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[Artless] Mekwarrior Archetype (and machine-type support)


Mysticpwned

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Design: Mekwarriors are a tempo-based archetype designed around squeezing value out of your cards. This is done through the system of "Tech" counters, which alter the battlefield in a variety of different ways.

 

Strengths:

-Strong effects and synergy

-Powerful mid-to-late game

-Ability to cycle and recycle cards

-Buffing

-Utility

 

Weaknesses:

-Reliant on their Synchros to finish out games

-Somewhat weak on stats

-Reliant on Tech counters for most of their power

-No unified attribute

 

[spoiler=Monsters]

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Lore: When this card destroys an opponent's monster by battle, return the bottom card of your graveyard to the bottom of your deck.

 

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Lore: This card cannot be destroyed by battle. When an enemy monster is destroyed by battle with this card, Special Summon an "Afterburn Token" (Pyro/FIRE/Level 1/ATK 0/DEF 0) to your opponent's side of the field in Defense Position. At the end of each turn the token is on the field, it gains one "Tech" counter.

 

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Lore: You can remove all "Tech" counters on the field (At least 5) to special summon this monster from your hand. There can only be one "Mekwarrior - Eternity Prophet" on the field. This card gains 300 ATK each time that a "Tech" counter is removed from the field (not including when it is special summoned).

 

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Lore: Once per turn, you can remove two "Tech" counters from this card in order to activate its effect. Select a card in your opponent's hand and declare whether it is a monster, spell, or trap card. If you call it correctly, the card is sent to the graveyard.

 

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Lore: When your opponent attacks this face down defense position monster, the attacking monster is destroyed if they have a "Tech" counter on them. This monster cannot be destroyed by a monster with a "Tech" counter on it.

 

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Lore: When this card is special summoned, place 2 "Tech" counters on it (max: 2).

 

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Lore: Once per Turn, you can pay 500 life points to place a "Tech" counter on any card on the field. If this card would be destroyed by battle, remove a "Tech" counter from it instead.

 

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Lore: Place one "Tech" counter on this card during each of your standby phases. Once per turn, by paying 500 life points per "Tech" counter, you can move some or all "Tech" counters from one card to another card.

 

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Lore: Up to three times per turn during your battle phase, remove one "Tech" counter from this card to inflict 300 direct damage to your opponent.

 

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Lore: During the end phase of a turn that this card is used as a Synchro material monster, you can pay 1000 life points to return this card to your hand.

 

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Lore: This card gains 100 ATK for each "Tech" counter on your side of the field. When you remove a "Tech" counter from anywhere on the field, add a "Tech" counter to a card that you own. This effect can only activate once per turn.

 

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Lore: Once per turn, select a spell card that can contain "Tech" counters. Add one "Tech" counter to it for each "Mekwarrior - Spark" that you control.

 

 

 

[spoiler=Synchros]

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Lore: 1 "Mekwarrior" Tuner + 1 or more non-Tuner Machine-Type monsters
This card cannot be destroyed by card effects. As long as this card is on the field, it gains 2 "Tech" counters each turn.

 

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Lore: 1 "Mekwarrior" Tuner + 1 or more non-tuner Machine-type monsters
This card gains 300 ATK for each "Tech" counter on the field. Once per turn during your standby phase, you can place 2 "Tech" counters on the field. If this card would be destroyed by battle, you can remove all "Tech" counters on the field in order to negate the attack.

 

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Lore: 1 "Mekwarrior" Tuner + 1 or more non-tuner Machine-type monsters

This card is unaffected by your opponent's trap and spell cards. Each time this card destroys a monster, put a "Future Tech" counter on this card. When 4 "Future Tech" counters are on this card, you win the Duel.

 

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Lore: 1 "Mekwarrior" Tuner + 1 or more non-tuner Machine-type monsters

Each turn, you can place one "Tech" counter on the field. Once per turn, you can remove one "Tech" counter from this card in order to draw one card.
 

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Lore: 1 "Mekwarrior" tuner + 1 or more non-tuner Machine-type monsters
This card cannot be destroyed by battle. Each time it destroys a monster by battle, place one "Tech" counter on it (Max: 3). When it reaches its max amount of counters, special summon from the graveyard any non-tuner monsters used in the Synchro Summon of this card.

