Jump to content

[25/∞] Support for Useless Cards [Written]


Snatch Steal

Recommended Posts

❇︎


 


[spoiler=um, i like this song]



 


 


––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––


 


Some cards just belong in a fire. They're 100% outclassed by other cards, and hold no significance other than just being bad.


 


This will constitute the thread for supporting absolutely garbage cards with stuff that could make them at least a little fun to use. It's often obscenely broken looking, since the decks really need help.


 


––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––


 


[spoiler=Tyrant Support]


 


I've always liked this guy for, um, reasons, so I thought these garbage cards would be a good idea to help out.


 


The Terrible Tyrant


Level 8

EARTH

[ Fiend / Effect ]

You can Special Summon this card (from your hand) by banishing 1 Continuous Trap Card from your Graveyard. You do not tribute monsters to activate Continuous Trap Cards. When this card is Summoned: You can set 1 “Tyrant’s” Continuous Trap Card, “Retort,” or “The Emperor’s Holiday” directly from your Deck, but it cannot be activated this turn. When this card is sent to the Graveyard: You can target 1 Continuous Trap Card in your Graveyard; add it to your hand.

ATK 2000 / DEF 2700

 

Tyrant’s Triumph 

[ Continuous Trap Card ]

Activate by tributing 1 monster. Special Summon 1 “The Terrible Tyrant” from your Deck or Graveyard. The monster summoned by this card’s effect cannot be targeted or destroyed by card effects until the End Phase. 

 

With this support, you can now ignore the heavy costs of the "Tyrant's" trap cards. Two cards isn't usually reliable, but it could suffice. Magic Planter would be very helpful here for draw power. Call of the Haunted can be used to bring him back if he's destroyed, which will let you get another Trap Card from your deck. 

 


 


 


––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––


 


[spoiler=Clown Support]


 


 


Red Flame Juggler Clown


✪✪✪✪✪


FIRE


When this card is activated: You can add 1 "Clown" monster from your Deck to your hand. While you control "Eclipse Carnival," Your opponent cannot activate Field Spell Cards, also an "Eclipse Carnival" you control is unaffected by card effects.


< 1 > < 1 >


[ Fiend / Pendulum / Effect ]


When this card declares an attack against an opponent's monster: You can target that monster; make its ATK and DEF 0. During either player's turn: You can Tribute 1 other monster you control; Make your opponent return 1 monster they control to their hand. 


ATK 1500 / DEF 200


 


Blue Moon Acrobat Clown


✪✪


WATER


Each time you summon a "Clown" monster(s), immediately draw 1 card. During either player's turn: "Clown" cards you control are unaffected by card effects this turn, but monsters you control cannot attack your opponent directly. You can only use this effect once while this card is face-up on the field. Up to twice per turn, during either player's turn: You can target 1 monster you control; Change its battle position.


< 6 > < 6 >


[ Fiend / Pendulum / Tuner / Effect ]


You can only control 1 "Blue Moon Acrobat Clown." Each time a "Clown" monster's battle position is changed, immediately draw 1 card. If this card is used as a Synchro Material Monster, the other Synchro Materials must be "Clown" monsters. If a monster your opponent controls would return to its owner's hand, banish it instead.


ATK 300 / DEF 1450


 


Eclipse Carnival


[ Field Spell Card ]

“Clown” monsters you control  gain 1000 ATK and cannot be targeted by card effects. Once per turn: You can discard 1 card from your hand; Special Summon 1 “Clown” monster from your Deck. Up to twice per turn: You can target 1 monster on the field; change its battle position. 

 

Calamity Clown

✪✪✪✪✪

DARK

When your opponent activates a card effect that targets a "Clown" card(s) you control: You can target 1 other "Clown" card in your Pendulum Zone; Destroy it, then negate that effect, and if you do, destroy that card, also Special Summon this card.

[ Fiend / Synchro / Pendulum / Effect ]

"Blue Moon Acrobat Clown" + 1 or more non-tuner monsters

When this card is Special Summoned while you have no card in your Field Zone: Activate 1 "Eclipse Carnival" from your Deck. When this card is changed from Defense Position to Attack Position: You can randomly select up to 2 cards from your opponent's hand and send them to the Graveyard. When this card would be destroyed, place it in your Pendulum Zone instead.

ATK 1600 / DEF 2300

 

Non-activated effects galore.

Lets them get a little advantage with the Special Summon effect, gives them a big ATK boost since none of them are over 1500 ATK other than Trick Clown, and has a bit of a tricky last effect with Dream Clown. They're probably still bad, so I'll come back to them.

