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Nature's Response to the D/D/D's...The N.N.N.'s (Neo Nature Nights) [27/27?]


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Hey guys. It's me again with another archetype and boy is this one a woozy and a doozy. Luckily I have an imagination and I am able to make these cards kinda quick. Well here they are, but first a story. With the D/D/D (inspiration for this archetype) being different dimension demons and being focused on swarming and being the jack of all trades, I thought "why not do this also?" This time, I'm putting emphasis on the dimension aspect with banish crap. Anyway, here it is.

 STORY: The NNN (or Neo Nature Nights, notice no K since they're are not all warriors) are a group of lifeforms in a certain planet that focuses on nature and it's duty of protecting it. It'll do anything to protect its beautiful nature planet from any sort of intruders, even if it means taking them out. It loves to disappear into another dimension, then come back and give its effect. This beautiful natured planet has 3 separate powers of branches, and the main deck monsters hint at this by color: The red being required for fusions, the Greens being required for Synchros, and Blues require for Xyz getting off their full effect (except for one but that's special): The Fusion Branch, which gets the NNN monsters back to the Deck (or hand) and gets off its effect that way, The Synchro Branch, which focuses on using the tuners (or other effects) to banish other NNN monsters to get its effects off (and some effects can get nasty if left unchecked), and the Xyz Branch, which focuses on swapping banished NNN monsters to banish your opponent's cards (It's a quid pro quo.) Anyway, that's the story, and here they're Plus, for the extra Deck monsters, Imma do a summoning chant for them (you know...as a bonus) Enjoy the Neo Nature Nights (N.N.N.) Plus, this all may look counter-intuitive, but it works in the end through potential and set-up.
 

[spoiler=Main Deck Monsters]

 

RED (Fusion Requirements)

 

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[spoiler=lore] You can tribute 1 other "N.N.N." monster you control; add 1 "N.N.N." monster from your Deck to you hand with a different attribute as the tributed monster. If this card is sent to the Graveyard for the Fusion Summon of an "N.N.N." Fusion Monster: You can Special Summon this card, but banish it when it leaves the field. You can only use 1 "N.N.N. Soaring Phoenix" effect per turn, and only once that turn. [/spoiler]

 

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[spoiler=lore] If this card is sent to the Graveyard for the Fusion Summon of an "N.N.N." Fusion Monster: You can banish this card from your Graveyard, then target the Fusion Summoned monster; that target gains 1000 ATK until the end of your Opponent's next End Phase. [/spoiler]

 

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[spoiler=lore] Once per turn: You can Fusion Summon 1 "N.N.N." Fusion Monster, using monsters you control as Fusion Materials. Once per turn, when an "N.N.N." Fusion Monster is Fusion Summoned: You can target 1 "N.N.N." monster in your Graveyard and 1 monster your opponent controls; banish the first target, and if you do, the second target loses ATK equal to the ATK of the banished monster. You can only use 1 "N.N.N. Manipulation Magician" effect per turn, and only once that turn. [/spoiler]

 

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[spoiler=lore] You can banish 1 FIRE "N.N.N" monster from your Graveyard; this card's name becomes that target's name until the End Phase. If this card is sent to the Graveyard for the Fusion Summon of an "N.N.N." Fusion Monster: You can target 1 monster your opponent controls; Destroy that target. You can only use each effect of "N.N.N. Vengeful Mage" once per turn. [/spoiler]

 

Green (Synchro Requirements)

 

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[spoiler=lore] You can Special Summon this card (from your hand) by banishing 1 "N.N.N." monster from your Graveyard. You can only Special Summon "N.N.N. Lustful Amazon" once per turn this way. Once per turn: This card cannot be destroyed by card effects. [/spoiler]

 

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[spoiler=lore] Once per turn: You can banish 1 "N.N.N" monster from your Graveyard; At the start of the Damage Step, if this card attacks a monster, destroy it. This card cannot be used for a Synchro Summon, except for the Synchro Summon of a "N.N.N." Synchro Monster. [/spoiler]

 

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[spoiler=lore] If you have 2 or more banished "N.N.N." monsters, you can treat this card as a non-tuner monster when using it for a Synchro Summon. When this card is Summoned: You can target 1 of your banished "N.N.N." monsters; add that target to your Hand. You can only use this effect of "N.N.N. Impartial Samurai" once per turn. [/spoiler]

