseudo-Flame Wingman to your monsters and turns Double Bite into a significant offensive threat, but otherwise isn't needed.

 

Ultimate Hound Dog is ultimately underwhelming. You expect something more than UAGG if you make a steep 4-card investment. However, you just have 2000 damage and a 2800 beater. Would be much more satisfying to just roll over the opponent by Power Bonding UAGG.

 

Rebirth Fusion is cool with putting out UAGG. bringing out any of the Hound Dogs is not as practical due to your revision of Hound Dog already greatly facilitating their Summon.

 

Reborn is a pretty sweet card in maintaining field presence. Slight ATK boost looks insignificant but can slightly remedy the otherwise low ATK of some of the lesser monsters. This can also result in 3200 ATK AGGD.

 

Spark Shot has that little Reborn synergy but ultimately isn't needed in the archetype either, due to some of its heavier hitters coming with a no-SS clause.

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AG Fortress has issues. Competes with Geartown, for one, and it also allows you to instantly put out a 3300 ATK AGGD from nearly anywhere, while not exactly offering the same support to its older, SS-allergic members. That's nasty. I feel the archetype is pretty fine with Geartown already.

 

Ancient Armageddon Gear is a cute support that grants pseudo-Flame Wingman to your monsters and turns Double Bite into a significant offensive threat, but otherwise isn't needed.

 

Ultimate Hound Dog is ultimately underwhelming. You expect something more than UAGG if you make a steep 4-card investment. However, you just have 2000 damage and a 2800 beater. Would be much more satisfying to just roll over the opponent by Power Bonding UAGG.

 

Rebirth Fusion is cool with putting out UAGG. bringing out any of the Hound Dogs is not as practical due to your revision of Hound Dog already greatly facilitating their Summon.

 

Reborn is a pretty sweet card in maintaining field presence. Slight ATK boost looks insignificant but can slightly remedy the otherwise low ATK of some of the lesser monsters. This can also result in 3200 ATK AGGD.

 

Spark Shot has that little Reborn synergy but ultimately isn't needed in the archetype either, due to some of its heavier hitters coming with a no-SS clause.

I only added Ancient Armageddon Gear, Rebirth Fusion, and Spark Shot because they were in the anime and I started working on the anime cards first.

 

Do you have any advice for ways I could improve Fortress and Ultimate Hound Dog? 

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For Ultimate, you can give it some protection from S/T cards or something.

Given the investment, making it invulnerable to effects wouldn't be a far-fetched idea; especially when we have stuff like Castel/101/Exciton running around and they are rather easy to make.

 

I could also suggest you give it the ability to revive a dead Ancient Gear from the Graveyard once it leaves the field or something; kind of like Geartown in a way.

 

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Then again, we don't know what else Ultimate Hound Dog did in the anime (given they didn't really expand on it in the anime); it might have another effect to make it worth using, but that's speculation at best.

 

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Basically, just give it effect protection and/or the ability to revive dead AGs once it leaves the field.

As-is, it's just a heavy burner when summoned and carries the standard AG-attack clause.

 

Considering it is a 4-card investment to make, you can afford to give it protection and other things that'd normally be on a boss monster.

This technically qualifies as such, although not an easy one to make in most cases (although much less situational than Ultimate AG Golem).

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AG Fortress has issues. Competes with Geartown, for one, and it also allows you to instantly put out a 3300 ATK AGGD from nearly anywhere, while not exactly offering the same support to its older, SS-allergic members. That's nasty. I feel the archetype is pretty fine with Geartown already.

 

Ancient Armageddon Gear is a cute support that grants pseudo-Flame Wingman to your monsters and turns Double Bite into a significant offensive threat, but otherwise isn't needed.

 

Ultimate Hound Dog is ultimately underwhelming. You expect something more than UAGG if you make a steep 4-card investment. However, you just have 2000 damage and a 2800 beater. Would be much more satisfying to just roll over the opponent by Power Bonding UAGG.

