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~Faytl~

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[spoiler=Archlord Keeper of the Noble Knights]

archlord_keeper_of_the_noble_knights_by_

 

2 Level 6 LIGHT monsters

You can also Xyz Summon this card by using a Rank 4 LIGHT Warrior or Fairy-Type Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Material on this card.) You can only Special Summon 1 "Archlord Keeper of the Noble Knights" per turn this way. You can detach 1 Xyz Material from this card, then activate 1 of these effects. You can only use this effect of "Archlord Keeper of the Noble Knights" once per turn.

● Add 1 Equip Spell Card from your Deck to your hand.

● Discard 1 card; Special Summon 1 of your banished LIGHT monsters.

 

 

======================

Shaddoll

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Shaddoll Witch
Attribute: DARK
Type: Spellcaster/Effect
Level: 4
ATK: 1000
DEF: 1800
FLIP: You can target 5 "Shaddoll" monsters in your GY; shuffle all 5 into the Deck, then draw 2 cards. If this card is sent to the GY by a card effect: You can target 1 "Shaddoll" monster in your GY, except "Shaddoll Witch"; add it to your hand. You can only use 1 "Shaddoll Witch" effect per turn, and only once that turn.

 

Flavor and stuff:

Shaddoll version of "Gishki Ariel" from a DT parallel/spin-off universe perhaps. Besides, she did return from the Infernoid's remains, who in turn "hunted" Shaddolls, as a Nekroz so it is still possible a Shaddoll version of it roamed about.

Effect-wise, it has the archetype Avarice-ish effect that Sirius has but Hound didn't get.

 

 

Next:

Butterspy

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Asmod Scent Butterspy Queen

WIND | Warrior / Effect

Rank 4 | 2000 / 1200

 

2+ Level 4 Warrior monsters

Monsters your opponent controls lose 100 ATK and DEF for each card in your hand. If this card has 2+ "Butterspy" monsters as Xyz Materials, it gains this effect.

● You can detach 1 material from this card (Quick Effect), until the End Phase; Face-up monsters your opponent controls, whose current ATK is different from their original ATK or that are in Defense Position, have their effects negated, and are banished when they leave the field.

++++++++++++++++++++++++

Fabled

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The Fabled Anoobis
Attribute: LIGHT
Type: Beast/Tuner/Effect
Level: 1
ATK: 800
DEF: 1000

Quick Effect: You can send this card from your hand or Field to the GY; discard any number of cards (min. 0), and if you do, Special Summon 1 "Fabled" Tuner monster from your Deck or GY whose Level is less than or equal to 2 + the number of cards discarded, except "The Fabled Anoobis". If an opponent's card or effect is activated (Quick Effect): You can banish this card from your GY; draw or discard cards until you have the same number of cards in your hand as your opponent. Then immediately after all effects in the current chain resolve, draw or discard cards until you have the same number of cards in your hand as you did when you activated this effect. You can only use 1 "The Fabled Anoobis" effect per turn, and only once that turn.

 

Rulings:

Dunno if the last effect is confusing but its intended to return your hand size to the previous state before you get the chance of playing anything; needless to say, if you discard any floating Fableds, you benefit from it anyway.

 

 

Next:

Cyber Angel

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My god and I was trying to make a contest on supporting Fabled. Thank you for this opportunity.

 

the_fabled_fortress_by_bdsceptyr-dbmgzzb

 

Field Spell Card

Lore: When this card is activated: You can add 1 "Obedience Schooled" or 1 "Fiend Griefing"  from your Deck to your hand. Once per turn, during your opponent's Standby Phase; You can reveal up to 3 "Fabled" monsters from your hand; this turn, your opponent cannot add a card(s) from their Deck to their hand if their hand size would exceed the number of revealed monsters (even if this card leaves the field. Each turn, the first time each LIGHT Fiend monster you control would be destroyed by battle or card effect, it is not destroyed. Once per turn, if a monster(s) is discarded from your hand; You can add 1 LIGHT Fiend monster from your Deck to your hand with a higher Level than that discarded monster.

 

Damn, ghosted.

 

How about....

 

machine_angel_allegro_ritual_by_bdscepty

 

Ritual Spell Card

 

Lore: (This card's name is always treated as "Machine Angel Ritual".)

This card can be used to Ritual Summon any "Cyber Angel" Ritual Monster. You must also Tribute 1 monster from your hand or field and 1 monster your opponent controls whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon. Any battle damage your opponent takes for the rest of the turn after activating this card becomes 1000. You can only activate 1 "Machine Angel Allegro Ritual" per turn.

 

"Quick and Lively" Ritual, indeed.

 

Next up, an old favorite of mine.....

