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Ambuscade Archetype Development "Ambuscade hybrid type" (trap monsters) [written]


NitroX

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Remaking my previous old thread, this archetype advances the way trap monsters behave.  And provides a wall in a hurry.

There are common standby effects such as:

--When this card is removed from the field (like returned to hand, banished, destroyed, etc.)  Send the top card from your deck to the graveyard to special summon two "The Unknown ['monster'] tokens" with the same name and stats as this card, but the effects are negated (to avoid OP) (It is treated as a continuous trap card in the graveyard)
//This is used to beef up Uria whenever needed, and also summon her (idc bout it gender lol)

--Special summon this as an effect monster (stats go here) When summoned this way, its treated as a monster not a trap.  Or you can activate this card as a trap card and use the trap effects as follows.

--When this card is sent to the graveyard from the deck activate ['effect']  (usually a blow up one card on the field or gain minuscule life points (example gain 100LP, 200 LP etc.) or draw 1 if three or more cards are milled this turn (if for say dark hole activates or malevolent catastrophe)  to further enhance a chain mill or simultaneous milling) 

 

An ambuscade card is half monster, half hybrid, all start (or most) in facedown in the s/t field and does not occupy the Pendulum zones.  It behaves like a pendulum summon called, "ambuscade summon"  Using pendulums on the side to normal summon monsters from your hand when needed.

so the top dialogue box it will have: (there is a reversal effect, meaning if you want to make it a trap card, you have to wait the turn after u summon it as a monster, vice versa)

--If this card activates as a continuous trap card ['effect'] activates

--If this card activates as an effect monster ['effect']

 

Same rulings:

--Ambuscade and Pendulum monsters goes to the extra til it exceeds 15.
--Both can summon monsters as well as it's type. however...

 

Differences:

--Ambuscade and Pendulums cannot be summoned at the same time, this makes it a ss cost when it comes to pendulum vs ambuscade types.

--The special rule is pendulums can summon either pendulum OR ambuscade as either summons but cannot declare both because it is considered double normal summon.

so here are the hybrids:

Ambuscade (trap/monster)

Pendulum (spell/monster)

Luminous Ambuscade (trap/syncro) (so they can be placed to the s/t zone as well)

 

When ambuscade summon occurs, they are treated as monsters when they come out from the extra deck, and u can activate it as trap or effect monster.  When they are removed the tokens provide a temporary defense or fuel entirely for extra decks.  This helps defend most fast pace special summoned decks like lightsworns, -tellarnight decks, and other decks that pull out monsters in a hurry.  They will remain vulnerable to any trap negations except the summoning of a monster from s/t field.  At least i think how that works anyway.  I am making a full list of cards, but this is my structure.  If there needs to be any changes, recommendations, or feedbacks, lemme know.

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Yikes....  That I also apologize.  Now in the creation of more, some location cards or buffer cards are as follows by general effect (mechanics and traditional card setup using the same thread)

 

The Ambuscade Ball (location spell)

When a card would be sent from the deck to the grave, place 1 "Ambuscade counter" on this card.  When you control a face up "Ambuscade" Card (Better than the name "The Unknown") that would be destroyed, you can remove one "ambuscade" counter to destroy one additional card on the field.  However, if an "Ambuscade" card would be banished, remove 3 counters instead.

 

The Ambuscade Feast! (Location spell)

When a token(s) is produced or when a card is sent from deck to grave, add one "Ambuscade counter" to this card.  You can remove 3 counters on this card to draw 1 card.

 

The Ambuscade Sanctuary (continuous trap card)

All "Ambuscade" monsters gain 100 attack and defense for every card in the graveyard.  When an "Ambuscade" card(s) would be banished, send it to the grave instead.

//useful if there is Elemental Hero Dark Claw's effects or any card that will send cards to banish instead of graveyard.

 

The Ambuscade Candle (continuous trap card)

Your opponent cannot target or destroy any "Ambuscade" card except this card with card effects.  During each of your end phases, you can destroy one card on the field.

The Ambuscade Ignition (quick play spell)

You can destroy two cards on the field by sending a card from the deck to the graveyard.
 

The Greed of Ambuscade (spell)
Target 3 "Ambuscade" cards from the grave, except "The Greed of Ambuscade", and send them to the deck, then draw 2 cards.  You can only activate this once per turn, and only that turn.
//since the drawing engine needs to be spells instead of traps, because u have to wait til your opponent do something.

 

Also a new mechanic added, probably bet someone made this before i did.  Spell / trap hybrids.

When you activate it on your turn not your opponent or your next turn, its treated as a spell and has a different effect than a trap.  Still working how it may work.

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