infinity234 Posted June 24, 2016 Report Share Posted June 24, 2016 With how much the cool anti extra deck idea of the Meklords have been effective powercreeped into a sort of niched support play, I came up with the idea to give them a little bit of boost in today's current game. If these cards seem like they have a lot of text, don't worry, a lot of cards repeat text to follow the trends of existing cards. Let me know what you guys think. Monsters Meklord Sky Corelvl 1 Wind Machine type 0/0This card's summon cannot be negated. Once per turn, you can destroy this card to special summon 1 "Meklord Emperor Skiel" from your hand, deck or graveyard, ignoring the summoning conditions. Your opponent cannot activate cards or effects in response to this cards effect. Meklord Grand Corelvl 1 Earth Machine type 0/0This card's summon cannot be negated. Once per turn, you can destroy this card to special summon 1 "Meklord Emperor Granel" from your hand, deck or graveyard, ignoring the summoning conditions. Your opponent cannot activate cards or effects in response to this cards effect. Meklord Wise Corelvl 1 Dark Machine type 0/0This card's summon cannot be negated. Once per turn, you can destroy this card to special summon 1 "Meklord Emperor Wisel" from your hand, deck or graveyard, ignoring the summoning conditions. Your opponent cannot activate cards or effects in response to this cards effect. Meklord Heart Corelvl 1 Light Machine type 0/0This card's summon cannot be negated. Once per turn, you can destroy this card to special summon 1 "Meklord Emperor Souliel" from your hand, deck or graveyard, ignoring the summoning conditions. Your opponent cannot activate cards or effects in response to this cards effect. Meklord Aqua Corelvl 1 Water Machine type 0/0This card's summon cannot be negated. Once per turn, you can destroy this card to special summon 1 "Meklord Emperor Aquel" from your hand, deck or graveyard, ignoring the summoning conditions. Your opponent cannot activate cards or effects in response to this cards effect. Meklord Flame Corelvl 1 Fire Machine type 0/0This card's summon cannot be negated. Once per turn, you can destroy this card to special summon 1 "Meklord Emperor Flamiel" from your hand, deck or graveyard, ignoring the summoning conditions. Your opponent cannot activate cards or effects in response to this cards effect. Meklord Emperor Souliellvl 1 Light Machine type 2400/2400This card cannot be Normal Summoned/Set. This card cannot be Special Summoned except by its own effect. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard, you can Special Summon this card from your hand. Once per turn, you can equip 1 Monster your opponent controls that is a Ritual, Fusion, Synchro, Xyz, or Pendulum monster to this card. This card gains ATK equal to those equipped monsters' combined ATK. During your Main Phase, you can send 1 of those equipped monsters to the graveyard, special summon, from your opponents extra deck, 1 random monster, ignoring the summoning conditions. Meklord Emperor Aquellvl 1 Water Machine type 2000/2000This card cannot be Normal Summoned/Set. This card cannot be Special Summoned except by its own effect. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard, you can Special Summon this card from your hand. Once per turn, you can equip 1 Monster your opponent controls that is a Ritual, Fusion, Synchro, Xyz, or Pendulum monster this card. This card gains ATK equal to those equipped monsters' combined ATK. During your Main Phase, you can send 1 of those equipped monsters to the graveyard, target 1 card in your opponent's graveyard, then apply the following effect depending on the card type:Monster: Special summon it to your side of the field, but it's effects are negated.Spell/Trap: Set it to your side of the field, but it cannot be activated until your End Phase. Meklord Emperor Flamiellvl 1 Fire Machine type 2200/2200This card cannot be Normal Summoned/Set. This card cannot be Special Summoned except by its own effect. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard, you can Special Summon this card from your hand. Once per turn, you can equip 1 Monster your opponent controls that is a Ritual, Fusion, Synchro, Xyz, or Pendulum monster to this card. This card gains ATK equal to those equipped monsters' combined ATK. During your Opponent's Standby Phase, you can send 1 of those equipped monsters to the graveyard, Your opponent cannot special summon monsters of the same type (Ritual, Fusion, Synchro, Xyz, or Pendulum) as the monster sent to the graveyard by this effect until the End Phase. Meklord Army of Souliellvl 4 Light Machine type 1500/1400This card gains 100 atk for each "Meklord" monster on the field, except this card. When a "Meklord" monster you control battles an opponents monster, you can change the battle position of your opponents monster. This effect of "Meklord Army of Souliel" can only be used once per turn for each Face-up "Meklord" monster you control. Meklord Army of Aquellvl 4 Water Machine type 1100/1600This card gains 100 atk for each "Meklord" monster on the field, except this card. When a "Meklord" monster is normal summoned, Special Summon, to your side of the field in defense position 1 "Meklord Army Mirage" token (lvl 2/Water/Machine type/Atk 1000/ Def 1000). During the End Phase, you can destroy 1 "Meklord Army Mirage" token to add 1 "Meklord Emperor" monster from your deck or graveyard to your hand. Meklord Army of Flamiellvl 4 Fire Machine type 1700/1000This card gains 100 atk for each "Meklord" monster on the field, except this card. When a card is sent to the graveyard due to another "Meklord" monster (by battle or by card effect), inflict 500 points of damage to your opponent. Spells: Meklord Swift ActionQuick-play SpellWhile you control a "Meklord" monster, you can target 1 Special Summoned monster on the field, negate its effects until the end phase. During your Main Phase, you can banish this card from your graveyard to target 1 Ritual, Fusion, Xyz, or Pendulum monster your opponent controls, until the End Phase, treat that monster as a Synchro monster in addition to its original card type. Traps: Meklord Emperor's AbsoluteCounter trapWhile you control a "Meklord Emperor" monster, Negate the summon of a monster, OR the activation of a Spell, Trap, or monster effect, and banish it. While this card is in your graveyard, you can banish it to add 1 "Meklord" card from your deck to your hand. You can only activate 1 "Meklord Emperor's Absolute" effect per turn, and only once that turn. Link to comment Share on other sites More sharing options...
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