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Draconus297

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Fair point regarding Charger. I suppose it all depends on how you want a Darkhorse build to function.

 

[spoiler=Darkhorse v. 1.05]

Darkhorse Thoroughbred

DARK - Level 4 - Beast/Effect - 1600/1400

If you control no "Darkhorse" monsters, you can reveal 1 "Darkhorse" card in your hand, except this card, to Special Summon this monster from your hand. If this monster inflicts Battle Damage to your opponent's Life Points: Select 1 Level 4 or lower "Darkhorse" monster you control- it can attack directly this turn.

 

Darkhorse Charger

DARK - Level 4 - Beast/Effect - 1500/1400

If you Special Summon a "Darkhorse" monster, except "Darkhorse Charger", you can Special Summon this monster from your hand. This monster inflicts piercing Battle Damage. If this monster inflicts Battle Damage to your opponent's Life Points: Send the top card of your opponent's Deck to the Graveyard.

 

Darkhorse Colt

DARK - Level 3 - Beast/Tuner/Effect - 800/500

If you control 2 or more "Darkhorse" monsters, you can Special Summon this monster from your hand. If this monster inflicts Battle Damage to your opponent's Life Points, you can add 1 "Darkhorse" card from your Deck to your hand.

 

Darkhorse Mare

DARK - Level 4 - Beast/Tuner/Effect - 1200/1800

Once per turn, you can change this monster's Battle Position to Special Summon 1 Level 4 or lower "Darkhorse" monster from your Graveyard- its effects are negated the turn this effect was activated. If this monster inflicts Battle Damage to your opponent's Life Points, increase the ATK of all "Darkhorse" monsters you control by 300.

 

Darkhorse Charioteer

DARK - Level 3 - Beast/Effect - 400/1700

When this monster is Special Summoned, you can Special Summon 1 Level 4 or lower "Darkhorse" monster from your hand or Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, select one Level 4 or lower "Darkhorse" monster you control: it can attack twice this turn.

 

Darkhorse Racehorse

DARK - Level 4 - Beast/Tuner/Effect - 1600/1000

If you control 1 Level 5 or higher "Darkhorse" monster, and you have at least 1 unoccupied Monster Card Zone, you can Special Summon this monster from your hand or Graveyard. You can only activate this effect of "Darkhorse Racehorse" once per turn. If this monster inflicts Battle Damage to your opponent's Life Points, select and activate one of the following effects:

•Target 1 "Darkhorse" monster in your Graveyard: Special Summon it in Defense Position, but its Level becomes 3 until the End Phase of this turn.

•Target 1 "Darkhorse" Spell or Trap Card in your Graveyard: add it to your hand.

 

Darkhorse War Horse

DARK - Level 5 - Beast/Effect - 2100/1800

When a "Darkhorse" monster you control attacks or is attacked, you can Special Summon this monster from your hand. You can only Special Summon 1 "Darkhorse War Horse" per turn. If this monster inflicts Battle Damage to your opponent's Life Points in a battle involving your opponent's monster, double the amount of damage inflicted.

 

Darkhorse Knightmare

DARK - Level 6 - Beast-Warrior/Effect - 2400/1800

If this is the only "Darkhorse" monster in your hand, you can Special Summon it: you must control 2 or more "Darkhorse" monsters in your Graveyard to resolve this effect. Increase this monster's ATK and DEF by 200 for every card in your opponent's Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, select one card at random from your opponent's hand and send it to the Graveyard.

 

Darkhorse Stallion

DARK - Level 4 - Beast/Effect - 1800/1200

You can Special Summon this monster from your hand by discarding 1 "Darkhorse" card from your hand to the Graveyard. Increase this monster's ATK and DEF by 100 for every "Darkhorse" monster you control. If this monster inflicts Battle Damage, look at the top 3 cards of your opponent's Deck, and send 1 to the Graveyard (the other two cards are sent to the bottom of your opponent's Deck).