 

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Lore: 1 "Mekwarrior" Tuner + 1 or more non-tuner Machine-type monsters
Negate trap cards that target this card and destroy them. Once per turn during your standby phase, you can reduce this card's ATK by 500 for the rest of the turn in order to place a "Tech" counter on the field.

 

 

 

[spoiler=Spells]

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Lore: Once per turn, add one "Tech" counter to any non-"Mekwarrior" monster on the field. "Mekwarrior" monsters gain 300 ATK and 200 DEF. Whenever a non-"Mekwarrior" monster with a "Tech" counter attacks, it loses 200 ATK during the damage step.

 

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Lore: Select one monster on the field. For the rest of the turn, that monster's original attack is halved, but it can attack two different targets. It cannot attack directly.

 

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Lore: Each turn, you can select one monster on your side of the field. It gains 100 ATK for each "Tech" counter on it. If there is also a "Gear" face up on your side of the field, you can send both of these to the graveyard to Special Summon one non-synchro "Mekwarrior" monster from your graveyard in face-up attack position.

 

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Lore: Select a "Mekwarrior" monster on the field. It gains 300 ATK for the rest of the turn. Place one "Tech" counter on any card on the field.

 

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Lore: Once per turn during your standby phase, you can place one "Tech" counter on any card on the field.

 

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Lore: Place 3 "Tech" counters on the field. Special summon one level 3 or lower "Mekwarrior" monster to your side of the field from your hand.

 

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Lore: Select a monster on the field that has "Tech" counters on it. Gain control of the equipped monster. The monster equipped with this card cannot attack. 3 "Tech" counters must be removed from the card during the standby phase of each turn. If no "Tech" counters remain on the card, this card is destroyed.

 

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Lore: This can only be equipped to "Mekwarrior" monsters. The monster equipped with this card gains 200 ATK, as well as one "Tech" counter during the end phase of each player's turn. During your standby phase, remove one "Tech" counter from the monster. The monster cannot attack directly.

 

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Lore: Each time a Machine-type monster is placed on the field, increase your life points by 200. If this card would be destroyed, remove a "Tech" counter from a monster you control instead.

 

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Lore: Once per turn when a Machine-type monster is destroyed by battle, the monster's owner draws a card.

 

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Lore: Select one monster on the field. The selected monster cannot be destroyed by battle this turn.

 

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Lore: Whenever a "Mekwarrior" monster on the field is destroyed, it is removed from play. When this card is destroyed, return all Mekwarrior cards that are removed from play to the bottom of your deck. You may pay 500 life points for each monster removed from play in order to destroy this card.

 

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Lore: This card gains one "Tech" counter when it is activated (Max: 1). You can remove one "Tech" counter from this card to summon one "Firewall Token" (FIRE/Machine/Level 2/0 ATK/800 DEF) to your side of the field in defense position. This token can not be tributed, used for a tribute summon, or used for a synchro summon.

 

 

 

[spoiler=Traps]

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Lore: Pay 1000 life points. Select one Machine-type monster on your side of the field as well as one in your graveyard. For the rest of the turn, the monster on the field has its effect replaced with that of the one in the graveyard.

 

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Lore: Activate when your opponent Normal Summons a monster. Destroy the monster and place one "Tech" counter on the field.

 

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Lore: This card can hold a maximum of 3 "Tech" counters. When your opponent's monster attacks with an ATK that is greater than its target, you can remove any number of "Tech" counters from this card to decrease the attacking monster's ATK. The amount of ATK the monster is reduced by is equal to the counters removed X 200.

 

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Lore: Select one monster on your opponent's side of the field. It loses 100 ATK for each "Tech" counter on it. If there is also a "Cog" face up on your side of the field, you can send both of these to the graveyard to Special Summon one "Mekwarrior" monster from your graveyard in face-up attack position.

 

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Lore: This card can only be activated when your opponent attacks with a monster that has a "Tech" counter on it. The monster's attack is negated, and all "Tech" counters are removed from it. Inflict damage to your opponent equal to the number of "Tech" counters removed X 100.

 

 

 

Balancing help and artwork are appreciated!

Quick note: I came up with the name "Mekwarrior" before I even knew about the "Mechwarrior" series, for those wondering.

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Keep in mind we do have a Multiples section.

Moving it there.

 

Also, don't post cards that lack images; they look kinda ugly to be honest.

Instead, just type out their stats.

 

(It'll also reduce loading on the post itself in the event this gets really huge)

Ah. Sorry and thank you. Kind of not used to this stuff.

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