 


 

––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––

 

[spoiler=Itsu]

 

These guys are really weird.

 

Hito Combination

[ Continuous Spell Card ]

Once per turn, during either player’s turn: Activate one of the following effects.

• You can Special Summon 1 “Itsu” monster from your hand or Deck.

• Fusion Summon 1 “Renchu” using monsters on your side of the field or from your hand as Fusion Materials.

 

Hito Spiral

[ Trap Card ]

Target up to 4 or your Banished “Itsu” monsters; Special Summon them. You can Banish this card from your Graveyard; Apply one of the following effects.

• Fusion Summon 1 “Renchu” using monsters you control as Fusion Materials.

•Special Summon 1 "itsu" monster from your hand, Deck, or Graveyard. It cannot be destroyed by battle and is unaffected by card effects, but send it to the Graveyard during your next End Phase after this effect's activation. You can only use 1 effect of “Hito Spiral” per turn.

 

Renchu

LIGHT

✪✪✪✪✪✪✪✪✪✪✪✪ (12)

[ Fairy / Fusion / Effect ]

 "Koitsu" + "Soitsu" + ”Aitsu" + "Doitsu" 

Must first be Fusion Summoned. Once per turn, during either player’s turn: you can banish 1 “itsu” monster from your Graveyard, then apply one of the following effects, depending on the Attribute of the Banished monster. You can only apply one of each effect while this card is face-up on the field.

• WATER: This card gains 3500 ATK and DEF 

• WIND: Your opponent cannot add cards from their deck to their hand, or Special Summon monsters from their Deck. 

• FIRE: Send up to 2 cards your opponent controls to the Graveyard. 

• EARTH: Add 1 “Hito” Spell/Trap Card from your Deck to your hand.

ATK 400 / DEF 400

 

Lets you consistently get them all on the board and then Fusion Summon a big boss monster that gets effects based on banishing the fairies from your Graveyard. 

 


 

––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––

 

[spoiler=Karate Zombies]

 

Bet you forgot about these fellas, didn't you?

 

Dusty Spike Sandals

[ Equip Spell Card ]

When this card is activated from your hand while you control no monsters: Special Summon 1 “The Kick Man” from your Deck in face-up Attack Position and equip it with this card. A “Chopman the Desperate Outlaw” or “The Kick Man” equipped with this card gains 1000 ATK and DEF and is unaffected by your opponent’s card effects. While you have no cards in your hand: You can Banish this card from your Graveyard; Send 1 “Dusty” Equip Spell Card from your Deck to the Graveyard, then you can add 1 “Dusty” Equip Spell Card from your Deck to your hand.

 

Dusty Golden Knuckles

[ Equip Spell Card ]

When this card is activated from your hand while you control no monsters: Special Summon 1 “Chopman the Desperate Outlaw” from your Deck in face-up Attack Position and equip it with this card. A “Chopman the Desperate Outlaw” or “The Kick Man” equipped with this card gains 1500 ATK and DEF and can make up to 2 attacks on monsters per Battle Phase. When this card is destroyed while equipped to a monster: You can Special Summon 1 “Chopman the Desperate Outlaw” or “The Kick Man” from your Graveyard in face-up Attack Position or face-down Defense Position. You can Banish this card from your Graveyard; Send 1 “Dusty” Equip Spell Card from your Deck to the Graveyard, then you can add 1 “Dusty” Equip Spell Card from your Deck to your hand.

 

Dusty Messenger Bag

[ Equip Spell Card ]

When this card is activated from your hand while you control no monsters: Special Summon 1 “Chopman the Desperate Outlaw” from your Deck in face-up Attack Position and equip it with this card. A “Chopman the Desperate Outlaw” or “The Kick Man” equipped with this card can attack your opponent directly, also when it attacks your opponent cannot activate cards or effects until the end of the damage step. You can Banish this card from your Graveyard; Send 1 “Dusty” Equip Spell Card from your Deck to the Graveyard, then you can add 1 “Dusty” Equip Spell Card from your Deck to your hand.

 

Dusty Revolver

[ Equip Spell Card ]

When this card is activated from your hand while you control no monsters: Special Summon "The Kick Man” from your Deck in face-up Attack Position and equip it with this card. A “Chopman the Desperate Outlaw” or “The Kick Man” equipped with this card gains 1000 ATK, also when it attacks a Defense Position monster, inflict piercing battle damage to your opponent. When the equipped monster destroys a monster your opponent controls by battle: You can target 1 Spell/Trap Card on the field; Banish that target. Your opponent cannot activate the targeted card, or the effects of that card, in response to this effect. You can Banish this card from your Graveyard; Send 1 “Dusty” Equip Spell Card from your Deck to the Graveyard, then you can add 1 “Dusty” Equip Spell Card from your Deck to your hand.

