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~Faytl~

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Tindangle Triptych

Level 3

DARK

Fiend/Flip/Effect

100/1900

When this card is flipped face-up: You can send up to 3 Spell/Trap cards that contain "Tindangle" in their card text to the Graveyard: add an equal number of "Tindangle" monsters from your Graveyard to your hand.

A Link Monster that was Link Summoned using this card as Link Material gains the following effect:

  • "Tindangle" monsters this card points to gain 500 ATK.

 

Next: Koa'ki Meiru

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Koa'ki Meiru Meltdown

Attribute: FIRE
Type: Rock/Link/Effect
Rating: 2
Link Markers: down-left, down-right
ATK: 2000
2 EARTH, FIRE, WATER and/or WIND monsters

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the GY or reveal 1 EARTH, FIRE, WATER or WIND monster in your hand. While this card is Linked to an EARTH, FIRE, WATER or WIND monster, neither player can Special Summon monsters from the Extra Deck. If this card is Link Summoned: You can target 1 monster you control or in your GY; Special Summon in Defense Position 1 "Koa'ki Meiru" monster from your Deck or GY with the same Type as that target.

 

 

Next:

Celtic Guard

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Oh look, I even tied in a caveat to Noble Knights too

 

celtic_guard_of_royal_laundsallyn_by_bds

 

[spoiler=Celtic Guard of Royal Laundsallyn: Info]

 

DARK/Warrior-Type Fusion Effect Monster/Level 5/2200 ATK/800 DEF

 

Lore: 1 "Celtic Guard" monster + 1 LIGHT or DARK monster

Must be Special Summoned (from your Extra Deck) by Tributing the above cards you control (you do not use "Polymerization".) Cannot attack if you did not activate a Spell Card or effect this turn. Cannot be destroyed by card effects. Once per turn: You can add 1 Level 5 or higher Warrior monster from your Deck to your hand. If your opponent takes damage (Quick Effect): You can Set 1 "Polymerization" or 1 Equip Spell from your hand or GY. That Set card can be activated this turn. This effect can only be activated once while this card is face-up on the field.*

 

 

 

Next on the barbie, an old favorite of mine: 

 

DARK Counterparts (let's shoot for a Spell/Trap this time)

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[spoiler= WHAT]

Tactical Celtic Guard

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

If you control a face-up "Celtic Guard" monster, you can Special Summon this card from your hand. "Celtic Guard" monsters you control cannot be destroyed by card effects. During either player's turn, you can discard 1 card: Special Summon this card from your Graveyard, then increase the ATK of all "Celtic Guard" monsters you control by 100 for each "Celtic Guard" monster you control.

 

Because the Celtic Guard stuff is kinda all over the place, I wanted this to try to tie Obnoxious and Noble Arms together. So, it helps empty your hand so that Noble Arms can attack, and helps protect Obnoxious by shielding it from effect destruction and raising its stats so its effect can actually protect you. Also, it helps swarm. The stats are basically just the baseline CG stats +300.

 

 

 

Dark Trade

Normal Spell

Discard 1 DARK monster: Special Summon 1 DARK "Dark" monster from your hand or Deck, except a "Dark Magician" monster. If you would banish 1 or more DARK monsters to Special Summon a DARK "Dark" monster: You can banish this card from your Graveyard instead.

 

Let's try doing something nice for Vision HERO again. Look up at my attempt if you want to try the Trap Crystal Beast playstyle they had in the manga.

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vision_hero_cathode_by_bdsceptyr-dc2etiy

 

DARK/Warrior-Type Effect Monster/Level 3/0 ATK/1900 DEF
 
Lore: If a "HERO" monster(s) you control is destroyed by battle or card effect, you can Special Summon this card (from your hand) and return that destroyed monster to the hand instead of sending it to the GY. If this card is Normal or Special Summoned: You can target 1 "HERO" monster in your GY or among your banished cards that was sent there this turn; equip this card with that target, and if you do, this card's ATK becomes equal to that monster's ATK becomes equal to that monster's ATK +300. A monster that was Fusion Summoned using this card with a monster(s) equipped to it as material is unaffected by your opponent's monster effects.
 
