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[Written] Meklord


Azuh

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Meklord Attack

[LIGHT / Machine / Effect / Level 3]

If this card is Summoned while you do not control a "Meklord" monster, destroy this card. You can target 1 "Meklord" monster you control and equip this monster from your hand or your side of the field to that target. While this card is equipped to a monster or face-up in a Monster Card Zone, if a "Meklord" monster destroys a monster by battle, gain Life Points equal to the original ATK of that destroyed monster, and if you do, that monster can attack again in a row. You can only use this effect of "Meklord Attack" once per turn. You can only control 1 "Meklord Attack".

[ATK: 0 / DEF: 0]

 

Meklord Carrier

[LIGHT / Machine / Effect / Level 3]

If this card is Summoned while you do not control a "Meklord" monster, destroy this card. You can target 1 "Meklord" monster you control and equip this monster from your hand or your side of the field to that target. While this card is equipped to a monster or face-up in a Monster Card Zone, if a "Meklord" card you control would be destroyed, you can destroy this card instead, also during the End Phase of a turn that a "Meklord" card you control is destroyed, you can add 1 "Meklord" card from your Deck or Graveyard to your hand. You can only use this effect of "Meklord Carrier" once per turn. You can only control 1 "Meklord Carrier".

[ATK: 0 / DEF: 0]

 

Meklord Guard

[LIGHT / Machine / Effect / Level 3]

If this card is Summoned while you do not control a "Meklord" monster, destroy this card. You can target 1 "Meklord" monster you control and equip this monster from your hand or your side of the field to that target. While this card is equipped to a monster or face-up in a Monster Card Zone, "Meklord" monsters cannot be destroyed by battle and you take no Battle Damage from battles involving them, also if a "Meklord" monster you control would be destroyed, you can destroy this card instead. You can only control 1 "Meklord Guard".

[ATK: 0 / DEF: 0]

 

Meklord Top

[LIGHT / Machine / Effect / Level 3]

If this card is Summoned while you do not control a "Meklord" monster, destroy this card. You can target 1 "Meklord" monster you control and equip this monster from your hand or your side of the field to that target. While this card is equipped to a monster or face-up in a Monster Card Zone, "Meklord Emperor" monsters cannot be targetted by your opponent's card effects and any effects you control that affects Synchro Monsters can also affect non-Synchro Special Summoned monsters also. You can only control 1 "Meklord Top".

[ATK: 0 / DEF: 0]

 

Meklord Infinity

[LIGHT / Machine / Effect / Level 3]

If this card is Summoned while you do not control a "Meklord" monster, destroy this card. You can target 1 "Meklord" monster you control and equip this monster from your hand or your side of the field to that target. While this card is equipped to a monster or face-up in a Monster Card Zone, if a "Meklord Emperor" monster is Summoned, or an effect of a "Meklord Emperor" monster is activated, Special Summon 1 "Meklord Army" monster from your hand, Deck or Graveyard with the same Attribute as that monster, but you cannot Special Summon monsters other than "Meklord" monsters for the rest of this turn. You can only control 1 "Meklord Infinity".

[ATK: 0 / DEF: 0]

 

Emperor's Core

[EARTH / Machine / Effect / Level 1]

Once per turn, if this card would be destroyed by battle, it is not destroyed. When this card is destroyed by a card effect, destroy all cards you control and Special Summon 1 "Meklord Emperor" monster from your hand, Deck or Graveyard, ignoring its Summoning Conditions, then you can add 1 "Meklord Infinity", "Meklord Top", "Meklord Guard", "Meklord Carrier" and "Meklord Attack" from your Deck or Graveyard to your hand. During the End Phase of a turn this effect was activated, banish all cards in your hand. You can only use this effect of "Emperor's Core" once per turn.

[ATK: 0 / DEF: 0]
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Fair and balanced.

 

Fair and balanced? Are you kidding me? These are OP and broken AF.

 

Using these cards in tandem with Granel you can create an impenetrable field:

  1. Attack constantly boosts Granel's ATK and gives it two attacks.
  2. Carrier lets you recycle guard from the Graveyard every time Guard protects Granel from being destroyed. Sure this doesn't prorect Granel from anything that doesn't target or destroy it, but it's still too OP.
  3. Guard extends Granel's imperviousness to also include Battle, which by the way, ain't no way you're killing it off since it can just keep boosting it's ATK when it attacks.
  4. Top restricts the ways for your opponent to get Granel of the field even more.
  5. I now it says "with the same Attribute", but if you Summon a Meklord Emperor Wisel you could easily get out Meklord Army of Wisel without virtually no cost, whic means Granel now gains piercing Battle Damage. In this scenario this means you'll basically have an Ancient Gear Golem who can attack twice and gains ATK each time it does.
  6. Core allows you to set up this combo first turn. Summon Core and blow it up. Special Granel and search the Meklord parts, and you have the whole setup right away, which your opponent can't even do anything against.

These need heavy restrictions to be considered fair and balanced. Maybe next time post something like this in Casual Card Design.

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Fair and balanced? Are you kidding me? These are OP and broken AF.

 

Using these cards in tandem with Granel you can create an impenetrable field:

  1. Attack constantly boosts Granel's ATK and gives it two attacks.
  2. Carrier lets you recycle guard from the Graveyard every time Guard protects Granel from being destroyed. Sure this doesn't prorect Granel from anything that doesn't target or destroy it, but it's still too OP.
  3. Guard extends Granel's imperviousness to also include Battle, which by the way, ain't no way you're killing it off since it can just keep boosting it's ATK when it attacks.
  4. Top restricts the ways for your opponent to get Granel of the field even more.
  5. I now it says "with the same Attribute", but if you Summon a Meklord Emperor Wisel you could easily get out Meklord Army of Wisel without virtually no cost, whic means Granel now gains piercing Battle Damage. In this scenario this means you'll basically have an Ancient Gear Golem who can attack twice and gains ATK each time it does.
  6. Core allows you to set up this combo first turn. Summon Core and blow it up. Special Granel and search the Meklord parts, and you have the whole setup right away, which your opponent can't even do anything against.

These need heavy restrictions to be considered fair and balanced. Maybe next time post something like this in Casual Card Design.

You are entirely overreacting. If you want to build that field, you will not only need to have all of these pieces, but a Granel already on board. Which is at least a three-card investment. Thats minimum 9  cards over at least two turns.

 

If you use the Core, you still need to esplode it in your turn, which is a two-card investment and, likely, you're using a trap, as most Meklord decks would, so itll take two turns. In which time the opponent can esplode it themselves. If you do get the opportunity to blow the core, Yes you have a massive Granel, but all of these pieces are Spells. A single twin twister can kill the most threatening pieces and break the "lock." And we have a lot more S/T destruction than Twister.

 

If the opponent lets you blow up core without intervening and doesn't have an out to the above situation, they either need to rethink their strategy or make adjustments to their deck to account for S/T heavy decks.

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