 

Rebirth Fusion is cool with putting out UAGG. bringing out any of the Hound Dogs is not as practical due to your revision of Hound Dog already greatly facilitating their Summon.

 

Reborn is a pretty sweet card in maintaining field presence. Slight ATK boost looks insignificant but can slightly remedy the otherwise low ATK of some of the lesser monsters. This can also result in 3200 ATK AGGD.

 

Spark Shot has that little Reborn synergy but ultimately isn't needed in the archetype either, due to some of its heavier hitters coming with a no-SS clause.

 

I replaced Ancient Gear Fortress with an equip spell.

For Ultimate, you can give it some protection from S/T cards or something.

Given the investment, making it invulnerable to effects wouldn't be a far-fetched idea; especially when we have stuff like Castel/101/Exciton running around and they are rather easy to make.

 

I could also suggest you give it the ability to revive a dead Ancient Gear from the Graveyard once it leaves the field or something; kind of like Geartown in a way.

 

------

Then again, we don't know what else Ultimate Hound Dog did in the anime (given they didn't really expand on it in the anime); it might have another effect to make it worth using, but that's speculation at best.

 

------

Basically, just give it effect protection and/or the ability to revive dead AGs once it leaves the field.

As-is, it's just a heavy burner when summoned and carries the standard AG-attack clause.

 

Considering it is a 4-card investment to make, you can afford to give it protection and other things that'd normally be on a boss monster.

This technically qualifies as such, although not an easy one to make in most cases (although much less situational than Ultimate AG Golem).

I changed Ultimate Hound Dog

 

Any other advice?

 

Advice about Ultimate Hound Dog and the new equip spell would be especially helpful.

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Ultimate Hound Dog has changed drastically! Let's review...

 

 

"Ancient Gear Hound Dog" + 3 "Ancient Gear" Monsters

OR "Ancient Gear Triple Bite Hound Dog" + 2 "Ancient Gear" Monsters
This card is unaffected by your opponents card effects. Once per turn: You can inflict 2000 damage to your opponents life points. If this card is sent from the field to the Graveyard: You can target Special Summon 1 "Ancient Gear" Monster in from your hand or Graveyard; Special Summon it.

The fastest way to make it is using the first metabolic pathway Summoning method. 4 monster investment is costly, but it's easier than investing into Triple Bite. Helps that Hound Dog facilitates the Fusion.

 

Blanket immunity to card effects, especially the opponent's card effects, is a very risky move. 2800 ATK is intimidating, but fortunately not sterically hindering insurmountable. Still, I would rather, instead of giving it permanent immunity to card effects, having it gain the Armades effect - where your opponent can't affect cards or effects until the end of the Damage Step when it battles (attacks or gets attacked) - as opposed to just against S/Ts while attacking that the usual Ancient Gears protect against. This at least gives the opponent the hope of being able to answer this outside the Battle Phase.

 

Burn effect is pretty potent as it can end games out of nowhere. Dark Strike Fighter was infamous for being able to do upwards of 4000 damage in one shot. This card is a little more tame but 4800 damage by itself is still pretty painful, if it weren't counterbalanced by the significant investment. It's acceptable.

 

The final effect can be tuned up a bit. I would change its condition to "leaves the field" so that regardless of how it gets dealt with, you get some of your investment back. I would also add "Level 8 or lower" and "ignoring the Summoning conditions" so that it can pull out things like Ancient Gear Golem that can't be SS'd, while also keeping its hands clear off other Ultimate Hound Dogs or UAGG. As cards in hand cannot be targeted, I removed the whole targeting thing that makes it a little harder to circumvent, nearly guaranteeing you regenerate your catalyst get some of your investment back.

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Ultimate Hound Dog has changed drastically! Let's review...

 

The fastest way to make it is using the first metabolic pathway Summoning method. 4 monster investment is costly, but it's easier than investing into Triple Bite. Helps that Hound Dog facilitates the Fusion.

