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Shadow Clan - Battle Phase Yosenjus (17/17)


shadowsapex

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Archetype of Yosenju-esque Beast-Warriors that bounce around everywhere and aim to kill your opponent during their own battle phase.

 

Shadow Clan Enforcer - Silverclaw

Lvl 4, 1700/900, DARK, Beast-Warrior

Cannot be Normal Summoned. During your opponent's Battle Phase: You can Special Summon this card from your hand. You can only Special Summon "Shadow Clan Enforcer - Silverclaw" once per turn this way. Once per turn, during your opponent's turn: You can target 1 Attack Position monster they control; it must attack this turn if able. All "Shadow Clan" monsters gain 300 ATK. At the end of the Battle Phase: Return this card to the hand.

 

Shadow Clan Spy - Duskclaw

Lvl 4, 1200/900, DARK, Beast-Warrior

Cannot be Normal Summoned. During your opponent's Battle Phase: You can Special Summon this card from your hand to your opponent's side of the field. You can only Special Summon "Shadow Clan Spy - Duskclaw" once per turn this way. This card must attack. If this card battles a "Shadow Clan" monster, its ATK becomes 0 during damage calculation only. If this card is destroyed by battle and sent to the Graveyard: You can add 1 "Shadow Clan" monster from your Graveyard to your hand, except this card. At the end of the Battle Phase: Return this card to the hand.

 

Shadow Clan Raider - Stormclaw

Lvl 4, 1600/900, DARK, Beast-Warrior

Cannot be Normal Summoned. During your opponent's Battle Phase: You can Special Summon this card from your hand. You can only Special Summon "Shadow Clan Raider - Stormclaw" once per turn this way. Once per turn, during either player's turn: You can target 1 face-up card on each side of the field, including at least 1 "Shadow Clan" monster; return them to the hand. At the end of the Battle Phase: Return this card to the hand.

 

Shadow Clan Warrior - Steelclaw

Lvl 4, 1800/900, DARK, Beast-Warrior

Cannot be Normal Summoned. During your opponent's Battle Phase: You can Special Summon this card from your hand. You can only Special Summon "Shadow Clan Warrior - Steelclaw" once per turn this way. During either player's turn: You can target 1 "Shadow Clan" monster you control; it gains 300 ATK for each "Shadow Clan" monster you control, until the End Phase.Once per turn, if this card destroys a monster by battle: You can add 1 "Shadow Clan" monster from your Deck to your hand, except "Shadow Clan Warrior - Steelclaw". At the end of the Battle Phase: Return this card to the hand.

 

Shadow Clan Sorcerer - Rainclaw

Lvl 4, 1500/900, DARK, Beast-Warrior

Cannot be Normal Summoned. During your opponent's Battle Phase: You can Special Summon this card from your hand. You can only Special Summon "Shadow Clan Sorcerer - Rainclaw" once per turn this way. Once per turn, if a "Shadow Clan" monster you control is targeted for an attack: You can activate this effect; that monster you control cannot be destroyed by battle, and it gains ATK equal to the ATK of the attacking monster at the end of the Damage Step. These changes last until the End Phase. Once per turn, if this card destroys a monster by battle: You can add 1 "Shadow Claw" Spell/Trap Card from your Deck to your hand. At the end of the Battle Phase: Return this card to the hand.

 

Shadow Clan Hunter - Jadeclaw

Lvl 4, 1800/900, DARK, Beast-Warrior

Cannot be Normal Summoned. During your opponent's Battle Phase: You can Special Summon this card from your hand. You can only Special Summon "Shadow Clan Hunter - Jadeclaw" once per turn this way. During either player's turn: You can target 2 "Shadow Clan" monsters you control; return the first target to the hand, and if you do, the second target gains ATK equal to the first target's original ATK. At the end of the Battle Phase: Return this card to the hand.

 

Shadow Clan Assassin - Nightclaw

Lvl 4, 1700/900, DARK, Beast-Warrior

Cannot be Normal Summoned. During your opponent's Battle Phase: You can Special Summon this card from your hand. You can only Special Summon "Shadow Clan Assassin - Nightclaw" once per turn this way. During your opponent's turn: You can return this card to the hand, then target 1 Attack Position monster your opponent controls; this turn, its ATK becomes 0, and it must attack. At the end of the Battle Phase: Return this card to the hand.

 

Shadow Clan Medic - Redclaw

Lvl 4, 1500/900, DARK, Beast-Warrior

Cannot be Normal Summoned. During your opponent's Battle Phase: You can Special Summon this card from your hand. You can only Special Summon "Shadow Clan Medic - Redclaw" once per turn this way. If this card is Special Summoned: You can target 1 Level 4 or lower "Shadow Clan" monster in your Graveyard; Special Summon it in Defense Position. At the end of the Battle Phase: Return this card to the hand.

