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[WRITTEN] Doomcaliber..... Because


Vitral

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I just love Doomcaliber Knight. I mean, it's not even good, but it looks cool. So, I made an archetype.

[spoiler=Main Deck Monsters]
Lowish level monster with effects that can be abused through the destruction effect of Doomcaliber Knight.

Doomcaliber Squire
DARK | Fiend / Effect | * 0 ATK / 0 DEF
Cannot be Special Summoned. When this card is Normal Summoned: Add 1 "Doomcaliber" monster to your hand. If this card is destroyed by a card effect: Target 1 "Doomcaliber" monster you control; equip this monster to that card. It gains 300 ATK. If the equipped monster would leave the Field, you can send this card to the graveyard instead.

Doomcaliber Priest
DARK | Fiend / Effect | *** 1300 ATK / 1200 DEF
Cannot be Special Summoned. When this card is Normal Summoned or destroyed by a card effect: Target 1 card in your opponents hand; Place it on the top of your Deck. If this card is sent to the Graveyard: You gain LP equal to the amount of "Doomcaliber" cards on the field X 500. You must control another face-up "Doomcaliber" card to resolve these effect.
 
Doomcaliber Archer
DARK | Fiend / Flip / Effect | *** 900 ATK / 100 DEF
FLIP: Target 1 face-down card; Destroy it and if it was a monster: Inflict damage to your oponente equal to its ATK. Cards destroyed by this effect have their effects negated. You must control another face-up "Doomcaliber" card to resolve this effect.

Cannot be Special Summoned. Once per turn: You can change this card to face-down Defense Position. When this card is destroyed by a card effect: Activate its effects as if it were Flip Summoned.


[spoiler=Spell and Trap Cards]
Field Spell works as a floodgate and a way to go around the "Cannot be Special Summoned" clause.

Temple of the Doomcaliber
SPELL | Field

Your opponent can only Special Summon once per turn. Once per turn, during either players turn, When a "Doomcaliber" monster is Tributed OR destroyed by a card effect and sent to the Graveyard, you can add it to your hand and if you do: Normal Summon 1 "Doomcaliber" monster from your hand with a diferente name.

Pot of Greed effect with restrictions to not be abused outside of the archetype

Ascension of the Doomcaliber
SPELL | Normal

Destroy 1 monster you control; Draw 2 cards. If you drew a "Doomcaliber" monster by this effect. Normal Summon it. Otherwise, shuffle 1 card you control to the Deck. You cannot Special Summon the turn you activate this effect. You can only activate "Ascension of the Doomcaliber" once per turn.

Exploiting Doomcaliber like there is no tomorrow OR preventing self destruction/screwing with your opponents strategy

Battlegrounds of the Doomcaliber
TRAP | Continuous

Both players must activate monster effects if able. During either players turn: You can target 1 face-up monster; Negate its effects. You can only use this effect of "Battlegrounds of the Doomcaliber" once per turn. You must control another face-up "Doomcaliber" card to activate and resolve this cards effects.

Revival method for Doomcaliber monsters. I think I've enough cost to compensate Normal Summoning from Graveyard

Cursed Sword of the Doomcaliber
TRAP | Normal
Target 3 "Doomcaliber" cards in your Graveyard; Shuffle them into the Deck and if you do, Normal Summon 1 "Doomcaliber" monster from you Graveyard and equip it with this card. The equipped monster gains 400 ATK and its effects are negated. When the equipped monsters destroys a monster by battle, send this card to the Graveyard; Draw 1 card. If the equipped monster is Tributed or destroyed: You take damage equal to its original ATK. You can only activate "Cursed Sword of the Doomcaliber" once per turn.
 

Solemn warning for Doomcalibers. Because if I can't Special Summon, neither should my opponent

Pitfall of the Doomcaliber
TRAP | Counter
When a monster would be Special Summoned OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Tribute 2 "Doomcaliber" monster from your hand and/or Field; Negate that summon and if you do, banish that card.


[spoiler=Extra Deck Monster]
The Boss monster of the Deck and a reason to actually use Doomcaliber Knight. It's summoning maybe a little wonky, but it's to keep flavor and to be able to use Ascension on the same turn. You just can't have enough Quasars.

Doomcaliber Headless Horsemen
DARK | Fiend / Fusion / Effect | 10* 2900 ATK / 2800 DEF
"Doomcaliber Knight" + 1 or more "Doomcaliber" monsters
Must be Summoned from the Extra Deck by Tributing the above cards you control and cannot be Summoned by other ways. (You do not use "Polymerization".) (This is treated as a Normal Summon.) This card gains 500 ATK for every card Tributed for this Summon. During either players turn, if your opponent activates a card or card effect: Tribute 1 "Doomcaliber" monster, negate the activation and if you do, destroy it. (This is a Quick Effect.) If this card is sent to the Graveyard, Return it to the Extra Deck and if you do: Add 1 "Doomcaliber" card from your Graveyard to your hand.

 

Maybe I'll get around and post more cards here.

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Bump.
New cards added, including a Boss Monster.
And Sedrik, my reasoning was that Priest would trigger its effect when Doomcaliber Knight is on the Field, causing both of them to be destroyed but Priest's effect was negated, and I don't know how to word it any better than that.

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