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Bring me your poor and downtrodden! [various "bad" Archetype support]


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[spoiler=Machina Heavy Artillery]

Machina Heavy Artillery

Level 4/ EARTH

Machine/ Effect

During your Main Phase: You can reveal this card in your hand until the end of your turn; this card's Level becomes 8. If this card is sent from your hand to the Graveyard: Special Summon 1 "Machina" monster from your hand, Deck, or Graveyard, except "Machina Heavy Artillery", ignoring the Summoning Conditions. You can only use each effect of "Machina Heavy Artillery" once per turn.

1900 ATK/ 1200 DEF

 

[spoiler=Duston Cloud]

Duston Cloud

Field Spell

If a "Duston" monster is sent from the field to the Graveyard: You can Special Summon 1 "Duston" monster from your Deck or Graveyard to either side of the field. Once per tun: you can target 1 "Duston" monster you control; give control of it to your opponent. If you control a face-up "House Duston": you can target 1 face-up card your opponent controls; it gains the following effect.

@During the End Phase: Destroy all monsters on the field, and if you do, draw 1 card. If this card is face-up During the next Standby Phase: return it to the hand.

 

[spoiler=Wightsprite]

Wightsprite
Level 1/ DARK
Zombie/ Effect
While it is in the Graveyard, this card's name is treated as "Skull Servant". If this card is sent to the Graveyard: You can target up to 3 other "Skull Servant" monsters in your Graveyard; Special Summon them. If this card is Banished: return it to the Graveyard. You can only use each effect of "Wightsprite" once per turn.
500 ATK/ 400 DEF

 


 
[spoiler=Scout of the Ice Barrier]

Scout of the Ice Barrier

Level 2/ WATER

Aqua/ Tuner/ Effect

When this card is Summoned: You can add 1 "Ice Barrier" Spell/ Trap card from your Deck to your hand. If you control another "Ice Barrier" monster: you can activate this effect; add 1 "Ice Barrier" Spell/ Trap card from your Graveyard to your hand. If this card is sent the the Graveyard as Synchro Material for a Synchro Summon: You can banish this card from the Graveyard; Special Summon 1 "Ice Barrier" monster from your hand, Deck, or Graveyard, except "Scout of the Ice Barrier".

1200 ATK/ 1000 DEF

 

 

[spoiler=Lake Dwelling Weaponeer]

Lake Dwelling Weaponeer
Level 4/ WATER
Warrior/ Effect
During your Main Phase: You can Special Summon 1 "Guardian" monster from your Deck that cannot be Normal/Flip/Special Summoned, ignoring the Summoning Conditions. Once per turn: You can add 1 Equip Spell from your Deck to your hand. You must control a face-up "Guardian" monster to activate and resolve this effect. If this card is sent to the Graveyard, you can add 1 Equip Spell and 1 "Guardian" monster that cannot be Normal/Flip/Special Summoned from your Deck/Graveyard to your hand. You can only use each effect of "Lake Dwelling Weaponeer" once per turn.
1500 ATK/ 1600 DEF

 


 

[spoiler=Planned Support]

Guardians

Wights

Ice Barriers

Gustos

Malefics

Crystal Beasts

Allies of Justice

Digital Bugs

Genex

Dracoverlords

Aromas

Venoms

Dark Scorpions

Gimmick Puppets

Koa'ki Meiru

 

Yup, making "bad" archetypes better with a single card. I try.

Feel free to suggest other archetypes/ series I should "update".

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Duston Cloud's first effect literally does nothing. The parts of them that prevent you from using them as materials or tributes are conditions, not effects. And as their effects for their death occur while you do not control them, negating the effects of those you control does nothing.

 

Second effect is ok but could be better. Such as by Special Summoning the replacement to the side of the player who controlled it when it left. That would be ideal.

 

But even then, of course, this isn't the card Dustons need. The major thing they lack is a way to set off House Duston without reliance on the opponent's ignorance, and to do so with maximum effect, ie 3-4 Dustons for each player.

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Duston Cloud's first effect literally does nothing. The parts of them that prevent you from using them as materials or tributes are conditions, not effects. And as their effects for their death occur while you do not control them, negating the effects of those you control does nothing.

 

Second effect is ok but could be better. Such as by Special Summoning the replacement to the side of the player who controlled it when it left. That would be ideal.

 

But even then, of course, this isn't the card Dustons need. The major thing they lack is a way to set off House Duston without reliance on the opponent's ignorance, and to do so with maximum effect, ie 3-4 Dustons for each player.

 

Damn, I was hoping that I could somehow make dustons into r1nk fodder. Guess I flubbed up there. Is there any way that I could do that? 

 

I do see what you mean about the other effects, though, and I think I have some ideas about how to do that...

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Damn, I was hoping that I could somehow make dustons into r1nk fodder. Guess I flubbed up there. Is there any way that I could do that? 

 

I do see what you mean about the other effects, though, and I think I have some ideas about how to do that...

There isn't no, and it wouldn't be necessary even if there was; we have White Duston for that.

 

I am eager to see your ideas in the future.

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Well, in terms of suggestions . . . Aromas, Venom, and Dark Scorps.

 

As for these two, sadly I can't honestly judge on Machina or Duston, having seen neither archetype in action (as an archetype, that is: I've seen Fortress, and I've occasionally seen Gearframe), but I'm commenting to see what you can do to make the poor archetypes Konami overlooked into respectable fighting forces.

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U copier .n.

 

K, Wightsprite tho???? I frankly see a ton of use in this card. The ability to return immediately after being banished is quite powerful, and the fact that it gets treated as a Skull Servant means immediate guaranteed 1000 ATK for King of the Skull Servants. The Special Summon 3 means that with Wightprince you can make meat shields or Xyz/Synchro summons into stuff like Formula or...a viable rank 1 that exists?

But yeah, the fact that you can banish it, then it goes back in grave, then summons 3 free dudes is sweet. I would suggest an Xyz Monster, but I wonder if the Deck is playable enough as it is.

 

You should add Gimmick Puppets.

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U copier .n.

 

K, Wightsprite tho???? I frankly see a ton of use in this card. The ability to return immediately after being banished is quite powerful, and the fact that it gets treated as a Skull Servant means immediate guaranteed 1000 ATK for King of the Skull Servants. The Special Summon 3 means that with Wightprince you can make meat shields or Xyz/Synchro summons into stuff like Formula or...a viable rank 1 that exists?

But yeah, the fact that you can banish it, then it goes back in grave, then summons 3 free dudes is sweet. I would suggest an Xyz Monster, but I wonder if the Deck is playable enough as it is.

 

You should add Gimmick Puppets.

 

Methinks you're misinterpreting the effect there, friendo. Send =/= return, sorry to say. What I originally intended was for this thing to hit the grave, summon some skull servant things, like wightprince and king, and then be used as fuel for prince banish and king revival. Good job spoting the rest though, you nailed it. 

 

Also How could I forget about GPs? I tried making a BriFu deck with them (it was bad, in case you were wondering)

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