Alright, to the other end of the equipment lover's pond: 
 
Vylon
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Vylon Oct

Level 3

LIGHT

Machine/Tuner/Effect

1200/1200

When this card is Summoned, you can Special Summon 1 non-Tuner "Vylon" monster from your hand or Graveyard. When this card is sent form the Monster Zone to the Graveyard, you can pay 500 Life Points to equip this card to a face-up monster you control. The equipped monster gains 300 ATK and DEF for each "Vylon" card equipped to it. If the equipped monster would leave the field, you can destroy this card instead.

 

Next up, Altergeists

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Altergeist Scylla

WATER Link 3

L/DL/D

Spellcaster/Link/Effect

2+ "Altergeist" monsters

You can only activate this card name's effects once per turn. (1) When this card is Link Summoned: Set 1 "Altergeist" Trap from your GY. That card can be activated this turn. (2) While this card is face up, you can activate "Altergiest" Traps from the Hand. (3) During the Main Phase when your opponent would add a card(s) to the Hand (Quick Effect): Send 1 "Altergeist" card from the field to the GY, randomly discard 2 cards from your opponent's Hand.

2300

 

Next: FAs

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F.A. Apex Runner
WIND ****
Machine/Effect
Gains ATK equal to its Level x 300. Once per turn, you can Normal Summon 1 "F.A." monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. If this card is Level 7 or higher, monsters your opponent controls with a lower level than this card cannot activate their effects.

0/1800

 

Genex

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Z-Genex Quantum
Attribute: DARK
Type: Machine/Link/Effect
Rating: 2
Link Markers: down-left, down-right
ATK: 1800
2 monsters with different Attributes
If this card is Link Summoned: You can add 1 "Genex" non-Tuner monster from your Deck or GY to your hand, then immediately after this effect resolves, you can Normal Summon 1 "Genex" monster. Target up to 2 monsters in your field or GY (min. 1), with different Attributes, including 1 "Genex" Tuner (Quick Effect): Banish those targets and this card, and if you do, Special Summon 1 "Genex" monster from your Extra Deck. (This is treated as a Synchro Summon using the banished monsters as Synchro Material.) You can only use each effect of "Z-Genex Quantum" once per turn.

 

 

Next:

WIND Winged Beast "Sphere" monsters

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[spoiler=Well I'm hella late here]

F.A.LALALALALALALALAWD I can't believe UA reincarnate got so good it's almost like Triamids got a Link monster that could insta-Summon four of them at once and profit good NESS

 

f_a__dragstrip_darling_by_bdsceptyr-dc2h

 

WIND/Machine-Type Effect Monster/Level 3/0 ATK/2100 DEF

 

Lore: Gains ATK equal to its Level x300. Once per turn, if an "F.A." card(s) you control would be destroyed by battle or card effect while your opponent controls a monster whose original Level/Rank is lower than this card's Level, you can add 1 "F.A." Spell/Trap from your Deck to your hand instead. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. Once per turn, if this card is Level 7 or higher: You can send 1 "F.A." card from your Deck to the GY, then target 1 face-up card your opponent controls with the same type as the sent card (Monster, Spell or Trap); banish that target.

 

 

 

Here we go. 

 

sphere_sling_by_bdsceptyr-dc2h4ph.png

 

Normal Spell Card

 

Lore: Add 1 "Sphere" monster from your Deck to your hand, then Special Summon 1 WIND "Sphere" monster from your hand, ignoring its Summoning conditions, but its ATK becomes 2000, also it cannot attack directly. If a monster(s) in the Spell/Trap Zone would be sent to the GY by a card effect, you can banish this card from your GY and Special Summon 1 "Sphere Token" (Winged Beast/WIND/Level 1/0 ATK/0 DEF) instead. You can only activate 1 "Sphere Sling" per turn.

 

 

How about the estranged brothers of F.A. get a leg up too?

 

U.A.

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U.A. Jet Winger

EARTH | Level 4

Warrior / Effect

You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Jet Winger". You can only Special Summon "U.A. Jet Winger" once per turn this way. Once per turn: You can target 1 monster your opponent controls with a higher ATK or DEF than this card's current ATK; negate its effects and change its battle position, and if this card battles that monster, double any damage this card inflicts to your opponent.

