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~Faytl~

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MULTI-TRACK DRIFTING

Quick-Play Spell

Target 1 Level 10 or higher Machine monster you control; this turn, that monster can attack twice, but if it not an Xyz Monster, negate its effects. You can banish this card from your GY; Special Summon 1 Level 10 Machine monster from your Deck. You can only use each effect of "MULTI-TRACK DRIFTING" once per turn.

 

next: Lightray (enough dark stuff)

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Lightray Armed Dragon

Level 7 LIGHT Wyrm/Effect

Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by banishing 3 LIGHT monsters from your graveyard. Once per turn, send cards on the field to the GY up to the number of your banished "Lightray" Monsters. You can only control 1 "Lightray Armed Dragon".

ATK/2800 DEF/1000

 

N/C: Heroic

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heroic_champion___aceleces_by_bdsceptyr-

 

EARTH/Warrior-Type Xyz Effect Monster/Rank 6/3000 ATK/2700 DEF

 

Lore: 2 Level 6 Warrior monsters

You can also Xyz Summon this card by using 2 "Heroic" monsters you control as material, including 1 or less Level 4 monsters. (Transfer their materials to this card.) You can only use each of these effects of "Heroic Champion - Aceleces" once pr turn.
• You can banish 3 "Heroic" cards from your GY with different card types (Monster, Spell or Trap); inflict 1000 damage to your opponent for each banished card. 
• You can detach 1 material from this card; Set 1 "Heroic" Spell/Trap from your Deck or GY.
 
N/C: Ghostrick
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Ghostrick-or-treat

Continuous Trap

You must control a "Ghostrick" monster to activate this card. A player that controls a face-down Defense Position monster cannot Summon monsters from their Extra Deck. Once per turn, during either player's turn, if your opponent Special Summons exactly 1 monster: You can flip one face-down Defense Position "Ghostrick" monster you control to face-up Defense Position; that Summoned monster is changed to face-down Defense Position, and cannot be flipped face-up while you control a face-up "Ghostrick" Spell/Trap Card. During your opponent's End Phase, you can add 1 "Ghostrick" monster from your Graveyard to your hand.

 

Link rules can't screw you over if your opponent never actually Link Summons.

 

Cipher

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Cipher Satellite

Level 4 LIGHT Machine/Effect

If you Normal or Special Summon a "Cipher" monster other than "Cipher Satellite": You can Special Summon this card from your hand or GY. You can only Special Summon "Cipher Satellite" once per turn this way. You can reveal 1 "Cipher" Xyz Monster in your Extra Deck; the Levels of all "Cipher" monsters you currently control become equal to the Rank of the revealed monster, until the end of this turn. You can only use this effect of "Cipher Satellite" once per turn.

ATK/1000 DEF/1000

 

Wind-Up

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wind_up_whale_by_bdsceptyr-dcccr3r.png

 

DARK/Machine-Type Xyz Effect Monster/Rank 5/2300 ATK/900 DEF
 
Lore: 2 Level 5 monsters 
Once per turn, you can also Xyz Summon "Wind-Up Whale" by using a "Wind-Up" monster that was Special Summoned from the Extra Deck as material. (Transfer its materials to this card.) Once per turn: You can detach 2 materials from this card; shuffle all monsters on the field who have not activated their effects this turn into the Deck. During the Main Phase (Quick Effect): You can negate the effects of 1 face-up card on the field. You can only use this effect of "Wind-Up Whale" once while this card is face-up on the field.
 
NEXT UP: 
 
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Cosmic Dust

LIGHT | Fairy | Level 1 | Effect

When this card is Normal or Special Summoned: You can Tribute this card; Special Summon 1 "Sun", "Mercury", "Venus", "Terra Firma", "Mars", "Jupiter", "Saturn", "Uranus", "Neptune" or "Pluto" monster from your Deck or GY. The effects of Level 8 or higher monsters on the field cannot be negated while this card is in your GY.

100/100

 

too many types/attributes to sift through also indirect agent support

 

next: China Stars (aka BUT IF THEY HAVE NO LEVEL ARENT THEY LEVEL 0 the archetype)

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ignition_star_by_bdsceptyr-dcdluv2.png

 

Continuous Spell Card

 

Lore: You can only control 1 "Ignition Star". Once per turn: You can discard 1 Spell; Special Summon 1 Level 5 LIGHT Warrior monster from your Deck, but its ATK becomes 800. While you control a Warrior Fusion Monster, monsters your opponent controls lose 200 ATK for each of your unused Monster Zones, also they gain these effects, depending on the number of those Zones.