 

Yes, it's objectively strong. These cards are garbage, remember?

Basically, it revolves around equipping them with the cards they so desire, consistently making sure they stay on the board and progressively nail your opponent a few times.

 

[spoiler=In Case You Don't Know Them]

RT14Qyr.jpg

krKjuQe.png


 


 

––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––

 

[spoiler=Piece Golem]

 

Many Piece Golem


EARTH

[ Rock / Effect ]


If this card is Summoned: You can send 1 Rock-Type monster from your Deck to the Graveyard, then you can Add 1 “Piece Fusion” from your Deck to your hand, also this card's name becomes the name of the sent monster. If this card is used as a Fusion Material Monster: You can target 1 “Piece Golem” monster in your Graveyard, except “Many Piece Golem”; Special Summon it. You can only use the effects of “Many Piece Golem” once per turn.

ATK 100 / DEF 200


 

Piece Fusion

[ Quick-Play Spell Card ]

When this card is activated: Fusion Summon 1 “Piece Golem” Fusion Monster using monsters in your hand or that you control. You can Banish this card from your Graveyard; add 1 “Piece Golem” monster from your Deck to your hand. 

 

Fissure Fusion

[ Spell Card ]

When this card is activated: Fusion Summon 1 "Piece Golem" Fusion Monster, by banishing monsters you control or in your Graveyard as Fusion Materials. When you Special Summon a "Piece Golem" monster while this card is in your Graveyard: You can target 1 "Piece Golem" monster in your Graveyard; Special Summon this card to your side of the field as a Normal Monster with the same Name, Level, Attribute, Type, ATK, and DEF as that target (this card is NOT treated as a Spell Card). 

 

Several Piece Golem

✪✪✪✪✪

EARTH

[ Rock / Fusion / Effect ]

“Small Piece Golem” + “Medium Piece Golem”

If this card is Fusion Summoned: You can Special Summon 1 “Piece Golem” monster from your Deck. During either player’s turn: Immediately after this effect resolves, Fusion Summon 1 “Piece Golem” Fusion Monster from your Extra Deck or Graveyard, using monsters on either side of the field as Fusion Materials.

ATK 400 / DEF 2050

 

Amalgam Piece Golem

✪✪✪✪✪✪✪✪✪ (9)

EARTH

[ Rock / Fusion / Effect ]

2 “Piece Golem” Fusion Monsters

If this card is Fusion Summoned: You can target face-up cards on the field, up to the number of “Piece Golem” monsters in your Graveyard; negate their effects while face-up on the field and in the Graveyard.

ATK 2500 / DEF 2800

 

Magnetic Amalgam Piece Golem

✪✪✪✪✪✪✪✪✪✪✪ (11)

EARTH

[ Rock / Fusion / Effect ]

“Amalgam Piece Golem” + 1 “Piece Golem” Fusion Monster + 1 Monster

Cannot be Special Summoned, except by Fusion Summon. While this card is on the field, change all monsters your opponent controls to Defense Position. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. Your opponent cannot activate cards or effects during the Battle Phase or End Phase. When this card is sent to the Graveyard; you can target any number of “Piece Golem” cards in your Graveyard; shuffle them into the Deck, then draw 1 card.

ATK 3150 / DEF 3400

 

 


 

––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––

 

[spoiler=Rocket Arrow Express]

 


Rocket Arrow Booster

✪✪✪✪✪✪✪✪✪✪ (10)

EARTH

[ Machine / Effect ]

While you control “Rocket Arrow Express”, you can Normal Summon this card without Tributing. Negate the effects of all level 5 or higher monsters on the field, except this card. You can banish this card from your Graveyard; add 1 “Rocket Arrow” monster from your Deck or Graveyard to your hand.

ATK 1000 / DEF 0

 

Rocket Arrow Turbine

✪✪✪✪✪✪✪✪✪✪ (10)

EARTH

[ Machine / Effect ]

During your Main Phase 2: You can send this card and 1 “Rocket Arrow Express” from your hand to the Graveyard; destroy all cards on the field. During your Standby Phase, while you control no monsters: You can Special Summon this card from your Graveyard. During either player’s turn: You can tribute this card; Special Summon 1 “Rocket Arrow Express” from your Deck in face-up Defense Position, ignoring its summoning conditions. Its effects are negated.