 

Darkhorse Teaser

DARK - Level 2 - Beast/Effect - 600/300

If your opponent declares an attack on a face-up "Darkhorse" monster you control, you can Special Summon this monster in Defense Position to negate the attack and destroy all monsters your opponent controls in face-up Attack Position. If this monster was Special Summoned this way, banish it when it leaves the field. If this monster inflicts Battle Damage to your opponent's Life Points, send 1 card on the field to its original owner's hand.

 

Darkhorse Pacer

DARK - Level 1 - Beast/Tuner/Effect - 500/0

If a monster you control is destroyed or Tributed, and this monster is in your Graveyard: You can Special Summon this monster from your Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, your opponent must send 1 Spell Card from their hand or side of the field to the Graveyard: If they cannot, you can shuffle 1 card your opponent controls into their Deck. You can only activate each effect of "Darkhorse Pacer" once per turn.

 

Darkhorse Pegasus

DARK - Level 7 - Winged Beast/Synchro/Effect - 2400/2500

1 Tuner + 1 or more non-Tuner monsters

When this monster is Synchro Summoned successfully, shuffle one card from your Graveyard into your Deck. If this card inflicts Battle Damage to your opponent's Life Points, negate and destroy 1 Spell or Trap Card on your opponent's side of the field.

 

Darkhorse Unicorn

DARK - Level 7 - Beast/Effect - 2600/2300

1 Tuner + 1 or more non-Tuner monsters

When this monster is Special Summoned successfully, draw 1 card. If this monster inflicts Battle Damage to your opponent's Life Points, send the bottom card of your opponent's Deck to the Graveyard.

 

Darkhorse Centaur

DARK - Level 7 - Beast-Warrior/Synchro/Effect - 2450/2450

1 Tuner + 1 or more non-Tuner "Darkhorse" monsters

When this monster is Synchro Summoned successfully, send the top card of your opponent's Deck to the Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, destroy 1 card on your opponent's side of the field.

 

Darkhorse Alpha Centaur

DARK - Level 8 - Beast-Warrior/Synchro/Effect - 2600/2600

1 "Darkhorse" Tuner + 1 or more non-Tuner monsters

This monster must first be Synchro Summoned from your Extra Deck using the above Synchro Materials. The Synchro Summon of this monster cannot be negated. When this monster is Special Summoned successfully, send the top 2 cards of your opponent's Deck to the Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, negate and destroy 1 card on your opponent's side of the field.

 

Darkhorse Sagittarius

DARK - Level 8 - Beast-Warrior/Synchro/Effect - 2800/2400

1 "Darkhorse" Tuner + 1 or more non-Tuner "Darkhorse" monsters

This monster must be Synchro Summoned using the above Synchro Materials, and cannot be Summoned by other ways. The Synchro Summon of this monster cannot be negated. You take no damage from battles involving this monster. If this monster battles a monster with 0 ATK, negate that monster's effect and banish it without calculating Battle Damage. Once per turn, you can discard 1 "Darkhorse" card from your hand to reduce the ATK and DEF of 1 monster your opponent controls to 0. If this monster inflicts Battle Damage to your opponent's Life Points, select 1 card in your opponent's Deck and send it to the Graveyard. Your opponent then shuffles their Deck afterward.

 

Darkhorse Workhorse

DARK - Level 6 - Beast/Synchro/Effect - 2300/2000

1 "Darkhorse" Tuner + 1 or more non-Tuner monsters

If a "Darkhorse" monster is Special Summoned, you can decrease this monster's Level (min. 1) by 1 to increase the ATK of all "Darkhorse" monsters you control by the Summoned monster's Level x100. If this monster inflicts Battle Damage, you can Special Summon 1 "Darkhorse" monster of a lower Level than this monster from your Graveyard in Defense Position.

 

Darkhorse Sleipnir

DARK - Level 7 - Beast/Fusion/Effect - 2000/2000

You can Fusion Summon this monster by sending any 2 "Darkhorse" monsters you control to the Graveyard (You do not use "Polymerization"). Increase this monster's ATK and DEF by half the combined ATK and DEF of the Fusion Material monsters used to Fusion Summon this monster. If this monster inflicts Battle Damage to your opponent's Life Points, draw 1 card.