 

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[spoiler=lore] When this card is Summoned: You can make this card's level 3. When this card is sent to the Graveyard for the Synchro Summon of a monster; Banish 1 "N.N.N." monster from your Hand, Deck, or Graveyard. [/spoiler]

 

Blue (Xyz Requirements)

 

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[spoiler=lore] Once per turn: You can banish 1 "N.N.N." monster from your Graveyard, then target this card and 1 other "N.N.N." monster you control; increase the levels of the targeted monsters by the level of the banished monster until the End Phase. [/spoiler]

 

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[spoiler=lore] If this card is Summoned: You can target 1 Level 4 banished "N.N.N." monster; Special Summon that target to your side of the field, but that target can only used as an Xyz Material for the Xyz Summon of an "N.N.N." Xyz monster. You can only use this effect once per turn. [/spoiler]

 

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[spoiler=lore] If you control an "N.N.N." monster: You can Special Summon this card (from your hand). This card cannot used for a Fusion Summon or a Synchro Summon. If this card is detached from an Xyz Monster and sent to the Graveyard: You can banish 1 "N.N.N." monster from your Graveyard; add 1 "N.N.N." monster from your Deck to your hand. [/spoiler]

 

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[spoiler=lore] If you control a Level 4 WATER "N.N.N." monster, except "N.N.N. Oceanic Assassin": You can Special Summon this card (from your hand). An Xyz Monster that was Summoned using this card as an Xyz Material gains this effect:
O: If it is Xyz Summoned: You can banish 1 "N.N.N." monster from your Graveyard, then target 1 card your Opponent controls; Destroy that target. You can only use this effect once per turn. [/spoiler]

[/spoiler]

 

[spoiler=Extra Deck Monsters]

 

FUSIONS

 

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Summoning Chant: Great nature bird. Reveal your true wings, and ride into the Skies. FUSION SUMMON. Soar into nature: N.N.N. Red Kaiser Phoenix

 

[spoiler=lore] "N.N.N. Soaring Phoenix" + 1 "N.N.N." monster
Must first be Fusion Summoned with the above Fusion Material monsters. Once per turn: You can target up to 3 of your banished "N.N.N." monsters; shuffle those targets to your Deck, and if you do, target the same number of cards your Opponent controls equal to the number of monsters returned to the Deck by this effect; Destroy those targets. If this card is destroyed: You can target 1 FIRE "N.N.N." non-fusion monster in your Graveyard; Special Summon that target. [/spoiler]

 

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Summoning Chant: Mighty powerful dragon. Show off your true strength, and punish those who oppose you. FUSION SUMMON. Evolve: N.N.N. Inferno Seize Dragon

 

[spoiler=lore] "N.N.N. Blazing Dragon" + 1 "N.N.N." monster
Must first be Fusion Summoned with the above Fusion Material monsters. If this card is Fusion Summoned: You can target any number of your banished "N.N.N." monsters; shuffle those targets into your deck, and if you do, all "N.N.N." monsters you control gain 100 ATK for each monster shuffled into the Deck by this effect until the End Phase. If this card is destroyed: You can target 2 "N.N.N." monsters in your Graveyard; add those targets to your hand. [/spoiler]

 

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Summoning Chant:Wonderful Magician. Evolve your powers, and shine through the darkness. FUSION SUMMON. Flame on: N.N.N. Pyrofluence Sorceress

 

[spoiler=lore] "N.N.N. Manipulation Magician" + 1 "N.N.N." monster
Must first be Fusion Summoned with the above Fusion Material monsters. Once per turn: You can target 2 of your banished "N.N.N." monsters, then target 1 monster your Opponent controls; shuffle the first targets into the Deck, and if you do, take control of the second target. If this card is destroyed: You can banish a total of 2 "N.N.N." monsters from your hand, Deck, and/or Graveyard; return this card to your Extra Deck. [/spoiler]

 

SYNCHROS

 

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Summoning Chant: The love of nature brings 2 powerful beings together and creates an even stronger force in the form of a knight. SYNCHRO SUMMON. Appear: N.N.N. Spiritual Successor Knight.