ATK 1500 / DEF 1500

 

 

Now you gotta support Machinas!

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Dare accepted mah boi

 

machina_megafort_by_bdsceptyr-dc2hgbv.pn

 

Field Spell Card

 

Lore: You can target 1 card you control; destroy it, and if you do, add from your Deck to your hand, 1 "Machina" Union monster or 1 "Machina Armored Unit", then immediately after this effect resolves, you can Normal Summon 1 "Machina" Union monster. You can activate the effects of "Machina" monsters, and "Commander Covington", in your Main Monster Zones during either player's turn. (You can only gain this effect once per turn.) If a "Machina" card(s) in your Spell & Trap Zones leaves the field, except by this card's effect: You can target 1 card your opponent controls; destroy it.

 

Now for the next link in the chain, ironically enough: 

 

Gouki (if its a monster, something named for a famous wrestler like how Thunder Ogre was named after Jushin Liger would be nice)

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Yubel’s Imagination

Continuous Spell

 

“Yubel” monsters are unaffected by card effects. Once per turn, if you control no monsters: You can Special Summon 1 “Yubel” monster from your Hand, ignoring its Summon Conditions. Any monster sent to the GY by a “Yubel” monster(by battle or by card effect) is banished instead. During your End Phase, banish 1 monster you control or destroy this card(this is not optional)

 

Next-Qliphort

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Qliuet Remains

Normal Spell

If you control no monsters: Shuffle face-up cards from your Extra Deck into your Deck up to the number of face-up "Qli" cards you control; Special Summon an equal number of "Qli" monsters from your Deck to your side of the field. You cannot Pendulum Summon during the turn you activate this effect.

 

Worm (the Insect series)

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Reptilianne Apophis
DARK | Link 2 | Reptile/Link/Effect | 0
⬋-⬊

2 Reptile monsters
Cannot be destroyed by battle. Your opponent takes all battle damage you would have taken from battles involving "Reptilianne" monsters you control. Once per turn, if a Reptile monster(s) and/or this card is sent to your GY: You can Special Summon 1 "Reptilianne Token" (Reptile-Type/EARTH/Level 1/ATK 0/DEF 0) to each player's side of the field in Attack Position. If exactly 1 Reptile monster you control is targeted by a card or effect: You can banish this card from your GY; negate that card or effect, then draw 1 card.

 

Digital Bug

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Digital Bug Algorithmantis

Level 3

LIGHT

Insect/Effect

1500/0

You can target 1 face-up "Digital Bug" monster you control: change it to defense position, and if you do, Special Summon this card from your hand. Once per turn, you can increase the Levels of all other face-up LIGHT Insect-type monsters you control by 2 for each LIGHT Insect-type monster you control (max. 7). An Xyz Monster that is Xyz Summoned using this card as an Xyz Material gains the following effect:

  • Defense position monsters your opponent controls cannot activate their effects.

 

Next:

Krawler

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krawler_chrysalis_by_bdsceptyr-dc30vte.p

 

Quick-Play Spell Card

 

Lore: If your opponent activates a Normal Spell/Trap: Special Summon 1 Level 3 or lower Insect monster from your Deck with the same Attribute as a monster in your GY, and if you do, that activated effect becomes "Destroy 1 Insect monster you control." You can banish this card from your GY, then discard 1 Level 3 or lower Insect monster: draw 2 cards, then you can change the battle position of 1 monster you control.

 

"You got your Digibug support in my Krawler art!" 

 

"Well, YOU got YOUR Krawler Art in MY Digibug support!" 

 

"Guys guys, let's be real-even with this you're still only high tier 2 at best, mates." 

 

That being said...

 

Let's do this dance for another Tier 2 Deck I happen to love. 

 

Heraldic Beast

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Heraldic Beast Oxford

EARTH - Level 4 - Beast/Effect - 1500/2000

When this card is Normal or Special Summoned: You can Special Summon 1 "Heraldic Beast" monster from your Graveyard. If this card is detached from an Xyz monster and sent to the Graveyard: You can Set 1 "Heraldry" Spell/Trap Card from your Deck or Graveyard (You can only activate this effect of this card's name once per turn).

