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(Written) Dustgrins, mysteries of The Dust.


Woloa

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Man my title making skills are terrible today. anyway, like most of my archetypes, this came out of nowhere into my brain.

 

[spoiler=Main Deck Monsters]

Dustgrin Wanderer

Level 4, Warrior-Type, EARTH

1700Atk/1300Def

When this card is normal summoned: Special summon 1 level 5 or lower "Dustgrin" monster from your hand or graveyard.

 

Dustgrin Roamer

Level 4, Warrior-Type, EARTH

1300Atk/1700Def

When this card is normal summoned: Special summon 1 level 5 or lower "Dustgrin" monster from your hand or graveyard.

 

Dustgrin Drifter

Level 4, Warrior-Type, EARTH

1500Atk/1500Def

When this card is normal summoned: Special summon 1 level 5 or lower "Dustgrin" monster from your hand or graveyard.

 

Dustgrin Merchant

Level 5, Warrior-Type, EARTH

1400Atk/2500Def

Can not be normal summoned. Once per turn, apply one of the following effects: 1: Swap the attack and defense of one monster you control until the end step. 2:Swap the attack and defense of one monster your opponent controls until the end step.

 

Dustgrin Hunter:

Level 5, Warrior-Type, EARTH

2300Atk/1600Def

Can not be normal summoned. Once per turn: target 1 spell or trap card on the field: Destroy that target.

 

Dustgrin Guard

Level 6, Warrior-Type, EARTH

2000Atk/2700Def

Can not be normal summoned. Once per turn: this card can not be destroyed by card effects.

 

Dustgrin Soldier

Level 7, Warrior-Type, EARTH

2700Atk/2500Def

Can not be normal summoned. Once per turn: You may special summon 1 level 4 or lower "Dustgrin" monster from your hand or graveyard.

 

Dustgrin King:

Level 10, Warrior-Type, EARTH

3000Atk/2700Def

Can not be normal summoned. Can not be destroyed by battle.

 

 

 

[spoiler=Spells]

The Dust

Field Spell

Once per turn: you may special summon 1 level 5 or lower "Dustgrin" monster from your hand or graveyard. Wile you control a card that includes "in The Dust" in its name, this card can not be destroyed and the field spell can not be changed.

 

A Campsite in The Dust

Continuous Spell

Can only be activated wile you control a face up field spell named "The Dust". Once per turn, you may special summon 1 Dustgrin Merchant from your hand or graveyard.

 

A Settlement in The Dust

Continuous Spell

May only be activated by tributing a face up "A Campsite in The Dust" you control. All "Dustgrin" monsters you control gain 250 attack and defense points. Once per turn, you may special summon 1 "Dustgrin Merchant" or "Dustgrin Hunter" from your hand or graveyard

 

A Town in The Dust

Continuous Spell

May only be activated by tributing a face up "A Settlement in The Dust" you control. All "Dustgrin" monsters you control gain 500 attack and defense points. Once per turn, you may special summon 1 "Dustgrin Merchant", "Dustgrin Hunter" or "Dustgrin Gaurd" from your hand or graveyard

 

A City in The Dust

Continuous Spell

May only be activated by tributing a face up "A Town in The Dust" you control. All "Dustgrin" monsters you control gain 750 attack and defense points. Once per turn, you may special summon 1 "Dustgrin Merchant", "Dustgrin Hunter", "Dustgrin Guard" or "Dustgrin Soldier" from your hand or graveyard

 

A Castle in The Dust

Continuous Spell

May only be activated by tributing a face up "A City in The Dust" you control. All "Dustgrin" monsters you control gain 1000 attack and defense points. Once per turn, you may special summon 1 "Dustgrin Merchant", "Dustgrin Hunter", "Dustgrin Guard", "Dustgrin Soldier" or "Dustgrin King" from your hand or graveyard

 

A Wall in The Dust

Continuous Spell

Whenever a field spell or a continuous spell that includes "Dust" in its name would be destroyed, you may tribute this card instead.

 

 

 

[spoiler=Extra Deck]

Note: Omitted from all written cards here: Summon this card from your extra deck by sending the listed fusion material monsters from your field to the graveyard, do not use polymerization.

 

Dustgrin Samurai

Level 6, Fusion, Warrior-Type, EARTH

2300Atk/2300Def

Dustgrin Wanderer + Dustgrin Roamer + Dustrgrin Drifter

When this card is Summoned Add 1 "The Dust" or "Dustgrin" card from your deck to your hand."

 

Dustgrin Caravaneer

Level 7, Fusion, Warrior-Type, EARTH

2000Atk/2600Def

A level 4 or lower "Dustgrin" monster + Dustgrin Merchant

Your opponent can not target monsters you control for attacks or card effects except this card.

 

Dustgrin Ranger:

Level 7, Fusion, Warrior-Type, EARTH

2600Atk/2000Def

A level 4 or lower "Dustgrin" monster + Dustgrin Hunter

Once per turn: Target 1 card your opponent controls: Destroy that target.

 

Dustgrin Gatekeeper

Level 8, Fusion, Warrior-Type, EARTH

A level 5 "Dustgrin" monster + Dustgrin Guard

2100Atk/3000Def

Twice per turn: this card can not be destroyed by card effects.

 

Dustgrin General:

Level 9, Fusion, Warrior-Type, EARTH

3000Atk/2400Def

Dustgrin Guard + Dustgrin Soldier

Once per turn: You may special summon 1 level 6 or lower "Dustgrin" monster from your graveyard

 

Dustgrin God

Level 12, Fusion, Warrior-Type, EARTH

3300Atk/3200Def

3 "Dustgrin" monsters + Dustgrin King

This card can not be destroyed by card effects. This card can not be destroyed in battle by monsters with attack higher than its current attack.

 

 

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  • 4 weeks later...

Let's deal with the OCG first:

With Dustgrin Hunter, you have "Once per turn: Target 1 S/T on the Field: Destroy it." Considering it's one effect, one of the colons need to be removed.

Dustgrin Samurai's effect should be changed to "When this card is Summoned(Considering there is no other way to get it on the field, unless you want the effect to activate when it's equipped somehow from the grave/banished zone?): Add 1 "The Dust" or "Dustgrin (Because there are a TON of cards with "Dust" in their name) card from your deck to your hand."

 

The Dust's (Field Spell) prevention of Field Spell Activation wouldn't affect your opponent (Because both players can have a field spell active) but would simply lock your Field Spell Zone. This could be left if you want it to prevent you from spamming the Field Spells to summon multiple "Dust" monsters. Dustgrin Ranger should probably have a stronger OPT, along with General (Could lead to some massive Fusion swarms)

 

With the continuous spells, although I like the whole getting stronger theme, I feel that nobody would play the lower level ones. Perhaps some effect which requires you to have the lower one's out to get out the higher ones similar to the anime version of "The Seal of the Orichalcos".

 

Nice idea though, especially the reverse Nomi on the higher levels.

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