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New Archtype: Meta Army!


zwataketa1

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It's another archetype based off Kirby! This time the spotlight is on Meta Knight and his army! I'd like to credit Re-Creator for helping structure the archetype and coming up with the rank counter system. I just provided reference and made the actual cards. ^^

 

(Note: I did not make any of the artwork.)

 

This archetype isn't done yet, we're still working on some of the cards.

 

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Level 2

Warrior-Type

"If this card is summoned: Place 1 Rank Counter on this card. This card cannot be destroyed by battle while it has Rank Counters. At the end of the Damage Step involving this battling card while you control no other monster: Remove 1 Rank Counter from this card. Once per turn, you can remove 1 Rank Counter from this card: Special Summon 1 "Meta Army -Sailor Dee". from your hand or deck."

 

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Level 2

Warrior-Type

"If this card is summoned: Place 2 Rank Counters on this card. This card cannot be destroyed by battle while it has Rank Counters. At the end of the Damage Step that this card battled while there is no "Meta Army" monster adjacent to this card: Remove 1 Rank Counter from this card. Once per turn, you can remove 1 Rank Counter from this card: This turn "Meta Army" monsters you currently control can inflict Piercing Damage."

 

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Level 2

Warrior-Type

"If this card is Summoned: Place 2 Rank Counter on this card. When a "Meta Army" monster you control is attacked and would be destroyed by battle while this card has a Rank Counter(s): reduce the ATK of the attacking monster by 500 at the end of Damage Step, instead. At the end of the Damage Step involving this battling card while there are no "Meta Army" monsters adjacent to this card: Remove 1 Rank Counter from this card. When this card attacks a face-up defense position monster: You can remove 1 Rank Counter on this card: change it to Attack Position."

 

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Level 2

Warrior-Type

"If this card is summoned: Place 2 Rank Counters on this card. While this card has a Rank Counter(s): All "Meta Army" monsters you control gain 700 ATK and DEF. At the end of the Damage Step involving this battling card while you control no other monsters: Remove 1 Rank Counter from this card. When a Meta Army monster you control would be destroyed by card effect, you can remove 1 Rank Counter from this card, instead."

 

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Level 2

Warrior-Type

"If this card is summoned: Place 2 Rank Counters on this card. If a "Meta Army' monster you control battles while this card has a Rank Counter(s): Your opponent cannot activate any Spell/Trap cards or effects until the end of the Damage Step. At the end of the Damage Step involving this battling card while there are no "Meta Army" monsters adjacent to this card: Remove 1 Rank Counter from this card. Once per turn, you can remove 1 Rank Counter from this card: Target 1 "Meta Army" monster you control; This turn it can attack twice during the Battle Phase."

 

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Level 2

"If this card is summoned: Place 2 Rank Counters on this card. If a "Meta Army" monster you control battles while this card has a Rank Counter(s), your opponent also takes half of the Battle damage you took from that battle. At the end of the Damage Step involving this battling card while you control no other monsters: Remove 1 Rank Counter from this card. When this card attacks an opponent's face-up monster, you can remove 1 Rank Counter from this card: change that card to face-down defense position."

 

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Level 2

"If this card is summoned: Place 2 Rank Counters on this card. Each time your opponent takes battle damage in battle involving your "Meta Army" monster while this card has a Rank Counter(s): Gain LP equal to half of that battle damage. At the end of the Damage Step involving this battling card while there are no "Meta Army" monsters adjacent to this card: Remove 1 Rank Counter from this card. Once per turn, you can remove 1 Rank Counter from this card: Special Summon 1 "Meta Army" monster from your Graveyard. You can only active this effect of "Meta Army - Sword Knight" once per turn."

 

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Level 5

"Cannot be Normal/Summoned or Set. Must be Special Summoned (from your hand) by removing 5 or 10 Rank Counters on the field, except from "Halberd, the Meta Army Airship", and cannot be Special Summoned other ways. If this card is Special Summoned while you control less cards than your opponent: you can make your opponent send cards they control (your choice) to the Graveyard until both players have the same amount of card in their field. If you do this, and this card was summoned by removing 10 Rank Counters: Your opponent cannot active cards or effect in respond to this effect activation."