 

Darkhorse Cavalry

DARK - Level 8 - Beast-Warrior/Fusion/Effect - 2800/2100

"Darkhorse Knightmare" + 1 "Darkhorse" monster

You can Fusion Summon this monster (from your Graveyard or Extra Deck) by sending the above Fusion Material monsters to the Graveyard, and cannot be Special Summoned by other ways. Increase this monster's ATK and DEF by 300 for every card in your opponent's Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, your opponent must discard their hand to the Graveyard, then draw an equal number of cards from their Deck to the number of cards they discarded.

 

Darkhorse Vanguard

DARK - Level 8 - Beast-Warrior/Fusion/Effect - 3000/2400

1 "Darkhorse" Synchro monster + 1 Level 6 or higher DARK monster

Must be Fusion Summoned, and cannot be Summoned by other ways. You can also Fusion Summon this monster by sending the above Materials you control from the field to the Graveyard. If this monster is Fusion Summoned, all other "Darkhorse" monsters you control gain 1000 ATK until the End Phase of this turn. If this monster inflicts Battle Damage, your opponent cannot activate cards or effects until the end of the Battle Phase.

 

Darkhorse Victory

DARK - Level 9 - Winged Beast/Fusion/Effect - 3500/3400

"Darkhorse Pegasus" + "Darkhorse Unicorn"

You can only Fusion Summon this monster (from your Graveyard or Extra Deck) by sending the above Fusion Material monsters you control to your Graveyard, and cannot be Summoned by other ways. When this monster is Summoned successfully, flip all cards on your opponent's side of the field face-up: Negate all effects this activates, and destroy all Trap Cards on your opponent's side of the field. If this monster inflicts Battle Damage to your opponent's Life Points, send the bottom card of your opponent's Deck to the Graveyard.

 

Darkhorse Stables

Continuous Spell

Increase the ATK and DEF of all "Darkhorse" monsters by 300. If 2 or more "Darkhorse" monsters are destroyed and sent to the Graveyard in the same turn, you can Special Summon 1 "Darkhorse" monster from your Graveyard during the End Phase of this turn.

 

Darkhorse Stampede

Trap Card

Send 2 "Darkhorse" monsters you control to the Graveyard: Destroy up to 3 cards your opponent controls. If you control 3 or more "Darkhorse" monsters, you can activate this card from your hand.

 

Darkhorse Corral

Continuous Spell

When a "Darkhorse" monster is destroyed, add 1 "Darkhorse" card from your Deck to your hand.

 

Herding Darkhorse

Quick-Play Spell

Reveal 1 "Darkhorse" card in your hand to add 1 "Darkhorse" monster from your Deck or Graveyard to your hand. If you that monster is still in your hand during the End Phase of this turn, you can draw 1 card: You must control at least 2 "Darkhorse" monsters to resolve this effect. You can only activate 1 "Herding Darkhorse" per turn.

 

Darkhorse Rush

Trap Card

All "Darkhorse" monsters you control can attack directly this turn. If you activate this effect, all damage inflicted by "Darkhorse" monsters this turn becomes 300.

 

Tragic Darkhorse

Counter Trap

Only activate this card when a "Darkhorse" monster you control is destroyed or banished by your opponent's card effect. Inflict 800 points of damage to your opponent's Life Points and destroy up to 3 Spell and/or Trap Cards your opponent controls.

 

Ensemble Darkhorse

Continuous Spell

Once per turn, select 1 "Darkhorse" monster you control- it is unaffected by your opponent's card effects until the End Phase of your opponent's turn.

 

Darkhorse Range

Field Spell

All "Darkhorse" monsters gain 200 ATK and DEF. Every time a "Darkhorse" monster is Special Summoned, add 1 Grass Counter to this card. Once per turn, you can remove 1 Grass Counter from this card to increase the ATK of one "Darkhorse" monster you control by 600.