 

[spoiler=lore] 1 "N.N.N." Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can target 1 of your banished "N.N.N." monsters; return that target to your Graveyard. Once per turn, while you have 3 or more banished "N.N.N." monsters: You can discard 1 "N.N.N." monster, then target 1 card your Opponent controls; return that target to the top of the Deck. If this card attacks a Defense Position monster, inflict Piercing Battle Damage to your Opponent. [/spoiler]

 

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Summoning Chant: The Love of nature brings 2 powerful beings together and creates a wind stronger than mother nature can predict. SYNCHRO SUMMON. Show your wings: N.N.N. Tornado King Kazegale

 

[spoiler=lore] 1 "N.N.N." Tuner + 1 or more non-Tuner "N.N.N." monsters
When this card is Synchro Summoned: Target 1 "N.N.N." monster in your Graveyard; Banish that target. Once per turn, while you have 5 or more banished "N.N.N." monsters: You can return all cards in the Spell/Trap Card Zone to the Owner's hand. If this card attacks a monster: You can target the attacked monster; change that monster's battle position. [/spoiler]

 

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Summoning Chant: The Love of nature brings 2 power beings together and creates a hope for mother nature. SYNCHRO SUMMON. Shine bright: N.N.N. Majestic Wing Valkyrie

 

[spoiler=lore] 1 "N.N.N." Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can target 1 of your banished "N.N.N" monsters; Special Summon that target in face-up Defense Position. Once per turn, while you have 3 or more banished "N.N.N." monsters: You can halve the current ATK of this card, and if you do, this card can attack your Opponent directly (this effect is applied until the End Phase). During the End Phase of the turn this card attacked directly, banish this card, and if you do, Special Summon this card during your next Standby Phase. [/spoiler]

 

XYZ

 

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Summoning Chant: By using these 3 monsters, I build the overlay network. Nature builds up by teaming up these beautiful powers of nature, and create a powerful monarch of nature. XYZ SUMMON. Bow before thee: N.N.N. Full Moon Czarina Marina.

 

[spoiler=lore] 3 Level 4 "N.N.N." monsters
While this card has Xyz Material, "N.N.N." monsters in your Graveyard cannot be targeted by your Opponent's card effects. If this card was Xyz Summoned using a monster that was originally WATER, it gains this effect:
O: Once per turn: You can detach 1 Xyz Material, then 1 of your banished "N.N.N." monsters and 1 monster your Opponent controls; shuffle the first target into the Deck and banish the second target. [/spoiler]

 

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Summoning Chant: By using these 2 monsters, I build the overlay network. By the powers of nature, and their teamwork, a new Monarch of nature can appear and show its power to those who oppose it. XYZ SUMMON. Arise: N.N.N. Blizzard Dutchess Janyne.

 

[spoiler=lore] 2 Level 4 Monsters
While this card has an Xyz Material attached that was originally WATER, "N.N.N." monsters you control cannot be targeted by your Opponent's card effects. Once per turn: You can detach 1 Xyz Material, then target 1 of your banished "N.N.N." monsters and 1 card in your Opponent's Graveyard; shuffle the first target into your Deck and banish the second target. [/spoiler]

 

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Summoning Chant: By using these 2 monsters, I build the overlay network. With the power of nature by its side, the hope for nature comes together and creates the ultimate Archlord. XYZ SUMMON. Emerge from the ocean: N.N.N. Sea Archlord Khan.

 

[spoiler=lore] 2 Level 8 Monsters
You can also Xyz Summon this card by discarding 1 "N.N.N." monster and using 2 Level 7 "N.N.N." monsters you control as Xyz Materials. You can detach 1 Xyz Material; apply 1 of these effects depending on the detached monster:
O Synchro or Fusion monster: Target 1 of your banished "N.N.N." monsters and 1 random card in your Opponent's Extra Deck; shuffle the first target into your Deck and banish the second target
O Xyz or Level 4 WATER monster: Target 1 of your banished "N.N.N." monster and 1 random card in your Opponent's hand; shuffle the first target into your Deck and banish the second target. You can only use this effect once per turn. [/spoiler]

[/spoiler]

 

[spoiler=Spell Cards]

 

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[spoiler=lore] Add 1 "N.N.N." monster from your Deck to your hand. During your turn, except the turn this card was sent to the Graveyard: You can banish this card, then target 1 "N.N.N." monster in your Graveyard; add that target to your hand. You cannot Summon the added monster the turn you activate this effect. [/spoiler]

 

