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Making Meklords great! Written - 19/19


Guest Meta-Leviath

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Guest Meta-Leviath

[spoiler=MONSTERS]

Meklord Army of Balanel

Level 4 DARK

Machine / Effect

1500/1500

 

If this card is Normal or Special Summoned: You can send 1 card in your opponent's hand to Graveyard, and if you do, during the End Phase of this turn, you can Special Summon 1 "Meklord Dummy Balanel" from your Extra Deck or Graveyard to your opponent's side of the field in face-up Defense Position. If this card is destroyed by battle or by card effect: You can Special Summon 1 "Meklord" monster from your Deck. You can only use each effect of "Meklord Army of Balanel" once per turn.

 


Meklord Army of Energel

Level 4 DARK

Machine / Effect

2000/1000

 

If this card is Normal or Special Summoned: You can banish the top 3 cards of your opponent's Deck, face-down, and if you do, during the End Phase of this turn, you can Special Summon 1 "Meklord Dummy Energel" from your Extra Deck or Graveyard to your opponent's side of the field in face-up Defense Position. If this card is destroyed by battle or by card effect: You can Special Summon 1 "Meklord" monster from your Deck. You can only use each effect of "Meklord Army of Energel" once per turn.

 

 

Meklord Army of Unitel

Level 4 DARK

Machine / Effect

1000/2000

 

If this card is Normal or Special Summoned: You can inflict 500 damage to your opponent, and if you do, during the End Phase of this turn, you can Special Summon 1 "Meklord Dummy Unitel" from your Extra Deck or Graveyard to your opponent's side of the field in face-up Defense Position. If this card is destroyed by battle or by card effect: You can Special Summon 1 "Meklord" monster from your Deck. You can only use each effect of "Meklord Army of Unitel" once per turn.

 

 

Meklord Emperor Balanel

Level 1 DARK

Machine / Effect

2500/2500

 

Cannot be Normal Summoned/Set. Must be first be Special Summoned by its own effect. When a face-up "Meklord" monster you control is destroyed by a card effect and sent to the Graveyard (except during the Damage Step): You can Special Summon this card from your hand. Other "Meklord Emperor" monsters you control cannot declare an attack or activate their effects. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. Once per turn, if this card destroys an opponent's monster by battle: You can look at your opponent's hand; send cards from your opponent's hand to the Graveyard up to the number of "Meklord" cards you control.

 

 

Meklord Emperor Energel

Level 1 DARK

Machine / Effect

3000/2000

 

Cannot be Normal Summoned/Set. Must be first be Special Summoned by its own effect. When a face-up "Meklord" monster you control is destroyed by a card effect and sent to the Graveyard (except during the Damage Step): You can Special Summon this card from your hand. Other "Meklord Emperor" monsters you control cannot declare an attack or activate their effects. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. Once per turn, if this card destroys an opponent's monster by battle: You can gain 500 LP for each of your opponent's face-down banished cards.

 

 

Meklord Emperor Unitel

Level 1 DARK

Machine / Effect

2000/3000

 

Cannot be Normal Summoned/Set. Must be first be Special Summoned by its own effect. When a face-up "Meklord" monster you control is destroyed by a card effect and sent to the Graveyard (except during the Damage Step): You can Special Summon this card from your hand. Other "Meklord Emperor" monsters you control cannot declare an attack or activate their effects. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. Once per turn: You can inflict 500 damage to your opponent for each "Meklord" card in your Graveyard.

 

 

Meklord Astro Infinity

Level 12 DARK

Machine / Effect

4000/4000

 

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 "Meklord" monsters with different names, and cannot be Special Summoned by other ways. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. You can banish 1 "Meklord Army" monster, 1 "Meklord Emperor" monster and 1 "Meklord Dummy" monster from your Graveyard that all share either "Balancel", "Energel" or "Unitel" in their names; skip your opponent's next turn. You can only use this effect of "Meklord Astro Infinity" once per Duel.

 

 

[spoiler=SPELLS]

Mektropolis

Spell / Field

 

(This card is always treated as a "Meklord" card.) "Meklord" monsters cannot be used as Material for a Summon. If a "Meklord" monster you control destroys an opponent's monster by battle: You can target 2 "Meklord" cards in your Graveyard; shuffle them into the Deck. You can target 1 "Meklord" monster you control; gain LP equal to its ATK. You can only use each effect of "Mektropolis" once per turn.

 

 

Meklord Call to Arms

Spell

 

Add 1 "Meklord" monster from your Deck to your hand, then draw 1 card if your opponent controls a Synchro Monster. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 Synchro Monster in either player's Graveyard; Special Summon it to your opponent's side of the field in Defense Position. Its effects are negated and it is banished when it leaves the field. You can only use 1 "Meklord Call to Arms" effect per turn, and only once that turn.

 

 

Meklord Dummy Blast

Spell / Quick-Play

 

Target 1 card you control and 1 card your opponent controls; destroy the first target and banish the second target, and if you do, Special Summon 1 "Meklord Dummy" Synchro Monster from your Extra Deck to your opponent's side of the field. You can only use 1 "Meklord Dummy Blast" per turn.

 

 

Meklord Reunite
Spell

 

Target up to 5 "Meklord" cards in your Graveyard; shuffle them into the Deck, and if you do, draw 1 card, then draw 1 more card if you control a "Meklord Emperor" monster equipped with a Synchro Monster. You can only use 1 "Meklord Reunite" per turn.

