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Aztechs (Synchro with your opponent's monsters) - 7/7


Stitch98

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Well, the title is pretty self-explainatory. I just wanted to make something original and a bit tricky, so I made an archetype of Flip Tuner monsters that can Synchro Summon monsters using monsters opponent controls as non-Tuner materials. Here they are:

 

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FLIP: You can use this card and non-Tuner monsters your opponent controls as Synchro Materials for a Synchro Summon, but skip your next Battle Phase. A non-"Aztech" Synchro Monster Summoned this way is returned to your Extra Deck during your next Standby Phase.

You can discard this card: Add 1 "Aztech" monster from your Deck to your hand or return 1 "Aztech" Synchro Monster from your Graveyard to your Extra Deck.

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FLIP: You can use this card and non-Tuner monsters your opponent controls as Synchro Materials for a Synchro Summon, but skip your next Battle Phase. A non-"Aztech" Synchro Monster Summoned this way is returned to your Extra Deck during your next Standby Phase.

During your Standby Phase, if you have no cards in your Spell&Trap Zone: You can Special Summon this card in face-down Defense Position, but banish it when it leaves the field.

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FLIP: You can use this card and non-Tuner monsters your opponent controls as Synchro Materials for a Synchro Summon, but skip your next Battle Phase. A non-"Aztech" Synchro Monster Summoned this way is returned to your Extra Deck during your next Standby Phase.

During your turn, when this card is Normal Summoned or flipped face-up: You can target 1 monster your opponent controls; decrease its level by 2, then change this card to face-down Defense Position.

 

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Activate by revealing 1 "Aztech" monster in your hand. When this card is activated: Change 1 monster on the field to face-down Defense Position. Xyz monsters on the field are considered as monsters with a level equal to their Rank. When a monster is Summoned, except if it is Synchro Summoned: Change it to face-down Defense Position.

 

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1 Tuner + 1 or more non-Tuner monsters

During either player's turn: You can add 1 "Aztech" monster from your Graveyard to your hand; change 1 monster on the field to face-down Defense Position. You can send 1 "Aztech" monster from your Deck to the Graveyard; destroy 1 Set card on the field. You can only use 1 effect of "Angel Warrior of Aztech" per turn and only once that turn.

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1 "Aztech" Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned: Target 2 cards face-up on the field; Set those targets. Once per turn: You can Special Summon 1 "Aztech" Tuner monster from your Graveyard in face-down Defense Position.

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1 "Aztech" Tuner + 1 or more non-Tuner monsters

During the turn this card is Synchro Summoned or flipped face-up: You can Set 1 monster in addition to your Normal Summon/Set (you can only gain this effect once per turn). Once per turn: You can change all other monsters on the field to face-down Defense Position. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

 

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i gotta say this card has a quite nice concept and theme. Most of of MD card has interesting usage of its own...that Floodgate though quite bonkers. the ED actually a quite mish-mash of utility. kinda like old Synchro archetype on early days of 5d's where its each of ED member is not having something in common. but to be fair all of them have Setting-facedown related effect for all-round offensive,defensive, and pushing setups.

 

Minidoll: searcher and recycler in 1 package,nice.

 

Fungidon: a fairly standard pseudo-recurring synchro material. good

 

Gigastero: it actually the weakest member in the archetype in my opinion. as it hardly live outside the helping from Snake or Spirit. it have a slow minor disruption effect that couple as self setting, and not much

 

Angel: it quite convenient that both effects of Angel has what i call as fake cost. as i can use 1st effect on my turn to shut a card + setting up my hand AND THEN you can kick the 2nd effect to destroy the card i shut + filling the grave for its 1st effect. its okay though as it takes a whole turn to conduct + the HOPT on the card it self

 

Snake: a robust body ready to maul most monster. on summon effect is nice. again, to shutting down opponent cards. the revival effect easily mitigate the fragile body of the Tuners. starting from here though i do have concern about how  high leveled Aztechs Synchro is a little xenophobic, which also given the fact that most monster levels you gonna face in the game are 3,4, and 8 that just having a rather wonky interaction with the Tuners Level

 

Spirit: a quite standard if not a slightly weaker than most Level 10 synchro. the on summon effect is nice to help the Tuner swarm a bit for higher chances of living to trigger next turn. the mass shutting effect is neat to tandem with piercing effect

 

Magic: arguably the archetype's  better version of of Lose 1 Turn, as it done so much. it shutting down all non-synchro even ones that manage to summoned before it effortless. and it goes as far as partially anti-xyz. although it kinda weird that the Xyz augmenting effect its contradict with Lose 1 Turn-esque effect, or even the all gimmick of needing to interact with face-up monster your opponent control to be steal as material.

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