 • 1+: You must pay 800 LP to activate this card's effects. 
• 3+: You must pay 800 LP to attack with this card. 
• 5+: If this card's ATK changes: You take 800 damage.
 
NEXT UP: 
 
The Revolutionaries (a series, but STILL.)
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showdown_fur_hire_by_bdsceptyr-dcdof6r.p

 

Normal Trap Card

 

Lore: Activate this card by targeting 1 monster "Fur Hire" that you control; equip this card to that target. While all monsters you control are monsters "Fur Hire", your opponent cannot Special Summon a monster(s) if they would control more monsters than you do. Once per turn, if a "Fur Hire" monster(s) is sent to your GY, except from your field: You can target of those monsters in the GY; return that target in the GY and 1 monster on the field to the hand. You can only control 1 "Showdown Fur Hire".

 

A KAISER COLOSSEUM FOR FUR HIRE? WHAT COULD POSSIBLY COMPEL ME TO MAKE SOMETHING LIKerkay yeah, they'll need something to maintain field presence after dumping their hand and this can give it to them. 

 

Speaking of an Archetype that could use an Archetype-locked Kaiser Colosseum, let's do something nice for the original; 

 

Bujins

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Bujin Tenjin
★★★★
LIGHT
Beast-Warrior/Effect
ATK 1700
DEF 1500

You can only control 1 "Bujin Tenjin". If this card is Normal or Special Summoned: You can add 1 "Bujin" card from your Deck to your hand, then send 1 "Bujin" monster from your Deck to the GY. Once per turn, during the End Phase, if this card inflicts battle damage to your opponent: You can target 1 "Bujin" monster in your GY, except "Bujin Tenjin"; add that target to your hand.

 

N/C: Fire King.

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Spark of Incandescence

Normal Spell

Destroy 1 card in your hand: Special Summon 1 "Incandescent Spark Token" (Pyro/FIRE/Levek 1/ATK 0/DEF 0). If the card you destroyed was a FIRE monster, Special Summon 2 "Incandescent Spark Tokens" instead. These tokens cannot be used for the Summon of a monster, except for a FIRE monster.

 

Not technically a Fire King Support by name, but it can certainly help out their plays.

 

Electromagnet Warrior

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Magnetic Pull

Continuous Spell

Once per turn, you can send 1 Rock-type monster from your hand or Deck to your GY: Add 1 “Magnet Warrior” monster from your Deck to your hand. You cannot Special Summon monsters during the turn you activate this effect, except Rock-type monsters. You can banish this card from your GY, except the turn it was sent there: Add 1 Level 8 “Magna Warrior” monster from your GY to your hand.

 

Chaos

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Super Soldier Saga

Normal Spell Card

Shuffle 1 banished LIGHT monster and 1 banished DARK monster in your possession into your Deck: Add 1 "Black Luster Soldier" monster or 1 "Super Soldier" Spell/Trap card from your Deck to your hand. You can banish this card, 1 Ritual Spell, 1 LIGHT monster, and 1 DARK monster from your Graveyard: Special Summon 1 "Black Luster Soldier" monster from your Graveyard.

 

Aroma

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Aromage Hyacinth

DARK

Plant/Effect

5/2100/2000

If your LP are higher than your opponent's: You can Special Summon this card from your hand or GY. If you gain LP: Target 1 other "Aroma" monster you control; this effect becomes the effects of those monsters, until the End Phase. You can only use each effect of "Aromage Hyacinth" once per turn.

 

 

Melodious (bonus points for a monster, more for a fusion)

 

Digital Bug

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bug_drive_by_bdsceptyr-dcdyvm3.png

 

Quick-Play Spell Card

 

Lore: You can only activate 1 "Bug Drive" per turn. Activate 1 or both of these effects and resolve them in sequence. 

• Special Summon 1 "Digital Bug" Xyz Monster from your Extra Deck, and if you do, attach this card and any "Bug Drive" in your GY to that Summoned monster as materials, but destroy it during your opponent's next End Phase.
• Change the battle positions of monsters on the field, up to the number of LIGHT Insect monsters you control.
 
 
Next up: 
 
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Elemental Pulse

Continuous Spell

All "Element" monsters with 1500 ATK and 1200 DEF gain their effects. Once per turn: You can target 1 monster with 1500 ATK and 1200 DEF on the field; it gains the following effects, depending on the Attributes of the monsters on the field, until your opponent's next End Phase:

* FIRE: This card gains 1000 ATK, also it can attack your opponent directly.

* WATER: If an "Element" card would be destroyed by battle or card effect, you can discard 1 card instead.