 

Second Lap

Continuous Spell

As long as this card is face-up on the field, if a "Darkhorse" monster you control destroys a monster in battle, your opponent must discard 1 card from their hand. Both players draw 1 card every time a "Darkhorse" monster is Special Summoned.

 

Darkhorse Publicity

Continuous Trap

You can only activate this card if there are at least 3 face-up "Darkhorse" monsters on the field. If, during your Standby Phase, there are no face-up "Darkhorse" monsters, destroy this card. As long as this card is face-up on the field, your opponent cannot activate Trap Cards during the Battle Phase. Once per turn, if your opponent uses a card effect that negates an attack, you can negate that effect.

 

 

 

Also, the AGM now has Giant Germ and Phantom King Hydride rolled into one monster, in the Generics thread.

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How did you intend for Darkhorses to be played, Draco? Assuming more of an offensive variant from the looks of things (I'll have a more comprehensive look at them later on; have to do something in a few minutes). As for art, Google might have some stuff but likely not enough to cover the whole set; idk.

 

I'll work on 102 later on; again, still have some last-moment assignments to deal with. (Generic-wise, I suppose I'll add my new 29K card after I get critiqued on it; shouldn't be too destructive outside of multiple attacking)

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My original intent was hyper-aggressive monster spam, culminating in use of Darkhorse Victory, who as the name implies is basically the Darkhorse win condition with its huge ATK and great effect. The archetype is pretty well adapted to use of Synchro 7, so Summoning both Unicorn and Pegasus (Victory's mats) shouldn't be too difficult. That's why most of the S/T support is designed for protection, boosts, or card advantage- to make it easier to do what you need to.

 

They are based on both Blackwings and Dark Scorpions, so the need for constant aggression was built-in.

 

I just realized that you, Sakura, have added a lot more generics than anyone, but no Numerix that I can recall.

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If you could change your imported Numbers into Numerix, and maybe find a good hole to plug (All Numerix-049 and below are filled, and there are a few other contiguous chunks, most notably -094 through -101), that would be great.

 

Also, Mellaxis/Spellbound are coming along great as a gimmick Deck without a defined ED: All Spellbound monsters are Level 4 effect monsters (something I should do something about so they're not a R4 spam Deck with Mellaxis and his evolutions making spamming them easy), and Mellaxis evolves via Ritual monsters. Admittedly, I'm stuck in places (1 of every Type will do that), but so far Spellbound/Mellaxis v. 3.0 is a success.

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If you haven't already looked, Psychic Dragons do have 3 Numbers of their own (actually 4, but the last one I haven't added); 110, 45 (although I called it a long time before Konami ever did) and 26.

 

But yeah, I'll go convert some of the Numbers I made into Numerix; a few might be kinda weird though, given design. (Well, you won't see the pics anyway)

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An update on how Spellbound/Mellaxis is coming:

 

[spoiler=Mellaxis Forms]

Studious Sorcerer Mellaxis

DARK - Level 3 - Spellcaster/Effect - 700/600

Once per turn, you can discard up to 3 cards from your hand: Special Summon a number of "Spellbound" monsters equal to the number of cards discarded from your hand or Graveyard. If you control a face-up "Spellbound" monster, and this monster is in your Graveyard: You can Special Summon this monster. You can only activate this effect of "Studious Sorcerer Mellaxis" once per turn, during either player's turn.

 

Traveling Sorcerer Mellaxis

DARK - Level 5 - Spellcaster/Ritual/Effect - 1900/1700

You can Ritual Summon this monster using any "Choice of Mellaxis" Ritual Spell Card. Once per turn, you can Special Summon up to 2 "Spellbound" monsters from your Graveyard: If you activated this effect this turn, pay 800 Life Points for each monster Summoned. "Mellaxis" and "Spellbound" monsters you control gain 300 ATK for each "Spellbound" monster you control.