 

 

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Rank 2, XYZ

2 Level 2 "Meta Army" Monsters
"Monsters your opponent controls cannot attack any "Meta Army" monsters with Rank Counters, except "Meta Army - Heavy Lobster". You can Remove 3 Rank Counters from your side of the field: Reduce the ATK of 1 Monster your opponent controls by 700. At the end of the Damage Step, when this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can detach 1 Material on this card; Destroy that opponent's monster. If you destroy a monster by this effect whose its Level/Rank is higher than the number of Rank Counters on your field: change this card to Defense Position."

 

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Field Spell

"Once per turn, you can either add 1 "Meta Army" card from your deck to your hand OR place 2 Rank Counters on this card. If a card with a Rank Counter(s) is removed from the field, place it's Rank Counters on this card. Once per turn, if you would activate a card effect by removing a Rank Counter(s) from your side of the field, you can remove that many Rank Counters from this card instead. If this card would be destroyed, you can remove 2 Rank Counters from it to negate the destruction."

 

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Normal Trap

"Active only while you control no monster. Special Summon up to 3 Level 2 "Meta Army" Monsters from your hand, and/or banished zone. The effects of those cards are negated. Banish those cards when they are removed from the field other than by this card effect. During the End Phase of this turn: Shuffle those monsters into your Deck."

 

Thoughts?

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Why, this is a cute bunch of monsters!

 

Anywho:

 

Sailor Dee: It's an okay effect. It's dependant on you controlling another monster for it to keep its Counter(s). While the first and second effect are okay, the last effect is pretty potent, being able to bring out your Meta Army monsters from your Deck.

 

Axe Knight: Now this one seems better than Sailor Dee in respect to the first two effects, assuring battle protection. However, the last effect is rather lackluster(especially with the Meta Army original ATK).

 

Axe Knight: Good Counter effect, a great battle effect, making your opponent's monsters a little easier tp battle, and an okay battle position effect.

 

Mace Knight:Ah; now here's where the Meta Army's ATK comes into play. Though, you'll probably need three face-up on the field to make a difference. However, as a trade-off, you can give up a Counter and maybe even ATK to keep another Meta Army monster from leaving.

 

Trident Knight:The Spell/Trap effect won't see much use, as I think they'd need to worry more about card effect removal before battle interruption. The last effect could come into use, but that's only provides you have enough Mace Knights (or any other ATK increase effect).

 

Overall, it's a cute archetype, but it's very vulnerable (low ATK and DEF, no protection outside of destroyed by battle, not many Summoners). Though, maybe I should wait until more cards are added.

 

Do you intend to make Spell/Trap Cards for this archetype, too?

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Okay; let's see.

 

Blade Knight:

 

Counter effect is alright; giving you teo to work with so this monster doesn't leave so fast. It has a cute damage effect that punishes your opponent for attacking your monsters, and a slight variant of Axe Knight's laat effect. I might suggest just making it so that your opponent would take damage equal to the amount of damage you took, but that's about it.

 

Sword Knight: Slight variant of Blade Knight, as it restores Life Points equal to half the Life Points you lost. However, it's that last effect that is the most useful; helping you recover fallen Meta Army monsters, and maybe even set up an Xyz Summon.

 

Halberd: You may want to generate and upload that one again, but otherwise:

 

It's a searcher that also doubles as a archetype Magical Citadel of Endymion, being capable of gaining Counters and using them from this card instead.

 

Protocol: I'm not sure I entirely understand the use of this card. It negates their effects and banishes them during the End Phase.

 

Meta Knight:

 

They kind of already did that; being destroyed by battle was hardly a problem for them. If it protected from being destroyed by card effects, it'd make sense, as it would change your opponent's priorities to this monster, while keeping your other monsters safe from destruction. The second effect is okay; nothing special. Sure, you can attack directly, but more often than not, I rhink you'd rather keep his ATK as it is.

 

Darkness:

 

A mass non-targeting destruction, but it requires a lot of set-up to see full potential. It's okay, as far as removal effect cards go, but that's about it.

 

Lobster:

 

Unless you make it requires "3 Level 2 "Meta Army" monsters, I'd say bring it's ATK down to 2000. The ATK decrease effect is nice; it helps your Meta Army monsters fair better against your opponent's boss monsters and beatsticks. And the last effect helps sway delay their destruction.

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  • 2 weeks later...

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