 

Laundsallyn (sublet of the Noble Knight Archetype, but already DARK and focused around Lancelot)

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  • 2 weeks later...

The "always treated as" clause is called the "Harpie Lady" clause for a reason. It limits the number of the original you can run in a Deck, because you're only ever allowed 3 copies in your Deck. That clause single-handedly killed that card.

 

Ignoble Knight of True Laundsallyn

DARK - Level 6 - Warrior/Synchro/Effect - 2500/1000

1 Tuner + 1 or more non-Tuner Warrior-Type monsters

When this card is Synchro Summoned, you can Special Summon 1 "Noble Knight" monster from your Deck in face-up Defense Position. Once per turn, during either player's turn, you can destroy 1 "Noble Arms" card you control to target 1 card each on your opponent's field and in their Graveyard: Banish both targets. If this card is sent from the field to the Graveyard, except by being destroyed, you can Special Summon this monster from your Graveyard, and if you do, you can, immediately after this effect resolves: Xyz Summon 1 "Noble Knight" Xyz monster from your hand or Extra Deck, using this card as Xyz Material.

 

His true colors eventually reveal themselves . . . he will return to the other Noble Knights. I made it generic so that you could use any Tuner, and so that Noble Knights could have at least one member that wasn't tightly packed into its own Deck.

 

Nordic

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Hakon of the Nordic Ascendant
Attribute: LIGHT
Type: Fairy/Tuner/Effect
Level: 4
ATK: 1800
DEF: 800
If this card is Normal or Special Summoned: You can Tribute this card; Special Summon 1 "Nordic" Tuner monster from your Deck, except "Hakon of the Nordic Ascendant", and add 1 non-Tuner "Nordic" monster from your Deck to your hand. The Special Summoned monster is treated as if it was Normal Summoned. While you control a "Nordic" or "Aesir" monster (Quick Effect): You can banish this card from your GY, then activate 1 of these effects;
• Activate 1 "Nordic Relic" Spell/Trap Card from your Deck or GY.
• Choose 1 "Nordic Relic" Equip Spell Card from your Deck or GY that can be equipped to a monster you control and equip it to that monster.
You can only use each effect of "Hakon of the Nordic Ascendant" once per turn.

 

 

Next:

XYZ LIGHT Machine monsters

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Quick Combine

Counter Trap

If your opponent would activate a card or effect that would remove a Union monster, Level 4 Normal monster, or LIGHT Machine-Type Fusion monster that lists 2 or more named Fusion Materials you control from the field, you can negate that effect, and if you do, shuffle that card into the Deck. During the End Phase of the turn this card was activated, you can add 1 LIGHT Machine-Type Normal or Union monster from your Deck to your hand. During either player's turn, except during the turn this card was sent to the Graveyard, you can banish this card from your Graveyard to target 1 Union monster you control that names another monster(s) in its card text: Special Summon 1 of those monsters from your hand, Deck, or Graveyard. You can only activate each effect of this card's name once per turn.

 

Protection for the pieces and bosses, searching for relevant VWXYZ pieces, and if you control an old Union you can Special Summon its named Equip target from wherever in hell it's hiding. Also, its last effect can't be abused by ABC because they don't list names. THERE.

 

Synchron/Warrior

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Nitromethane Warrior

Attribute: FIRE
Type: Warrior/Synchro/Tuner/Effect
Level: 6
ATK: 2500
DEF: 1500
"Nitro Synchron" + 1+ non-Tuner monsters

Once per turn, if a monster effect was activated, this card gains 500 ATK during the next battle involving this card, during damage calculation only. If this card destroys an opponent's monster by battle, after damage calculation: You can target 1 face-up monster your opponent controls; it loses 300 ATK, then this card can make a second attack in a row, on that monster. You can banish this card from your GY, then target 1 "Nitro" monster in your GY; Special Summon that monster, but its ATK and DEF become 0 and it has its effects negated. You can only use this effect of "Nitromethane Warrior" once per turn.

 

 

Next:

Dark Blade & its Dragon Unions

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Invocation of the Dragon Warrior

Spell | Normal

You can only use the (2) effect of this card's name once per turn. (1) Special Summon 1 "Dark Blade" monster from your hand or Deck, then equip 1 Dragon Union monster from your Deck or GY to that monster. (2) If this card is in your GY: You can banish this card and 1 "Dark Blade" monster you control or in your GY; Special Summon 1 "Dark Blade the Dragon Knight" from your Extra Deck, and if you do, you can equip it with 1 Dragon Union monster from your Deck or GY.