 

Combat Sorcerer Mellaxis

DARK - Level 7 - Spellcaster/Ritual/Effect - 2600/2400

You can Ritual Summon this monster using any "Choice of Mellaxis" Ritual Spell Card. If a card would be added to your hand, you can reveal that card to your opponent: If that card is a "Spellbound" monster, you can Special Summon it. Once per turn, you can target up to 3 cards in your Graveyard: Shuffle those cards into your Deck, and if you do, draw 1 card. This monster cannot attack the turn you activate this effect.

 

Ultimate Sorcerer Mellaxis

DARK - Level 11 - Spellcaster/Ritual/Effect - 3000/2800

Must be Ritual Summoned using a "Choice of Mellaxis" Ritual Spell Card, and cannot be Summoned by other ways. Once per turn, you can Special Summon 1 "Spellbound" monster from your hand or Graveyard. If a "Spellbound" or "Mellaxis" monster you control battles your opponent's monster: You can negate the attack, and instead inflict 500 damage to your opponent's Life Points.

 

God-King Mellaxis

DARK - Level 12 - Spellcaster/Effect - ?/?

Cannot be Normal Summoned/Set. Must be Special Summoned from your hand by banishing 4 "Mellaxis" and/or "Spellbound" monsters of different names and 3 "Choice of Mellaxis" Ritual Spell Cards of different names from your Graveyard, and cannot be Summoned by other ways. This monster's Summon cannot be negated. During the turn this monster is Summoned, your opponent cannot activate cards or effects. This monster's original ATK and DEF is equal to half the combined ATK and DEF of the monsters banished to Special Summon this monster. If this monster leaves the field by your opponent's card, banish all cards on the field, then Special Summon as many "Spellbound" monsters with different names from your Deck as possible. "God-King Mellaxis" can only be Summoned once per Duel.

 

 

 

[spoiler=Spellbound Monsters]

Spellbound Magic Student

LIGHT - Level 4 - Spellcaster/Effect - 100/2100

Once per turn, if this monster is in face-up Defense Position, you can add 1 Spellcaster-Type monster from your Deck to your hand. If this monster was Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●Up to twice per turn, "Mellaxis" and "Spellbound" monsters cannot be destroyed.

 

Spellbound Swordswoman

LIGHT - Level 4 - Warrior/Effect - 1700/1500

If this monster destroys your opponent's monster by battle, increase the ATK and DEF of all monsters you control by 200. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If this monster is in Attack Position, the attacks and effects of "Mellaxis" and "Spellbound" monsters cannot be negated.

 

Spellbound Dracena

FIRE - Level 4 - Dragon/Effect - 2400/200

Cannot be Normal Summoned/Set. If this monster battles, inflict damage to your opponent equal to the ATK of the monster that battled this monster at the end of the Damage Step. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●Your opponent cannot target "Spellbound" or "Mellaxis" monsters for card effects, except this card.

 

Spellbound Archangel

LIGHT - Level 4 - Fairy/Effect - 1400/1500

If this monster is destroyed or Tributed, you can Special Summon 1 monster with 1500 or less ATK and DEF from your hand. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If a "Spellbound" or "Mellaxis" monster you control battles, except this monster, you can change this monster's Battle Position to increase that monster's ATK or DEF (your choice) by half this monster's current DEF, until the End Phase of this turn.

 

Spellbound Yuki Onna

WATER - Level 4 - Aqua/Effect - 400/400

If a monster you control inflicts Battle Damage to your opponent's Life Points, increase your Life Points by the amount of damage inflicted. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If your Life Points are increased, increase the ATK of all face-up "Spellbound" and "Mellaxis" monsters by the amount of that increase.

 

Spellbound Vampiress

DARK - Level 4 - Zombie/Effect - 800/300

If this monster destroys your opponent's monster by battle, increase this monster's ATK by half the ATK the destroyed monster had on the field. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●"Spellbound" and "Mellaxis" monsters you control cannot be banished.

 

Spellbound Hamadryad

EARTH - Level 4 - Plant/Effect - 500/1800

If this monster is attacked, roll a six-sided die: Decrease the attacking monster's ATK and DEF by 100 times the result, and this monster gains that lost ATK and DEF. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If your opponent negates the Summon of a "Spellbound" or "Mellaxis" monster, they must pay Life Points equal to double the original ATK or DEF (whichever is higher) of the monster whose Summon was negated.