 

 

Meklord Total Control

Spell

 

Target 1 Synchro Monster equipped to a "Meklord" monster you control; Special Summon it, but its effects are negated. You can only use 1 "Meklord Total Control" per turn.

 

 

[spoiler=TRAPS]

Meklord Emperor's Shield
Trap

 

When you would take Battle Damage: Reveal 1 "Meklord Emperor" monster in your hand, then send Synchro Monsters with different names from your Extra Deck to the Graveyard; reduce the Battle Damage taken by 1000 for each card sent.

 

 

Meklord Phase Shift

Trap

 

Target 1 Synchro Monster equipped to a "Meklord Emperor" monster you control and 1 "Meklord Army" monster you control; equip that Synchro Monster to that monster. The equipped monster gains ATK equal to the ATK of the monster equipped to it by this effect. During the End Phase: Banish the "Meklord Army" monster targeted by this card.

 

 

Meklord Reloading

Trap / Counter
 

When a Spell/Trap Card, or monster effect, is activated while you control a face-up "Meklord" monster: Discard 1 "Meklord" card; negate the activation, and if you do, destroy that card, then add 1 other "Meklord" card from your Graveyard to your hand.

 

 

Meklord Ultimate Revival

Trap / Continuous

 

During each of your End Phases: You can target 1 "Meklord" monster you control and 1 card your opponent controls; destroy them. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card, 1 "Meklord Army" monster and 1 "Meklord Dummy" monster from your Graveyard, then target 1 "Meklord Emperor" monster in your Graveyard; Special Summon it, ignoring its Summoning conditions, and if you do, target 1 Synchro Monster in either player's Graveyard, then equip it to that monster. You can only use 1 "Meklord Ultimate Revival" effect per turn, and only once that turn.

 

 

[spoiler=EXTRA DECK]

Meklord Dummy Balanel

Level 8 DARK
Machine / Synchro / Effect
2500/2500

 

1 Tuner + 1 or more non-Tuner monsters
You can only control 1 "Meklord Dummy" monster. This card cannot declare an attack unless you skip your next Draw Phase. Once per turn, if this card is targeted by the effect of a "Meklord" card: Send 1 card from your hand to the Graveyard. If this card is sent from the field to the Graveyard: Your opponent sends 1 card from their hand to the Graveyard. While this card is equipped to a "Meklord" monster, it gains the following effect.
This card is unaffected by your opponent's Spell effects.

 

 

Meklord Dummy Energel

Level 8 DARK
Machine / Synchro / Effect
3000/2000

 

1 Tuner + 1 or more non-Tuner monsters
You can only control 1 "Meklord Dummy" monster. This card cannot declare an attack unless you banish the top 5 cards of your Deck, face-down. Once per turn, if this card is targeted by the effect of a "Meklord" card: Banish the top 5 cards of your Deck, face-down. If this card is sent from the field to the Graveyard: Banish the top 5 cards of your opponent's Deck, face-down. While this card is equipped to a "Meklord" monster, it gains the following effect.
This card is unaffected by your opponent's monster effects.

 

 

Meklord Dummy Unitel

Level 8 DARK
Machine / Synchro / Effect

2000/3000

 

1 Tuner + 1 or more non-Tuner monsters
You can only control 1 "Meklord Dummy" monster. This card cannot declare an attack unless you pay 1000 LP. Once per turn, if this card is targeted by the effect of a "Meklord" card: You take 1000 damage. If this card is sent from the field to the Graveyard: Your opponent takes 1000 damage. While this card is equipped to a "Meklord" monster, it gains the following effect.
This card is unaffected by your opponent's Trap effects.

 

 

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Personally I like your aproach to making Meklords a decent archetype, though since I have already taken a stab at creating new Meklord support (which i'll admit mine isn't perfect either) I feel like I have to point out things that you did really well and things you did not so well.

 

First I really like your take on how to play out exploiting the meklords effects by creating extra deck synchro monsters that you summon to your opponents side of the field instead of relying on them to synchro summon.  One card I really think you made really well to take advantage of that was "Meklord Ultimate Revival", which if not for the other problems with the deck would have been a really powerful play card. I also like How each of the meklord army monsters can bring out their respective Dummies

 

But the main problem i see with your cards is there isn't enough synergy with the emperors. The only cards you really made that allow you to really bring out the emperors are "Meklord Ultimate Revival",  which brings them out from the grave (which again is a great card), and "Meklord Dummy Blast". And the thing to the archetype is that the whole point normally is to bring out the emperors with the "army" monsters being their for regular support.

 

One thing that I find that makes a great addition to any set of Meklord cards is a card that turns monsters into synchro monsters (or treats them as such, only targeting monsters from the extra deck for example). 

 

And the final major problem I see Is that a majority of the new cards, besides the "Army" monsters and the two cards I have previously mentioned, just serve the role of generic support for the deck, often times playing the roles of other generic or banned support cards with a new archetype paint to it, without adding anything unique or specific that the deck needs to function (if that makes sense). For example, If you are going to make support cards that rely on running Meklords to function, make sure that you would want to run the meklords with the support instead of opting for generic support.

 

But other than those points It seems like a great start to some new cards for the meklords, The Meklord emperors themselves that you made are pretty average, and aesthetically I would change some things (but hey that why I made my own support), but otherwise good on ya so far.

 

And sorry for the long response, I happen to really like the Meklord archetype so i just want to help out where i can.

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