 

====

Jack Knight

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Jack Knight of the Black Abyss

Level 8

LIGHT Psychic / Effect

3000 / 2000

Cannot be Normal Summoned/Set. If 2 or more cards are in the same column, you can Special Summon this card (from your hand) to that column. You can only Special Summon "Jack Knight of the Black Abyss" once per turn this way. When this card is Special Summoned by this effect: Add 1 Level 7 or lower "Jack Knight" monster from your deck to your hand. After this card battles, if there are no other cards in the same column as this card, you can target 1 "Jack Knight" monster in your GY: Special Summon it to a column that has 2 or more cards in it.

 

Had to restrict it with the first clause, because it just felt too powerful otherwise. It's not that big of a deal, though, since you can still Special Summon it using other cards' effects as well as its own.

 

Gusto

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To be honest, Jack Knights needed another monster that can be summoned easier without being reliant on the opponent's board. This doesn't help them too much except being a massive beater. (Also notes about this not being part of the rainbow)

 

====

Gusto Sacred Wind

Counter Trap

(1) When a monster would be Summoned while you control a "Gusto" monster: Send 2 "Gusto" monsters from your hand or Deck to the GY; negate that Summon, and when you do, destroy that monster.

====

 

World Chalice

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World Legacy Blessing

Quick-Play Spell

Banish 1 "World Chalice" or "World Legacy" card in your GY, then target 1 "World Chalice" monster you control; send it to the GY, and if you do, Special Summon 1 "World Chalice" Link Monster from your Extra Deck with the same original Attribute as that target, but with a different name. If your linked Link Monster would be destroyed by a card effect, you can banish this card from your GY instead. You can only activate 1 "World Legacy Blessing" per turn.

 

 

Next:

"Block" monsters

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  • 2 weeks later...

Block Gardna

EARTH - Level 2 - Rock/Effect - 100/2000

During either player's Standby Phase, if you control a face-up EARTH "Block" monster, you can Special Summon this banished card (you can only Summon 1 "Block Gardna" per turn this way). Your opponent cannot target Rock-Type monsters you control for attacks, or Tribute Rock-Type monsters you control, except this card. When this card is destroyed by battle, you can Special Summon 1 "Block Token" (Level 2/EARTH/Rock-Type/ATK 0/DEF 1000), and if you do, add 1 EARTH Rock-Type "Block" monster from your Deck to your hand, except "Block Gardna".

 

Why the EARTH restriction? Blocker, a DARK Machine-Type Normal monster, is a thing.

 

Lunalight

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Magibullet East Weston

LIGHT Links: W E

Fiend/Link/Effect

2 "Magibullet" monsters

If a monster that this card points to activates its effect: you can add 1 "Magibullet" Spell/Trap from your Deck or GY to your hand. If a Spell/Trap is activated in the same column as this card (except during the Damage Step): you can move this card to an empty Main Monster Zone; negate that effect, and if you do, you can return that card to the hand, then, Special Summon 1 "Magibullet" monster from your hand or GY to the Zone this card occupied.

1500/LINK 2

 

ABC-VWXYZ

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Union Testing Ground

Continuous Trap

When this card is activated, you can add 1 Level 4 LIGHT Machine-Type monster from your Deck to your hand. If a LIGHT Machine-Type Normal, Union, or Fusion monster destroys or banishes your opponent's card(s): Special Summon 1 Level 4 LIGHT Machine-Type Normal or Union monster from your hand, Graveyard, or Banished Zone (you can only activate this effect of this card's name once per turn).

 

In Link format, this would make A-to-Z more respectable as a Deck. In the AGM, although we lack ABC, this would make VWXYZ considerably more competitive.

 

Wight/Skull Servant

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  • 2 weeks later...

Wightpoodle

level 3

DARK

Zombie/Effect

ATK: 0 DEF: 1600

 

During your Main Phase: You can discard this card; "Skull Servant" monsters and "Wight" monsters you control cannot be destroyed by Spell cards or effects this turn. If this card is in your Graveyard: You can banish it and 1 other "Wight" monster or "Skull Servant" monster; Draw 1 card. You can only use this effect of "Wightpoodle" once per turn.

 

Sharks

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You forgot the single most important clause on a Wight monster . . . being treated as "Skull Servant" in the Graveyard.

 

Armored Shark

WATER - Level 4 - Fish/Effect - 1900/1700

Cannot be used as Xyz Material, unless all other Materials are WATER Fish-Type "Shark" monsters. Once while this card is face-up on the field, you can Special Summon 1 Level 5 or lower Fish-Type monster from your hand. Once per turn, you can target 1 other WATER monster you control with a Level: This monster's Level becomes equal to the target's. If this card is detached from a "Shark" Xyz monster, or a WATER "Number" Xyz monster, to activate its effect, you can activate the following effect:

●Add 2 "Shark" monsters of different names from your Deck to your hand (you can only activate this effect of this card's name once per turn).