 

Boom. While MR4 screwed you, you now effectively have access to theoretically infinite fodder for Summons.

 

Traptrix (remember the "combined stats are 2800" gimmick if you make a monster)

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Prime Traptrix Arachne

[spoiler=Card Image]

prime_traptrix_arachne_by_batmed-dau7314

 

 

Rank: ✪ 4 | ATK / 2800 DEF / 0

EARTH | Insect / Xyz / Effect

 

3 Level 4 EARTH monsters

You can also Xyz Summon this card by using a Rank 4 or lower EARTH Plant Xyz Monster you control as the material. (Transfer its materials to this card.) During each of your opponent's End Phases: Detach 1 material from this card. If this card has an material that is not an EARTH monster, banish it. While this card has material, negate the effects of face-up monsters your opponent controls.

 

Next: "Harpies"

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Harpie Roost

Continuous Trap

Once per turn, if you control a face-up "Harpie Lady": You can Special Summon 1 "Harpie" monster from your hand or Graveyard. If a Spell/Trap Card(s) on the field is destroyed: All "Harpie" monsters you control gain 200 ATK for each Spell/Trap Card in the Graveyard. Once per turn, if a "Harpie" monster inflicts battle damage to your opponent: Banish 1 card at random from your opponent's hand.

 

Gives you more of a reason to not just immediately use your monsters for Xyz fodder, but provides said fodder regardless. The Summon effect can trigger Hunting Ground, which can trigger the boost effect, which isn't OPT btw. The boost counts both Graveyards, which means that any copies of Elegant Egotist or Hysteric Sign/Party in your Graveyard can make your bird girls bigger. Phantasmal is probably going to be the one to set off the hand control effect, but given the boost you might just be running things over on a frequent basis.

 

Resonators

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[spoiler=ARE YOU SERIOUS DRACO WHAT ESP MADNESS IS THIS]

harpies__favorite_roost_by_bdsceptyr-dam

 

Continuous Trap Card
 
Lore: If you control a monster with "Harpie Lady" in its original name, this card can be activated from your hand. When this card is activated: You can Special Summon 1 Dragon monster from your hand or GY with the same Attribute as a monster on the field. Once per turn, if a "Harpie" card(s) you control would be destroyed by battle or a card effect you can destroy 1 "Harpie" or "Hysteric" card in your hand instead. You can only control 1 "Harpies' Favorite Roost".

 

 

 

Fan tested, Master of Faster approved.

 

resonator_rock_by_bdsceptyr-dc32mv3.png

 

Field Spell Card

 

Lore: You can discard 1 "Resonator" monster: Special Summon 1 Synchro Monster from your Extra Deck with a Level equal to the discarded monster's Level +1, but it has its effects negated, it is destroyed during the End Phase, also it cannot be used as Material for a Summon, except the Summon of a DARK Fiend or Dragon monster. If a a DARK Fiend or Dragon Synchro Monster is Special Summoned, except by this card's effect: You can add from your Deck to your hand, 1 "Resonator" or "Red" Spell/Trap or 1 "Scarlet Security". You can only use each effect of "Resonator Rock" once per turn.

 

 

Next up: 

 

Element (these guys)

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Element Stone

Field Spell

When this card is activated: Add up to 1 Level 4 DARK or LIGHT "Element" monster each from your Deck and/or Graveyard to your hand (at least 1 of those locations), and if you do; you can Special Summon 1 Level 4 monster from your hand. Once per turn, during either player's turn, you can target 1 DARK or LIGHT monster you control: Change its Attribute to any other Attribute. At the end of the Battle Phase, if you control an "Element" monster whose original Attribute is LIGHT or DARK: You can draw 1 card for each different Attribute of monster on the field.

 

Venom

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Venomagistrate

DARK **

Spellcaster/Effect

This card is also always treated as a Reptile Monster.  Once per turn: you can target 1 Reptile monster in your Graveyard; Special Summon that target, and if you do, you can place 1 Venom Counter on face-up cards on the field equal to that target's level, and if you do that, destroy 1 monster you control.  While this card is in the Graveyard: monsters with Venom Counters cannot be used as Material for a Summon.

800/0

 

Chronomaly

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