Toffee. Posted August 10, 2015 Report Share Posted August 10, 2015 Aero Chargeman LIGHT / Level 4 [Machine / Pendulum / Effect] Scale 4 Pendulum Effect: "Chargeman" Pendulum Monsters you control gain 800 ATK. If a "Chargeman" Pendulum monster you control destroys an opponent's monster by battle, you can destroy this card: Draw 1 card. Monster Effect: Once per turn, you can destroy 1 "Chargeman" monster in your Pendulum Zone, and if you do, place 1 "Chargeman" Pendulum monster from your Deck face-up in your Extra Deck. The following effect of this card becomes the number of "Chargeman" monsters in your Extra Deck: @1-4: This card gains 300 ATK. @5-9: This card gains 500 ATK. Once per turn, you can inflict 800 damage to your opponent. @10 or more: Once per turn, you can return all "Chargeman" monsters in your Extra Deck to your Deck, and if you do, Inflict 300 damage to your opponent for each card in his/her Extra Deck. Then, this card gains 1000 ATK until the End Phase. 1700ATK / 1500DEF --------------------------------- Savage Chargeman LIGHT / Level 4 [Machine / Pendulum / Effect] Scale 4 Pendulum Effect: While you control a "Chargeman" monster, monsters your opponent controls loose 300 ATK and DEF. If a "Chargeman" Pendulum monster you control destroys an opponent's monster by battle, you can destroy this card: Add 1 "Chargeman" monster from your Deck to your hand, except "Savage Chargeman". Monster Effect: Destroy this card during the End Phase of the turn in which it was Summoned. If this card destroys an opponent's monster by battle, you can place up to 2 "Chargeman" Pendulum monsters from your Deck face-up in your Extra Deck. The following effect of this card becomes the number of "Chargeman" monsters in your Extra Deck: @1-4: This card is unaffected by the effects of your opponent's Trap Cards. @5-9: This card gains 500 ATK, and cannot be target by, or destroyed by, your opponent's card effects. @10 or more: Once per turn, you can return all "Chargeman" monsters in your Extra Deck to your Deck, and if you do, return all the opponent's monsters on there side of the field, in there Graveyard, and face-up in there Extra Deck, to the bottom of there Deck. Then, this card gains 1000 ATK until the End Phase. 2000ATK / 700DEF --------------------------------- Thermo Chargeman LIGHT / Level 4 [Machine / Pendulum / Effect] Scale 4 Pendulum Effect: If a "Chargeman" monster you control destroys an opponent's monster by battle, you can destroy this card: That monster can attack once again during each Battle Phase this turn. Monster Effect: If this card is Summoned, you can place 1 "Chargeman" Pendulum monster from your Deck face-up in your Extra Deck. The following effect of this card becomes the number of "Chargeman" monsters in your Extra Deck: @1-4: Once per turn, you can Taget 1 other "Chargeman" Pendulum monster on your side of the field and 1 card your opponent controls: Destroy them. @5-9: This card gains 500 ATK. Once per turn, you can target 1 card on the field: Destroy it. @10 or more: Once per turn, you can return all "Chargeman" monsters in your Extra Deck to your Deck, and if you do, Banish all Spell/Trap cards your opponent controls, and any cards in his/her Pendulum Zone. Then, this card gains 1000 ATK until the End Phase. 1800ATK / 1100DEF --------------------------------- Armored Chargeman LIGHT / Level 4 [Machine / Pendulum / Effect] Scale 4 Pendulum Effect: You can destroy this card and 1 "Chargeman" Pendulum monster in a monster card zone you control: Special Summon 1 "Chargeman" Pendulum monster from your Deck. This Pendulum effect of "Armored Chargeman" can only be activated once per turn. Monster Effect: If this card is destroyed by your opponent's card(either by battle or card effect), you can place up to 3 "Chargeman" Pendulum monsters from your Deck face-up in your Extra Deck. The following effect of this card becomes the number of "Chargeman" monsters in your Extra Deck: @1-4: If this card is Summoned, you can Special Summon 1 "Chargeman" monster from your Extra Deck. @5-9: This card gains 500 ATK. If this card is Summoned, you can Special Summon 1 face-up monster from either players Extra Deck OR 1 monster from the Graveyard. @10 or more: Once per turn, you can return all "Chargeman" monsters in your Extra Deck to your Deck, and if you do, Special Summon up to 3 "Chargeman" Pendulum monsters from your Deck. The Summoned monsters gain 800 ATK until the End Phase. Then, this card gains 1000 ATK until the End Phase. 1400ATK / 1900DEF --------------------------------- Anchor Chargeman LIGHT / Level 4 [Machine / Pendulum / Effect] Scale 4 Pendulum Effect: If you Summon a "Chargeman" Pendulum monster, you can destroy this card: Place 1 "Chargeman" Pendulum monster from your Deck, face-up in your Extra Deck. Monster Effect: During either player's turn, you can destroy this card from your side of the feld OR your hand and target 1 face-up "Chargeman" Pendulum monster you control: It gains 1000 ATK until the End Phase. The following effect of this card becomes the number of "Chargeman" monsters in your Extra Deck: @1-4: Once per turn, you can increase the ATK of this card by 1000 until the End Phase. Then, destroy this card during the End Phase. @5-9: This card gains 500 ATK. Once per turn, during either player's turn, you can Increase the ATK of 1 "Chargeman" Pendulum monster you control by 1000 until the End Phase. @10 or more: Once per turn, you can return all "Chargeman" monsters in your Extra Deck to your Deck, and if you do, Draw 4 cards. Then, this card gains 1000 ATK until the End Phase. 1200ATK / 900DEF Basically, despite being Pendulum Monsters, they don't give a sheet about being able to Pendulum Summon. Instead, they use the Extra Deck as a means of powering themselves up/enabling stronger effects, etc. Hence the name "Chargeman". I would have made the scales different, but then you could just add an opposing scale and enable said Pendulum Summons, which defeats the purpose of these; These want your Extra Deck to be full of monsters, but NOT for Summoning them later/to have infinite fodder/etc. 'course, you could add other Pendulums to these and mooch off what they establish, but that's another story. I'd think of another name, since 'Photon Chargeman' is already a card, but "Chargeman" is just too perfect for these, hence why they only deal with Pendulum Chargeman monsters. And part of the concept behind these is that in other TCGs that use a mana system/etc, you can play stronger/etc cards if you have enough mana/etc for them; These are supposed to mirror that idea. Link to comment Share on other sites More sharing options...
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