 

Red-Eyes

Things that might help:

Level 6 "Archfiend" Normal monster that doesn't suck

Way to unclog brick hands

Warrior-Type monster with a decent statline

Level 7 Normal/Gemini monster

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Red-Eyes Archfiend of Thunder

Level 6

DARK Fiend / Effect

2500 / 1200

This card on the field or in your hand is always treated as a Normal Monster, and its name is also treated as “Summoned Skull”. Once per turn, you can target 1 Spell/Trap Card on the field: Destroy it, then its owner takes 400 damage. When this card on the field is used as a Fusion Material to Fusion Summon a DARK Dragon-type Fusion Monster, that monster gains the following effect:

• When this card is Fusion Summoned: It gains 1200 ATK.

 

The last effect is like a lingering thing, sort of mimicking the nature of lightning and thunder. Lightning is immediate, but thunder comes later and is more of a threat (or at least spookier).

 

lswarm

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Rebelswarm Atlas (Reverz Atlas in OCG)
Attribute: LIGHT
Type: Fiend/Link/Effect
Rating: 2
Link Markers: bottom-left, bottom-right
ATK: 2000
2 DARK monsters
While the Zones this card points to are occupied by "lswarm" monsters, monsters cannot be Special Summoned from the Extra Deck. The effects of DARK or LIGHT monsters in Zones this card points to that can be activated become Quick Effects. If a "lswarm" monster is Normal Summoned: You can add 1 DARK or LIGHT monster from your Deck to your hand whose Level is equal or lower than the Normal Summoned monster.

 

Flavor and stuff:

Kind of a messy concept but let me explain: Rebelswarms are former Steelswarms brought back, or recruited, by Exciton Knight and turned to the light, granting them powers over both light and darkness, but remaining dark at the core, which is why they require DARK monsters, and of course to remain compatible with the DARK "lswarms". This monster is based on the Atlas moth, hence its name.

 

 

Next:

Koa'ki Meiru

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Koa'ki Meiru Gatekeeper

FIRE - Level 4

Cyberse/Effect

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Cyberse-Type monster in your hand. When this card is Summoned: Declare 1 Extra Deck Monster card type (Fusion, Synchro, Xyz, Link, or Pendulum). While this card remains face-up on the field, monsters with the same declared monster card type cannot be Summoned from the Extra Deck.

ATK/1900 DEF/1600

 

[spoiler=Notes]Koa'ki Meiru were revolutionary during their time for being efficient built-in anti-meta for the previous formats, forcing people to switch up their game or suffer at the hands of Koa'ki Meiru's powerful control capabilities. Since Koa'ki Meiru haven't seen an update in almost three years, I'm certain any new form of support in the current age would be centered around once again sticking to their namesake and screwing the meta. Koa'ki Meiru Gatekeeper does just that, it allows you the ability to say "no" to any Extra Deck Monster type that is highly prevalent in your opponent's playstyle. Cyberse because Koa'ki Meiru aren't exactly type specific, FIRE to keep it within boundary of the anti-LIGHT/DARK theme they used to portray, and it's Level and ATK/DEF are consistent with other Koa'ki Meiru monsters as well.

 

 

Next: Exodia

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Cracked Seal of the Forbidden One

Continuous Spell

When this card is activated, you can add 1 "Exod" or "Forbidden One" card from your Deck to your hand, except "Exodia the Forbidden One" or "Cracked Seal of the Forbidden One". While you control this card, neither player can activate cards or effects that would add, discard, banish, or destroy a card(s) in a player's hand. "Exod" monsters you control gain 1000 ATK, also they cannot be targeted by your opponent's card effects.

 

What does this do?

●Searches 1 Exodia piece, if you need it, and makes things like Exodius, Exodia Necross, and new-Exodia more consistent, but can't grab the head (because it's already too easy to get).

●Kills off other consistency cards, to make the slower Exodia variants more of a viable option by dragging the opponent down to their level.

●Shields your hand from forced discards, hand destruction, and Omega, if you are playing a more traditional Exodia.

●Turns Exodius and Exodia Necross into more of a threat, and staples targeting protection on new-Exodia because I'm pretty sure it can't get the boost (unaffected).

 

Amazoness

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Amazoness Jungle

Field Spell

When this card is activated: You can set 1 "Amazoness" Spell/Trap directly from your Deck. It can be activated this turn. All "Amazoness" monsters on the field gain 400 ATK. During your Main Phase, you can Normal Summon 1 "Amazoness" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Attacking "Amazoness" monsters you control cannot be destroyed by battle, and are unaffected by your opponent's card effects. You can only activate 1 "Amazoness Jungle" per turn.

 

Next:

Darklords

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