* WIND: All "Element" monsters with 1500 ATK and 1200 DEF can attack twice per Battle Phase.

* EARTH: Negate the effects of all face-up non-"Element" monsters on the field.

 

next: Elemental Hero

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Elemental HERO Slipstream

Level 4 WIND Warrior/Effect

You can substitute this card for any 1 Fusion Material Monster on a "HERO" Fusion Monster, but the other Fusion Material Monster(s) must be correct. If this card is Normal or Special Summoned: You can send 1 "Polymerization" Spell or "Fusion" Spell from your Deck to the GY; immediately after this effect resolves, Fusion Summon 1 "HERO" Fusion Monster from your Extra Deck, using this card and 1 other "HERO" monster in your Deck as Fusion Materials. You can only use this effect of "Elemental HERO Galeman" once per turn.

ATK/1400 DEF/1300

 

Infernity or Shiranui

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Shiranui Serpent Style

Quick-Play Spell

Target up to 3 of your banished "Shiranui" monsters with different names: Your opponent selects 1 of the monsters you targeted to Special Summon, and any other targets are returned to your hand. You can banish this card from your Graveyard: Both players send a number of cards from the top of their Deck to the Graveyard equal to double the number of your banished "Shiranui" cards, then banish cards from each other's Graveyard equal to the number of cards they sent, except Zombie-Type monsters. You can only activate each effect of "Shiranui Serpent Style" once per turn.

 

"Red" (the FIRE Fiends Arc-V Jack uses)

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red_rift_by_bdsceptyr-dceb2ba.png

 

Normal Spell Card

 

Lore: Activate 1 of these effects.

• Tribute 1 Fiend Tuner you control or in your hand, and if you do, Special Summon 1 Fiend monster from your hand or Deck that is 3 Levels higher than that monster, except a Tuner. 
• Tribute 1 Dragon Synchro Monster you control, and if you do, Special Summon 1 Fiend or "Archfiend" Synchro Monster from your Extra Deck with a lower Level than that Tributed monster. (This Special Summon is treated as a Synchro Summon.)
 
 
NEXT UP: 
 
Mecha Phantom Beast
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Mecha Phantom Beast Runway

Field Spell

Once per turn, if you Normal Summon a "Mecha Phantom Beast" monster while you control only Machine monsters: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine/WIND/Level 3/ATK 0/DEF 0), but it cannot be used as Link Material. If a "Mecha Phantom Beast" monster battles: You can Tribute 1 "Mecha Phantom Beast Token"; it gains 1000 ATK until the End Phase. If this card is sent to the GY: You can add 1 Spell/Trap that lists a "Mecha Phantom Beast" monster from your Deck to your hand, except "Mecha Phantom Beast Runway". You can only use this effect of "Mecha Phantom Beast Runway" once per turn.

 

Trap Monster

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Tiki Hymn

Continuous Trap

Special Summon this card as an Effect monster (Rock/DARK/Level 4/ATK 1400/DEF 1400). (This card is also still a Trap Card.) While this card is an Effect Monster, if another Trap Card is activated that Special Summons itself as a monster is activated: you can target 1 Spell/Trap on the field; banish it face-down.

 

Abyss Actor

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Abyss Actor - Show Stealer

Level 5 DARK Fiend/Pendulum/Effect

<9,9>

Pendulum Effect: Once per turn, if an opponent’s Monster declares an attack, you can change the attack target to an “Abyss Actor” Monster you control, and if you do, the attacking monster has its effects negated during the Battle Phase only.

Monster Effect: This card cannot be destroyed by battle. (Quick-Effect): Once per Battle Phase, you can target 1 “Abyss Actor” you control; this turn, each time that monster battles an opponent’s Monster, your opponent takes any battle damage you would have taken from battles involving that card instead.

ATK/1000 DEF/2300

 

Charmers I guess

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Iguess the Extra Charmer

LIGHT ***

Spellcaster/Flip/Effect

FLIP: Target 1 face-up monster your opponent controls in the Extra Monster Zone; take control of that target while this card is face-up on the field. If a Spellcaster monster with 1500 DEF is destroyed: you can Special Summon this card from your hand in face-down defense position.

500/1500

 

Red-Eyes

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Retreat of the Red-Eyes

Continuous Trap

Send 1 “Red-Eyes” monster you control to the GY, and then target 1 monster you control: It gains ATK equal to half the ATK of the monster sent to the GY by this effect, until the End Phase. You can only activate this effect once per turn. You can banish this card from your GY: Add 1 Dragon-type monster from your GY to your hand.

 

Performage

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