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[spoiler=lore] You can only control 1 "Forces of Nature." The controller of this card loses 800 LP during each of their Standby Phases (this effect is not optional). Once per turn, during either player's turn: You can discard 1 "N.N.N." monster, then activate 1 of these effects:
O: Fusion Summon 1 "N.N.N." Fusion Monster, using monsters in your hand or Field as Fusion Materials.
O: Target 2 or 3 "N.N.N." monsters you control with the same level; Immediately after this card resolves, Xyz Summon 1 "N.N.N" monster using those monsters as Xyz Materials.
O: Target 1 Xyz Monster you control: Immediately after this effect resolves; Special Summon 1 Xyz monster from your Extra Deck with the same atrribute and type as the targeted monster whose rank is higher than the targeted monster, using the targeted monster as an xyz material. (Xyz Materials attached to that monster also become Xyz Materials for the summoned monster.) [/spoiler]

 

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[spoiler=lore] Tribute 1 "N.N.N." Fusion Monster, Synchro Monster, and Xyz Monster, then target as many of your banished "N.N.N." monsters as possible; Special Summon those targets. You cannot Special Summon other monsters the turn you activate this card. Your opponent takes no further damage until the end of their next End Phase. [/spoiler]

 

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[spoiler=lore] Target 3 "N.N.N." monsters in your Graveyard; shuffle those targets into the Deck and draw 2 cards. [/spoiler]

 

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[spoiler=lore] You can activate 1 of these effects, depending on the monster Attributes you control:
O FIRE: You can target 1 FIRE "N.N.N." monster you control; that target gains 500 ATK and can inflict Piercing Battle Damage to your Opponent, but other monsters you control cannot attack this turn.
O WIND: You can tribute 1 "N.N.N." monster you control; Special Summon 1 "N.N.N." monster from your hand or Graveyard.
O WATER: You can discard 2 "N.N.N." monsters, then target 1 monster your Opponent controls; once during this turn, if you Xyz Summon a monster, you can use the targeted monster as an Xyz Material for your Xyz Summon. You cannot conduct your Battle Phase the turn you use this effect.
You can only use the effect of "Seasons of Nature" once per turn. [/spoiler]

[/spoiler]

 

[spoiler=Trap Cards]

 

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[spoiler=lore] When your Opponent would Activate a card or an effect: You can tribute 1 "N.N.N." monster; negate the activation and effect, and if you do, send it to the Graveyard. [/spoiler]

 

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[spoiler=lore] When your Opponent would Summon a monster: You can tribute 1 "N.N.N." monster; Negate the Summon, and if you do, send it to the Graveyard. [/spoiler]

[/spoiler]

 

AND...That's all for this archetype (for now...I MIGHT....make more, but probably 2 or 3 more then that's it.) Anyway, Comment, Rate, Like, CnC, Whatever. Okay guys...Later!

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BUMP. Plz someone critique my works. I wanna learn what I did right, what I did wrong, whatever.....and be blunt while you're at it. I need the blunt comments.

Ok, did a rather quick reading here. I find the idea neat, but I feel the attribute monsters are rather way too enclosed to themselves. Unlike DD that gives you freedom of how to employ your different monsters, these guys don't have such a thing. The Fusion related monsters bar the Magician don't seem to provide much fuel to Fusions, not to mention that their effs work best late in the game when you have a substantial amount of banished monsters to work with, making Fusion here a bit discouraging of use.

 

The Synchro element of the Deck has a lot of tuners, like way too much. 2 Tuners and 2 Non-Tuners should suffice. I see some text mistakes in wording specially in effects that involve summon material restrictions.  Also some effects like Dutchess protection are a bit too powerful for such a basic monster.

 

Forces of Nature's 2nd eff I don't quite get what's the idea of that effect. It could support Synchro and Xyz but it does not in the ways it really should. Also if it has different Attributes some support should actually make that work better, the Field Spell is an attempt, but I'd focus on speeding summons rather than some random bonuses. Also EARTH is missing, they could prolly be Pendulums. 

 

Anyway since we are riding about DDD esque Decks, I show you my own Deck. It is based on DDDs in terms of gameplay along its own selling point that sets it apart. Also the monsters are based on a very Special Konami franchise I've grown to love =)

 

http://forum.yugiohcardmaker.net/topic/334997-nights-armyterror-the-forces-of-evil/

 

Well that's it.

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