 

Blanket immunity to card effects, especially the opponent's card effects, is a very risky move. 2800 ATK is intimidating, but fortunately not sterically hindering insurmountable. Still, I would rather, instead of giving it permanent immunity to card effects, having it gain the Armades effect - where your opponent can't affect cards or effects until the end of the Damage Step when it battles (attacks or gets attacked) - as opposed to just against S/Ts while attacking that the usual Ancient Gears protect against. This at least gives the opponent the hope of being able to answer this outside the Battle Phase.

 

Burn effect is pretty potent as it can end games out of nowhere. Dark Strike Fighter was infamous for being able to do upwards of 4000 damage in one shot. This card is a little more tame but 4800 damage by itself is still pretty painful, if it weren't counterbalanced by the significant investment. It's acceptable.

 

The final effect can be tuned up a bit. I would change its condition to "leaves the field" so that regardless of how it gets dealt with, you get some of your investment back. I would also add "Level 8 or lower" and "ignoring the Summoning conditions" so that it can pull out things like Ancient Gear Golem that can't be SS'd, while also keeping its hands clear off other Ultimate Hound Dogs or UAGG. As cards in hand cannot be targeted, I removed the whole targeting thing that makes it a little harder to circumvent, nearly guaranteeing you regenerate your catalyst get some of your investment back.

I edited Ultimate Hound Dog and I had to change Ancient Gear Factory's name because I found out there is an existing card with that name.

 

I also made Ancient Gear Fusion into a different card and I made the old Ancient Gear fusion into a separate card. I also added a new monster called Ancient Gear Watchman

 

Do you have anymore advice for Ultimate Hound Dog? Also do you recommend any changes to Ancient Gear Armament, Ancient Gear Fusion, Ancient Gear Assault Fusion, or Ancient Gear Watchman?

 

Also if anyone could help me think of a better name for Ancient Gear Assembly Line I would really appreciate it.

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Bump rule is 24 hours in this section; please remember that.

Advanced Multiples is dead at times, yes, but you need to wait until the time period elapses.

 

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Triple Bite Dog does have the capacity to inflict sizable burn damage and wipe out the opponent's field on its own; provided it gets a way to boost its own ATK.

1800 on a Level 7 isn't exactly great, especially given the fact most common monsters will run it over.

 

This breaks flavor, yes, but you could buff its ATK to 2300 or something.

 

Either that, or you can have it gain ATK equal to the number of Ancient Gear monsters on the field. I'd probably say 200-300 per monster; that way, it's at 2100 when summoned, which isn't too bad.

 

Probably this one would work better, so it retains more of the original card)

 

At least the summoning conditions are easier to pull off; instead of relying on 3x Hound Dog.

(That really only worked because Obelisk Force usually are in groups, and can easily spam the materials en masse)

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Bump rule is 24 hours in this section; please remember that.

Advanced Multiples is dead at times, yes, but you need to wait until the time period elapses.

 

-----

Triple Bite Dog does have the capacity to inflict sizable burn damage and wipe out the opponent's field on its own; provided it gets a way to boost its own ATK.

1800 on a Level 7 isn't exactly great, especially given the fact most common monsters will run it over.

 

This breaks flavor, yes, but you could buff its ATK to 2300 or something.

 

Either that, or you can have it gain ATK equal to the number of Ancient Gear monsters on the field. I'd probably say 200-300 per monster; that way, it's at 2100 when summoned, which isn't too bad.

 

Probably this one would work better, so it retains more of the original card)

 

At least the summoning conditions are easier to pull off; instead of relying on 3x Hound Dog.

(That really only worked because Obelisk Force usually are in groups, and can easily spam the materials en masse)

I made the recommended changes to Triple Bite Hound Dog

 

I also added a limitation text to Ancient Gear Medic, and I edited Ancient Armageddon Gear and Ancient Gear Spark Shot

 

If they are any more changes I need to make to Triple Bite Hound Dog I would really appreciate it if you would let me know.

 

Are there any changes I need to make to the other cards?

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