 

Shadow Clan Trainee - Sparkclaw

Lvl 1, 800/900, DARK, Beast-Warrior, Tuner

If this card is Normal Summoned: You can Special Summon 1 "Shadow Clan" monster from your hand. Once per turn, if this card is targeted for an attack: You can target 1 other "Shadow Clan" monster you control; change the attack target to that monster. Once per turn, if another "Shadow Clan" monster you control returns to the hand: You can add 1 "Shadow Clan" monster from your Deck to your hand, except "Shadow Clan Trainee - Sparkclaw".

 

Shadow Clan Scout - Emberclaw

Lvl 2, 1000/900, DARK, Beast-Warrior, Tuner

If this card is Normal Summoned: You can add 1 "Shadow Clan" monster from your Graveyard to your hand. This card cannot be targeted for an attack. During your opponent's turn: You can, immediately after this effect resolves, Synchro Summon 1 "Shadow Clan" monster using monsters you control as Synchro Material.

 

Shadow Clan Heir - Moonclaw

Lvl 5, 2300/900, DARK, Beast-Warrior, Synchro

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

At the start of the Damage Step, if this card battles an opponent's monster: Halve that monster's ATK during damage calculation only. Once per turn, during either player's turn: You can target 1 Defense Position monster your opponent controls; change that target's battle position, also it must attack this card this turn if able.

 

Shadow Clan Ruler - Sunclaw

Lvl 6, 2700/900, DARK, Beast-Warrior, Synchro

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

All monsters your opponent controls must attack this card, if able. Once per turn: You can discard any number of "Shadow Clan" monsters; Special Summon an equal number of "Shadow Claw Tokens" (Beast-Warrior-Type/DARK/Level 1/ATK 900/DEF 900) to your opponent's side of the field. "Shadow Claw Tokens" must attack.

 

Shadow Clan Renegade - Blackclaw

Lvl 6, 2000/900, DARK, Beast-Warrior, Synchro

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

This card can attack directly. If this card inflicts battle damage to your opponent: You can Special Summon 1 "Shadow Clan" monster from your hand. During your opponent's turn: You can reveal any number of "Shadow Clan" monsters from your hand; inflict 300 damage to your opponent for each one, also your opponent takes no more damage this turn. You can only use this effect of "Shadow Clan Renegade - Blackclaw" once per turn.

 

Shadow Claw Technique - Squall

Continuous Trap

If a "Shadow Clan" monster you control battles an opponent's monster: You can send 1 other "Shadow Clan" monster you control to the Graveyard; that monster gains ATK equal to the ATK of the monster it's battling during damage calculation only. You can send this card to the Graveyard, then target 1 monster on each side of the field; switch control of those targets. You can only use 1 "Shadow Claw Technique - Squall" effect per turn, and only once that turn.  

 

Shadow Claw Technique - Shroud

Continuous Trap

All monsters your opponent controls must attack, if able. Once per turn, if a monster your opponent controls declares a direct attack: You can reveal 1 "Shadow Clan" monster in your hand; negate the attack, then place 1 Shadow Claw Counter on this card. During your turn: You can send this card to the Graveyard; Special Summon "Shadow Clan" monsters from your hand, up to the number of Shadow Claw Counters that were on this card.

 

Shadow Claw Technique - Vanish

Continuous Trap

You can target 1 face-up monster your opponent controls; return "Shadow Clan" monsters you control with more total ATK than that target to the hand, then shuffle that target into the Deck. You can send this card to the Graveyard; add 1 "Shadow Clan" monster from your Deck to your hand. You can only use 1 "Shadow Claw Technique - Vanish" effect per turn, and only once that turn.

 

Territory of the Shadow Claw

Field Spell

Once per turn: You can Special Summon 1 "Shadow Clan" monster from your hand with its effects negated. Both players must conduct their Battle Phase. Once per turn, during either player's turn: You can discard 1 "Shadow Clan" monster, then target 1 face-up monster your opponent controls; negate its effects until the End Phase.

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My big problem with this archetype is:

1. SS all of them during the Battle Phase.

2. Play Skill Drain

3. All the R4nks!

4. ???

5. Profit.

 

Maybe make a couple more Normal Summonable ones, And make it so you can only SS them if you control one already.

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You know what else can vomit out their entire hand and make all of the Rank 4s? Igknights, who don't even have to wait a whole turn and use an unsearchable Limited trap, and no one plays them. Rank 4s aren't that powerful nowadays, sacrificing a whole turn is really crippling in this meta, and if Yosenjus would rather keep their powerful recyclable control monsters bouncing around instead of xyz with them, I'm pretty sure the Shadows are worth keeping around too.

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  • 2 weeks later...
  • 2 weeks later...
  • 1 month later...

Ahem, so let's start:

 

"Archetype of Yosenju-esque Beast-Warriors that bounce around everywhere and aim to kill your opponent during their own battle phase."

 

Well, atleast you weren't kidding that your opponent would kill themself in the end. These guys are even more potent than Psyframes.

 

Silverclaw: It's a 2000 on-spot Gravity Warrior that suddenly appears during the BP, which will atleast force 1 monster your opponent controls in DEF Position to attack. Technically, this card is completely fine by itself imo, but the troubling part happens when it works with the other cards. I'll bring it up later.

 

(Placement for review)

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