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It's been quite a while. Now, where were we? Ah, yes.

 

Description: Steam-Powered, similar to Koa'ki Meiru, requires that, at the End Phase, you shuffle your WATER monsters from your hand into the deck in order to keep them on the field. In return, they grant powerful effects while on the field, from card removal to consistency to various other assistance. Furthermore, the deck utilizes contact fusion to summon monsters that can further aid your retention of monster presence. 

 

[spoiler=Monsters]

 

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During your End Phase; Shuffle 1 WATER monster from your hand into the deck or destroy this card. During either player's turn: You can shuffle this card into your deck, then target 1 card your opponent controls; shuffle that target into the deck. You can only use this effect of "Steam-Powered Bonaparte" once per turn.

 

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During your End Phase; Shuffle 1 WATER monster from your hand into the deck or destroy this card. This card can attack once per battle phase for each WATER monster you control.

(Note: While it sounds arbitrary, the card cannot attack at all while you have 0 water monsters, but while it is face-up on the field, you control a water monster, and therefore can attack once with it)

 

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During your End Phase; Shuffle 1 WATER monster from your hand into the deck or destroy this card. Your opponent cannot target this card with card effects or for attacks while you control a WATER monster. 

 

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During your End Phase; Shuffle 1 WATER monster from your hand into the deck or destroy this card. When this card attacks or is attacked: You can shuffle this card into the deck, then target up to 2 cards on the field; destroy them. 

 

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During your End Phase; Shuffle 1 WATER monster from your hand into the deck or destroy this card. During either player's turn: You can discard this card; Special Summon 1 "Steam-Powered" Monster from your deck. It cannot attack this turn. 

 

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During your End Phase; Shuffle 1 WATER monster from your hand into the deck or destroy this card. When a card is shuffled into your deck; you can add 1 "Steam-Powered" card from your deck to your hand. When this card is sent to the graveyard: You can shuffle 1 "Steam-Powered" card from your hand into the deck; add up to 2 "Steam-Powered" Monsters from your deck to your hand.

 

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[spoiler=Spells]

 

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All WATER monsters gain 300 ATK and DEF. When this card is activated: You can shuffle 1 "Steam-Powered" card from your hand into the deck; add 1 "Steam-Powered" card from your deck to your hand. During your Standby Phase; you can shuffle 1 WATER monster in your graveyard into the deck to draw 1 card.

 

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Once per turn: You can tribute 1 "Steam-Powered" Monster you control; destroy 1 Monster your opponent controls. When this card leaves the field; add 1 "Steam-Powered" card, except "Steam-Powered Gatling Gun," from your deck or graveyard to your hand.

 

 

 

 

[spoiler=Extra]

 

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"Steam-Powered Pyromaniac" + 1 WATER Monster

Cannot be Fusion Summoned except by shuffling the above Fusion Materials from face-up on the field into the deck (you do not use Polymerization). While this card is face-up on the field; Whenever a card would be shuffled from your hand into the deck, Special Summon it instead. When this card leaves the field: You can shuffle 1 WATER monster from your hand into the deck; Activate 1 "Steam-Powered City" from your deck. 
 
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1 "Steam-Powered" Monster + 1 Non-LIGHT Monster
You can fusion summon this card by shuffling the above fusion materials into the deck (you do not use polymerization). All "Steam-Powered" monsters you control gain 400 ATK and DEF for each WATER monster you control. When this card is summoned: Add up to 2 "Steam-Powered" cards from your deck to your hand. When this card declares an attack, your opponent cannot activate cards or effects until the end of the damage step.
 

 
Strategy and Support: I guess I just have a thing for poor field presence. The goal of the deck is to stun your opponent by screwing around with their field through the various protective and destructive forces of the Steam-Powered monsters. It has only a few Spell cards and no traps, so difficulty may be found in sustaining yourself during your opponent's turn. Brilliant Fusion Seraphinite could help (although, honestly, can it ever not help?), since a fair amount of the Steam-Powered monsters are level 4 and can make rank 4 summons courtesy of Trick Clown. Obvious WATER support helps (moray, salvage) as well as Rota. Floodgates, like Lose one turn or Vanity's Emptiness, could serve helpful, as they help your slower deck flex its protective/removal muscle. 
 
Weaknesses: Basically explained above. TL;DR: You need to summon and keep your hand size in order to do well. Vanity's emptiness ruins...well, everything, but this deck is sorta disappoint when it discovers it has to be -2 at the end of the turn. Skill drain sucks too, but on the bright side, they shouldn't have to pay their end phase costs.
 
Lore: I actually thought this one through a bit. I read Fahrenheit 451 (great story, terribly written, 8/10), which features a dystopian society in which books are outlawed. "Steam-Powered Dictator" represents conformity; a ruling force that assimilates all. The Liberator, on the other hand, goes out and frees the oppressed people. 
...Okay, I thought it through a little, but it's a work in progress.
 
Please give me pointers on what to fix. I'd really appreciate it.
 
Notes: God only knows why Templar really only functions to summon Abyss Dweller. I'll get in on that later.
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