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Imperial Agent Archetype


Surfdangle16

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Hello!  please enjoy my first post to the yugiohcardmaker forums!

 

I'm quite excited to introduce an archetype i've been tinkering with off and on for awhile!  it features "Ghost Agent" monster and "Imperial" spell/trap cards.  The jist of the archetype is to find unique ways to dish out damage.  While it relies heavily on piercing battle damage (a concept not new to yugioh), I believe the cards I've made still introduces a fun, new way to think.  The goal is to make your opponent vulnerable even when they try to defend, and punish them for trying to get out of the defensive lock.  A little niche this archetype has is the ability to have extra normal summons, as an extra measure of protection against effects that destroy special summoned monsters.

 

CqilJXU.jpg

 

EFFECT:  Cannot be special summoned except by the effect of a(n) "Imperial" card or another "Agent" monster. When this card is normal summoned or flipped face up, select one face down spell/trap card your opponent controls; they must pay 700 life points to activate it. If this card is destroyed by battle or by your opponents card effect, destroy 1 face down spell/trap card.

 

]eFeSlzi.jpg

 

 

(this is a field spell card, the symbol was omitted for one reason or another)

EFFECT: Your opponent must reveal one face down spell/trap card they control and return it to their hand in order to change the battle position of a monster card they control. Ghost agent monsters gain 400 ATK and inflict piercing battle damage. 

 

]Rdxlo1f.jpg

 

EFFECT:  Cannot be special summoned except by the effect of a(n) "Imperial" spell card or another "Agent" monster or by its own effect. Once per turn: during your standby phase, special summon this card from your graveyard and make its ATK 1000 (its summon is treated as a normal summon). If this card was normal summoned, it can attack every defense position monster once this turn: destroy this card during the end phase of the turn it used this effect.

 

]1jwWIIf.jpg

 

EFFECT: Select one level 5 or lower monster from your opponents hand and special summon it to their side of the field in face-up defense position; equip this card to it. A monster equipped with this card cannot be destroyed by battle or change its battle position.

 

]oATvrV2.jpg

 

EFFECT: If your opponent controls only defense position monsters, inflict 100 damage to their life points for each monster they control during each of their standby phases. Special summon 1 "Rebel Punisher" from your extra deck (this summon is treated as an additional normal summon). If your opponent controls 2 attack position monsters, destroy this card and the "rebel punisher" summoned using this cards effect. 

 

]cVZne6t.jpg

 

EFFECT: When this card is synchro summoned, change the battle position of one card your opponent controls; this effect cannot be negated. While your opponent controls a defense position monster, they must set spell cards and cannot activate them until the next turn. 

 

]bErmMlB.jpg

 

Effect: Send a level 5 or higher monster from your deck to the graveyard; you are allowed an additional normal summon this turn.

 

]1mfGtu0.jpg

 

EFFECT:3 level 5 monsters

Treat this cards special summon as a normal summon. Once per turn: you can detach 1 xyz material from this card to have your opponent take 300 damage x the number of defense position monsters they control. Each time a defense position monster is destroyed, special summon it to your opponents side of the field, but it loses all its effects and cannot change its battle position. If "Rebel Punisher" is attached to this card as xyz material, ghost agent monsters you control are not affect by your opponents card effects.

 

]j9EQiVM.jpg

 

Effect: Negate the activation of a monster effect, target it and switch it to defense position. If it's already in defense position, your opponent takes 1000 damage. Then Special summon 1 "Ghost Agent" monster from your deck, hand, or graveyard (its summon is treated as an additional normal summon).

 

]5UwVoJg.jpg

 

Effect: Cannot be special summoned except by the effects of a(n) "Imperial" or "Agent" card or by its own effect. This card can be normal summoned without a tribute. When this card is normal summoned, target 1 monster your opponent controls and make its DEF 0; this card cannot attack the same turn it is summoned from your hand. "Agent" monsters gain piercing battle damage while this card is face up on the field. Destroy this card during your end phase.

 

]yPzPlYU.jpg

 

EFFECT: Banish this card from your graveyard to special summon an "Agent" monster from your hand, deck, or graveyard (this summon is treated as an additional normal summon). Once per turn: you can change this cards level to 1 or 5.

 

]iIZyOSd.jpg

 

Effect: Destroy one defense position monster your opponent controls. then destroy one "Agent" monster you control. Special summon an (Agent) monster from your graveyard other than the one destroyed by this cards previous effect.

 

]RyGn1LB.jpg

 

 

Effect: When an "Agent" monster is normal summoned to your side of the field, place a(n) intelligence counter on this card. monsters your opponent controls lose 100 DEF for every intelligence counter on this card. When this card leaves the field, banish a monster from your opponents graveyard whose level is equal to or less than the number of counters that were on this card.

 

]VPbwVWL.jpg

 

EFFECT: If this card is in your graveyard during your draw phase and there are at least two other "Agent" monsters with different names in your graveyard, you can pay 500 life points to draw two cards instead of 1. If an "Agent monster would be destroyed by battle, pay 1000 life points and banish this card from your graveyard; the monster is not destroyed (battle damage still applies).

 

]S8H14Rx.jpg

 

EFFECT: Cannot be special summoned except by the effect of a(n) "Imperial" card or another "Agent" monster. When this card is normal summoned, add a(n) "Imperial" spell card from your deck to your hand.

 

 

More Imperial Agent cards to come!

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will do.  is there a way to delete a previous post?  it too me forever to figure out how to get the img's right using the correct format.  i was trying to delete the previous because it felt messy.  also is putting the effects underneath the only other thing i need to do?  (first time using a forum, ever)

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You'd have to ask me to delete/hide previous posts; don't worry about it though, as I already locked it. 

 

But yeah, just put the effects underneath (copy/pasting from the textbox should do it) and you'll be fine. It's mostly the monster cards though; the text isn't really long on any of the cards, but to make it easier on members who view this site on mobile device or can't read off the pic. 

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I meant it kind of the other way around: While an "Agent" monster is no "The Agent" monster, a "The Agent" monster could propably count as an "Agent" monster, I guess, which would be relevant for e.g. "Ghost Agent Technician". Also, I don't quite understand why the cards' effects refer to "Agent" and not "Ghost Agent" cards, for, as far as I see, all of your Agents are also Ghost Agents. Here some other stuff that's on my mind:

 

"Ghost Agent Riva X" – I think it's quite powerful that she can kind of reincarnate every turn, even so it is treated as a normal summon and thus limits your options for the rest of the turn. I would propably set some cost or limitation to this effect, especially because she still has the other effect, which can be pretty useful e.g. for testing out your opponent's face-down monsters.

 

"Imperial Security Order: Interrogate" – Chosing a monster from your opponent's hand makes it necessary to look at all cards they have on their hands, which would propably fill a spell card for itself.

 

"Ghost Agent Zeta" – Altough it's propably still possible via "Imperial Influence" to deal damage to your opponent while this is on the field, I don't see the sense in making all their Defense Position monsters kind of immortal, especially given the high summoning cost of the card (3 lvl 5 monsters).

 

"Imperial Security Order: Secure the Lookout" – 1) The first sentence is propably understandable, but it sounds a little as if you would target and change the position of the effect or its activation :) 2) I think the common order is "hand, deck or graveyard", not "deck, hand or graveyard", but I'm not sure about that.

 

In general, however, I like your cards, also because there actually is a plain strategy you can easily use them for.

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