 

Spellbound Drider

EARTH - Level 4 - Insect/Effect - 1500/1300

If this monster destroys your opponent's monster by battle, you can declare a monster Type: Special Summon 1 "Prey Token" (EARTH / Level 1 / 100 ATK / 100 DEF) of the declared Type to either player's field in Attack Position. This monster gains 200 ATK times the number of monsters with different Types on the field. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

● You can Tribute 1 "Prey Token" either player controls to add 1 "Spellbound" monster of the same Type as the Tributed monster from your Deck to your hand. This effect can only be activated during your 2nd Main Phase.

 

 

 

So far, there are exactly 3 "Choice of Mellaxis" Ritual Spells in progress: "Painful Choice of Mellaxis", "Difficult Choice of Mellaxis", and "Transformative Choice of Mellaxis".

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AP exams are over (Well, I still have AP Language and Composition left, but that doesn't count), so I can finally dedicate time to this completely. First I'll fix up the Psychic Empire deck, then it is time to move on newer decks. 

 

 

If only imgur would actually work for me grumble grumble

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So, working on the Spellbound monsters, and . . . I'm stuck on a couple of things. First, I want to make some of them no longer Level 4, so they're used as intended and not as Rank 4 spam. Second, I'm stuck on how to make members of certain Types. Here is a complete list of all completed Spellbound monsters as of now:

 

Spellbound Magic Student

LIGHT - Level 4 - Spellcaster/Effect - 100/2100

Once per turn, if this monster is in face-up Defense Position, you can add 1 Spellcaster-Type monster from your Deck to your hand. If this monster was Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●Up to twice per turn, "Mellaxis" and "Spellbound" monsters cannot be destroyed.

 

Spellbound Swordswoman

LIGHT - Level 4 - Warrior/Effect - 1700/1500

If this monster destroys your opponent's monster by battle, increase the ATK and DEF of all monsters you control by 200. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If this monster is in Attack Position, the attacks and effects of "Mellaxis" and "Spellbound" monsters cannot be negated.

 

Spellbound Dracena

FIRE - Level 4 - Dragon/Effect - 2400/200

Cannot be Normal Summoned/Set. If this monster battles, inflict damage to your opponent equal to the ATK of the monster that battled this monster at the end of the Damage Step. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●Your opponent cannot target "Spellbound" or "Mellaxis" monsters for card effects, except this card.

 

Spellbound Archangel

LIGHT - Level 4 - Fairy/Effect - 1400/1500

If this monster is destroyed or Tributed, you can Special Summon 1 monster with 1500 or less ATK and DEF from your hand. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If a "Spellbound" or "Mellaxis" monster you control battles, except this monster, you can change this monster's Battle Position to increase that monster's ATK or DEF (your choice) by half this monster's current DEF, until the End Phase of this turn.

 

Spellbound Yuki Onna

WATER - Level 4 - Aqua/Effect - 400/400

If a monster you control inflicts Battle Damage to your opponent's Life Points, increase your Life Points by the amount of damage inflicted. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If your Life Points are increased, increase the ATK of all face-up "Spellbound" and "Mellaxis" monsters by the amount of that increase.

 

Spellbound Vampiress

DARK - Level 4 - Zombie/Effect - 800/300

If this monster destroys your opponent's monster by battle, increase this monster's ATK by half the ATK the destroyed monster had on the field. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●"Spellbound" and "Mellaxis" monsters you control cannot be banished.

 

Spellbound Hamadryad

EARTH - Level 4 - Plant/Effect - 500/1800

If this monster is attacked, roll a six-sided die: Decrease the attacking monster's ATK and DEF by 100 times the result, and this monster gains that lost ATK and DEF. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If your opponent negates the Summon of a "Spellbound" or "Mellaxis" monster, they must pay Life Points equal to double the original ATK or DEF (whichever is higher) of the monster whose Summon was negated.

