Woloa Posted September 9, 2015 Report Share Posted September 9, 2015 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 WandererLevel 4, Warrior-Type, EARTH1700Atk/1300DefWhen this card is normal summoned: Special summon 1 level 5 or lower "Dustgrin" monster from your hand or graveyard. Dustgrin RoamerLevel 4, Warrior-Type, EARTH1300Atk/1700DefWhen this card is normal summoned: Special summon 1 level 5 or lower "Dustgrin" monster from your hand or graveyard. Dustgrin DrifterLevel 4, Warrior-Type, EARTH1500Atk/1500DefWhen this card is normal summoned: Special summon 1 level 5 or lower "Dustgrin" monster from your hand or graveyard. Dustgrin MerchantLevel 5, Warrior-Type, EARTH1400Atk/2500DefCan 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, EARTH2300Atk/1600DefCan not be normal summoned. Once per turn: target 1 spell or trap card on the field: Destroy that target. Dustgrin GuardLevel 6, Warrior-Type, EARTH2000Atk/2700DefCan not be normal summoned. Once per turn: this card can not be destroyed by card effects. Dustgrin SoldierLevel 7, Warrior-Type, EARTH2700Atk/2500DefCan 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, EARTH3000Atk/2700DefCan not be normal summoned. Can not be destroyed by battle. [spoiler=Spells]The DustField SpellOnce 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 DustContinuous SpellCan 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 DustContinuous SpellMay 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 DustContinuous SpellMay 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 DustContinuous SpellMay 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 DustContinuous SpellMay 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 DustContinuous SpellWhenever 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 SamuraiLevel 6, Fusion, Warrior-Type, EARTH2300Atk/2300DefDustgrin Wanderer + Dustgrin Roamer + Dustrgrin DrifterWhen this card is Summoned Add 1 "The Dust" or "Dustgrin" card from your deck to your hand." Dustgrin CaravaneerLevel 7, Fusion, Warrior-Type, EARTH2000Atk/2600DefA level 4 or lower "Dustgrin" monster + Dustgrin MerchantYour opponent can not target monsters you control for attacks or card effects except this card. Dustgrin Ranger:Level 7, Fusion, Warrior-Type, EARTH2600Atk/2000DefA level 4 or lower "Dustgrin" monster + Dustgrin HunterOnce per turn: Target 1 card your opponent controls: Destroy that target. Dustgrin GatekeeperLevel 8, Fusion, Warrior-Type, EARTHA level 5 "Dustgrin" monster + Dustgrin Guard2100Atk/3000DefTwice per turn: this card can not be destroyed by card effects. Dustgrin General:Level 9, Fusion, Warrior-Type, EARTH3000Atk/2400DefDustgrin Guard + Dustgrin SoldierOnce per turn: You may special summon 1 level 6 or lower "Dustgrin" monster from your graveyard Dustgrin GodLevel 12, Fusion, Warrior-Type, EARTH3300Atk/3200Def3 "Dustgrin" monsters + Dustgrin KingThis 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. Link to comment Share on other sites More sharing options...
Woloa Posted September 12, 2015 Author Report Share Posted September 12, 2015 Update+bump. Link to comment Share on other sites More sharing options...
Dova Posted October 9, 2015 Report Share Posted October 9, 2015 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. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.