ATK 0 / DEF 0

 

Rocket Railroad Runway

[ Field Spell Card ]

When this card is activated: You can add 1 “Rocket Arrow” monster from your Deck to your hand. During either player’s turn: You can reveal 1 “Rocket Arrow Express” in your hand; Destroy all monsters your opponent controls and all cards you control (including this card), then Special Summon the revealed monster in Defense Position, ignoring its summoning conditions. Its effects are negated, its ATK becomes half its original ATK, also it is unaffected by other card effects.


 


 

––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––

 

[spoiler=Cloudian]

 

Cloudian - Cirbirrus

✪✪✪✪

WATER

Cards you control with a Fog Counter(s) cannot be destroyed by battle or by Card Effects. When you Normal Summon a “Cloudian” monster: You can place Fog Counters on it equal to its level. Once per turn: You can remove 2 Fog Counters from anywhere on the field; Draw 1 card. You can only use each Pendulum Effect of “Cloudian - Cirbirrus” once per turn. 

< 3 > < 3 >

[ Fairy / Pendulum / Effect ]

This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. This card gains 300 ATK for each Fog Counter on the field, also it can attack all monsters your opponent controls with a Fog Counter(s). When this card is destroyed: You can Special Summon 1 “Cloudian” monster from your Deck in face-up Attack Position, and if you do, place 2 Fog Counters on it. 

ATK 1850 / DEF 0

 

Cloudian - Altocumulus

✪✪✪✪

WATER

You take no battle damage from battles involving monsters with a Fog Counter(s) on them. When this card is activated: You can add 1 “Cloudian” card from your Deck to your hand. When you Special Summon a “Cloudian” monster(s): You can place 1 Fog Counter on each monster summoned. You can only use each Pendulum Effect of “Cloudian - Altocumulus” once per turn.

< 5 > < 5 >

[ Fairy / Pendulum / Effect ]

This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When a monster your opponent controls with a Fog Counter(s) is sent to the Graveyard, you can redistribute those Fog Counter(s) among “Cloudian” monsters you control. During your End Phase, if this monster was Pendulum Summoned this turn: You can reveal 3 “Cloudian” cards from your Deck, your opponent randomly chooses 1 for you to add to your hand, also shuffle the rest back into your Deck.

ATK 1550 / DEF 0

 

Cloudian - Stratosphere

✪✪✪✪

WATER

[ Fairy / Xyz / Effect ]

2 Level 4 WATER monsters

This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When this card is Xyz Summoned: You can target cards your opponent controls, up to the number of Fog Counters on the field; destroy those targets. When your opponent activates a card effect that would target a “Cloudian” monster you control: You can remove 2 Fog Counters from anywhere on the field; negate that effect, and if you do, destroy that card. When this card is destroyed: You can Special Summon 1 “Cloudian” monster from your Graveyard, except “Cloudian - Stratosphere”.

ATK 2200 / DEF 0

 


 

––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––

 

[spoiler=Gimmick Puppet]

 

Coming Soon?

 


 

––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––

 

[spoiler=Evol]

 

Coming Soon?

 


 

––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––

 

I'll be updating this periolodically

 

If you have a suggestion for another thing to support, please mention it and explain why

 

––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––

 

❇︎

Link to comment
Share on other sites

I'll be doing Itsu

 

 

For the CnC, I love Renchu! (no Renitsu?) It's not too powerful, with just the right amount of restrictions, it counters a variety of decks (Blue-Eyes Salt Dragon, anyone?). However, I would change Spiral to Graveyard and hand for materials instead of banished, because without Renchu already on the field, I don't see very many Itsu cards already banished.

Link to comment
Share on other sites

Likely a generic name to fit with the theme; not really sure on it either. (Original members have names that are 3rd person forms of address in Japanese in varying levels of respect, or some other things)

 

Although, just as a little reminder that you have to elaborate a bit on comments in this section. If you like the "itsu" stuff, what parts in particular? This isn't intended to force you to write essays in this section, but rather if you can provide substance to your posts. (Compliments are okay though)

 

-----

I'll grade the "itsu" stuff for now. 

 

Combination is very helpful for getting the Itsus out (well, it makes Aitsu/Koitsu easier to summon since no Deck even wants them). That, and it's a built-in fusion card for them. Although, they're still going to be extremely slow overall, and unless you can protect them long enough, you won't be able to summon the boss quickly. (I suppose you can activate multiple copies of this, since it is a soft OPT). 

