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new iron chain cards!


Chaosix

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Monsters:

Iron Chain Thief: level 3, earth, warrior, 600 atk, 0 def, effect:

Once per turn, you can tribute 1 "Iron Chain" monster to take control of 1 monster your opponent controls whose level  level 4 or lower until the end phase.

 

Iron Chain Bunker: level 6, earth, rock, 1600 atk, 2700 def, synchro, effect:

1 tuner monster + 1 or more non-tuner "Iron Chain" monster.

If this card is in attack position, you can change it to face-up defense position. if your opponent attacks a different "Iron Chain" they battle this card instead.

 

Iron Chain Master: level 9, earth, warrior, 3000 atk, 2000 def, synchro, effect:

"Iron Chain Coil" + 1 or more "Iron Chain" monsters.

Your opponent cannot activate spell/ trap cards during the battle phase. you can tribute 1 monster to deal 500 damage to your opponent.

 If you synchro summoned this card using an "Iron Chain" Synchro monster, this card gains 500 atk and 1000 def, and id this card destroys a monster by battle, inflict 700 damage to your opponent.

 

Iron Chain Swordsman :level 5, earth, warrior, 1850 atk, 1600 def, effect:

Once per turn,You can target 1 "Iron Chain" monster on the field, it gains 800 atk and 800 def.

 

Iron Chain Assassin: level 5, earth, warrior,2000 atk, 1500 def, synchro, effect:

1 tuner monster + 1 or more "Iron Chain Assassin".

If this card attacks a defense position monster, destroy it. If this card attacks a monster whose original attack is less then this card, destroy it.

 

Iron Chain Leviathan: level 6, earth, warrior, 2500 atk, 1000 def, syncher, effect:

1 tuner monster + 1 or more non-tuner monsters.

Once per turn, you can target 1 monster on the field, it losses 800 atk and def until your end phase. If this card was summoned using "Iron Chain snake, or there is a face-up "Iron Chain Snake" on the field, The atk and def of all monster on the cannot be lowered, accept by this card, and all monsters on your opponents side of the field lose 1000 atk.

 

 

spells:
Diamond chain: equipt spell, effect:

equipt to only an "Iron Chain" monster, it Gains 1000 atk and def.

 

 

Iron Combine Boost: quick play, effect:

This turn, target 1 "Iron Chain" monster you control, It becomes a tuner monster until your next end phase, but if you do not summon an "Iron Chain" synchro monster this turn,you lose 2000 life points.

 

Land Absorb: continuous, effect:

All EARTH synchro monsters inflict piercing battle damage to your opponent.

 

 

Traps:

Iron Redirect,normal trap,effect:

This turn, when your opponent declares an attack, special special summon an "Iron Token" (warrior, earth, level 1,0 atk, 0 def)  to your side of the field and your opponent must attack it instead.

 

Iron Teleport,normal trap,effect:

Target 1 "Iron Chain" monster you control, halve it's attack, and it can attack your opponent directly this turn.

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OCG fixes and other stuff.

Please make sure you follow standard spelling/grammar rules when writing effects (meaning, don't write stuff in all lowercase).

 

That, and format the card data neatly.

 

Thief

You can Tribute 1 "Iron Chain" monster and target 1 monster your opponent controls with an equal or lower Level; take control of that monster until the End Phase.

 

Granted, most Iron Chains are Level 4 and under; but you need a limiter on how many times you can trigger this per turn.

I suppose you can use the stolen monster as Synchro Material or something, or just get rid of something so you can sweep.

 

Make this an OPT.

 

Iron Chain Bunker

 

1 Tuner monster + 1 or more non-Tuner "Iron Chain" monsters.

if this card is in Attack Position, you can change it to Defense Position. Your opponent cannot target other "Iron Chain" monsters you control for attacks.

 

 

Iron Chains already have access to their own Synchro in Chain Dragon, and that of any other generic Level 6 Synchro.

Did you think it is a good idea to give them a Synchro that effectively has more DEF than every relevant monster in this game?

 

Lower its DEF to 2800 or something.

 

While yes, Iron Chains are weak on their own without support cards; an extremely high DEF wall isn't what you should be doing.

 

Iron Chain Master:

"Iron Chain Coil" + 1 or more "Iron Chain" Synchro Monsters.

Your opponent cannot activate Spell/Trap Cards during the Battle Phase. You can Tribute 1 monster; inflict 1000 damage to your opponent.

 

As it stands now, only way you're summoning this is with Dragon or Bunker.

Granted, locking out the opponent's stray S/T cards during battle is helpful for avoiding common backrow.

 

In terms of the burn thing, again put an OPT on this effect.

Otherwise, this ends up like original Dark Strike Fighter.

 

 

Iron Chain Swordsman

You can target 1 "Iron Chain" monster on the field; it gains 800 ATK and 200 DEF.

 

The one problem here is that it is non-OPT, meaning you can just chain this repeatedly.

While yes, it offers a stat boost for Iron Chains; given their stats, you need to make this a once-per-turn effect.

 

Also, the boosts should be the same for both, if you opt to pump/lower both.

 

Diamond Chain

Equip only to an "Iron Chain" monster; it gains 1000 ATK/DEF.

 

I suppose this helps with their power issues to an extent.

 

 

Iron Redirect

When your opponent declares an attack: Special Summon 1 "Iron Token" (Level 1 / EARTH / ATK 0 / DEF 0/ Warrior-Type); your opponent must target this Token for attacks. If your opponent declares another attack this turn, destroy all attacking monsters. You can only use each effect of "Iron Redirect" once per turn.

 

So let me get this straight.

You made a generic wall card that can summon a Token, and force the opponent to kill it.

 

THEN, you made it so your opponent blows up if they even try to strike again.

Granted, it acts like Sakuretsu Armor to an extent.

 

Your older wording implied that if your opponent attacks again, all attacking monsters would blow up. (That, and you'd get another Token)

In the OCG fix, it has been lessened to only apply each effect once per turn.

 

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To be honest, I'd get rid of the last effect.

Redirecting attacks to the Token is fine, but not blowing up your opponent's monsters if they bother to strike again.

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While yes, these cards follow the theme to an extent, they don't address their own main draw; deck milling.

I would suggest you design at least 1-2 cards that deal with it.

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