 

Spellbound Drider

EARTH - Level 4 - Insect/Effect - 1500/1300

If this monster destroys your opponent's monster by battle, you can declare a monster Type: Special Summon 1 "Prey Token" (EARTH / Level 1 / 100 ATK / 100 DEF) of the declared Type to either player's field in Attack Position. This monster gains 200 ATK times the number of monsters with different Types on the field. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

● You can Tribute 1 "Prey Token" either player controls to add 1 "Spellbound" monster of the same Type as the Tributed monster from your Deck to your hand. This effect can only be activated during your 2nd Main Phase.

 

Spellbound Gorgon

EARTH - Level 4 - Reptile/Effect - 300/800

During your 2nd Main Phase, if a monster you control successfully attacked this turn, you can flip one card your opponent controls face-down: That card cannot be flipped face-up or destroyed by your opponent's card effects as long as this monster is face-up on the field. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If your opponent controls 2 or more Set cards, "Spellbound" monsters you control can attack your opponent's Life Points directly, but Battle Damage inflicted this way becomes halved.

 

Spellbound Chaser

EARTH - Level 4 - Beast-Warrior/Effect - 1200/1600

Unaffected by Trap Cards and their effects. If this monster battles, you can target 1 Set card on the field and look at it: If it is a Trap Card, that card is banished. If not, Set it again. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If your opponent would activate a Trap Card or its effects, you can discard 1 card to negate it and leave it face-up on the field (This is a Quick Effect, and can be used to negate the activation of a Counter Trap Card).

 

Spellbound Predator

WIND - Level 4 - Dinosaur/Effect - 700/900

This monster gains 300 ATK for each monster of a different name in the Graveyard. At the start of the Damage Step, if this monster attacks a monster that was Special Summoned from the Graveyard, you can send the opposing monster to the Graveyard without conducting damage calculation (the sent monster's effects cannot be activated at this time). If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●Once per turn, if your opponent would activate a card or effect that would remove a card(s) from the Graveyard, you can send 1 "Spellbound" monster from your Deck to the Graveyard to negate that card or effect.

 

Spellbound Ifrit

FIRE - Level 4 - Pyro/Effect - 600/100

Once per turn, if your opponent controls a monster(s), you can inflict 800 damage to your opponent. If you activate this effect, this monster cannot attack this turn. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If you would take battle damage from a battle involving a "Spellbound" or "Mellaxis" monster, inflict the same amount of damage you took to your opponent +200.

 

And if you want to add in another Spellbound to help me out, keep this in mind: Each one has one effect on its own (representing how each one was before being made one of Mellaxis's friends and/or servants), and another one specifically designed to help "Spellbound" and/or "Mellaxis" cards (representing additional powers Mellaxis granted them).

 

I'm also wondering if I should reinstate the rule that the 2.0 Spellbound monsters had: That you can only control 1 of each.

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How about Bounty Hunter

 

The Bounty Hunters are a set of Warriors with various attributes (mostly DARK) based around your opponent controlling certain Attributes. They all have the effect of "When this card destroys a (insert attribute) monster by battle, you can draw 1 card." They also have effects that let you change your opponent's monsters attributes, and one of their S/T support cards lets you summon a Bounty Hunter whose attribute is the same as a monster on the field once a turn.

 

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Once I've filled in the gaps in the Spellbound archetype ( http://forum.yugiohcardmaker.net/topic/351754-written-agm-spellboundmellaxis-2630/) , I'm going to start on the Exl archetype:

 

Exl

A group of reptilians whose effects stack when there are multiple on the field. Most of them also have a secondary burn effect to stack up damage. For their powerful swarm capabilities though, they lose out on the ability to use extra deck monsters.

 

So, can you guys please help me get the last four Spellbound monsters I need, and maybe a couple of support cards? I'm thinking that the Psychic might be able to stand in for Mellaxis if Summoned by him, but that's all I have for it. The original Spellbound Fish and Fiend were broken to crap, so I'm returning to the drawing board with both their effects, and I never had a Wyrm-Type Spellbound. Please?

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