 

Spiral is nice for recovering stuff the boss banishes to add more stuff, but given their general style already, they still have issues really using this (or anything in this bunch). I guess it's also another fusion card for them. I think you could get away with letting them fuse from the hand too; as mentioned already, they already have a hard time keeping themselves on the field (by doing this, it'll give them some more options). 

 

Renchu is interesting in a way. EARTH effect doesn't do much though (except add the support cards), but others vary. WATER makes this a walking 39/39 beater which is cool. WIND is legitimately Rai-oh and locks off SSing; could be very useful against certain meta things (or future releases). FIRE gets around stuff like the Kozmo ships or whatever that can't be targeted or destroyed. For the EARTH one, you could have it recycle from the Graveyard too. 

 

----

If I get time, I'll look over the rest.

Link to comment
Share on other sites

Well, the reason I asked is because the current members of the Itsu series are from the 'Parodius' series, so I was wondering if Snatch Steal was aware of this little tidbit, and thusly what the fusion was based on.

 

I suppose it's not a well-known tidbit, so I can understand if it's not based on anything. It's a rather interesting fusion, though! It accumulates effects the longer it lives, right? Does the WIND one become a continuous effect of the fusion?

 

Also, if you have more than one Koitsu available, you can gain another 3500. Is this intended?

Link to comment
Share on other sites

Also, if you have more than one Koitsu available, you can gain another 3500. Is this intended?

 

No.

Fortunately, Koitsu is a Level 11 effect monster with no special summon by itself, so it's risky to play more than 1 just to get it in grave. If you pull it off, you probably deserve the 7+k, imo. 

 

I might make it so that you can only use each effect once.

 

Added Pendulum stuff for Clowns and another equip spell for the Zombies.

Link to comment
Share on other sites

I'm kind of under the impression that the clown support you've made may end up being more useful for some weird jank like Trick Clown Beat rather than what it's actually intended for. Also, Blue Moon Acrobat Jester's effect to draw may be a little too powerful, because with the field spell alone that's two draws, and with another copy of itself that's 4 draws, in addition to monsters already on the field at the start of the turn that can change their position.

 

Perhaps a list of valid 'Clown' and 'Jester' monsters would help me judge better.

Link to comment
Share on other sites

I'm kind of under the impression that the clown support you've made may end up being more useful for some weird jank like Trick Clown Beat rather than what it's actually intended for. Also, Blue Moon Acrobat Jester's effect to draw may be a little too powerful, because with the field spell alone that's two draws, and with another copy of itself that's 4 draws, in addition to monsters already on the field at the start of the turn that can change their position.

 

Perhaps a list of valid 'Clown' and 'Jester' monsters would help me judge better.

 

Tricklown is the only Performage that also counts as a Clown.

 

I've changed it to just "Clown" monsters, because no Jester monsters can be Pendulum Summoned, except those that have no flavor with the Clown Support.

 

Here's a list. They're basically all either mediocre or weak vanillas. Peten is obviously potent, but not by much.

Link to comment
Share on other sites

The Piece Golem support rocks (ba-dum tssch).
 
Many Piece Golem is a Level 1 Armageddon Knight for any Rock. While it requires you to run Piece Fusion, which would only be discard fodder in a non-Piece Golem deck, Rocks have some pretty awesome things they want to mill, such as Revival Golem, Giant Sentry of Stone and Block Dragon. The effect if used as a Fusion Material looks most useful with Gem-Knight Zirconia, especially considering Briliant Fusion exists.
 
Piece Fusion is pretty simple. There's not much to say about it other than it is really good - Being a Quick-Play increases OTK potential, you can search really really easily, and it extends combos and replaces advantage by banishing itself.
 
Out of the 3 new Fusions, Several Piece Golem is easily the best. It gives Small Piece more of a purpose, and gives the deck more plays, mainly in the form of Rank 5s by summoning Big Piece. Amalgam Piece Golem seems somewhat overkill however as it requires more more materials than Multiple Piece Golem yet has 100 less ATK. Also, The Earth - Hex-Sealed Fusion can act as a replacement Fusion Material for Magnetic Amalgam Piece Golem. Magnetic Amalgam itself seems like a good beatstick, and not that difficult to summon with Hex-Sealed Earth and Several Piece Golem.

 

Overall, nice work.

Link to comment
Share on other sites

Made changes.

 

–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––

 

Added Many Piece's stats.

Added "Fissure Fusion".

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...