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"G.U.N.-Force" a Pendulum&Fusion-Archetype [Written|22/22]


KokonutLP

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Hello Dear Yu-Gi-Oh! Cardmaker Community - Today i present my Second Archetype on this Site.

"GUN-Force" Is an Archetype of Maschine & Warrior Effect/Pendulum Monster's of Level 4,5,9 and 10

The Main Power of the Deck is Fusion Summoning -Without Polymerization like the XYZ/ABC/VW Monster

the Elimination of your Opponent and Also The Destructive Pendulum Summoning Combo System.

 

Let's Dive right into it: ( keep in mind that you can give your Opinion about this Archetype )

 

~Monster(s)~

 

G.U.N.-Force Assault Knight

Level 5 / EARTH / Warrior / Effect / Pendulum

Pendulum Scale: 11/11

Pendulum Effect:

You cannot Special Summon monsters, except "G.U.N." monsters. This effect cannot be negated.

Once Per Battle Phase, either Yours or Your Opponents if you controll no Monster and You have another "G.U.N.-Force" Monster in your Pendulum Zone:

You can Special Summon 1 "G.U.N.-Force" Monster from your Hand or Deck in Attack Position.

Monster Effect:

Your Opponent cannot Activate Cards or Effects in reaction to a Fusion Summoning of a "G.U.N.-XForce" Monster.

Once Per Turn, You can Target 1 Card in your Pendulum Zone: Destroy It; Add from your Deck

1 "G.U.N.-Force" Monster with the same Pendulum Scale as the destroyed Card to your Hand.

ATK:2050 | DEF: 1250

 

G.U.N.-Force Ballistic Drake

Level 9 / WIND / Machine / Effect / Pendulum

Pendulum Scale: 3/3

Pendulum Effect:

You cannot Special Summon monsters, except "G.U.N." monsters. This effect cannot be negated.

If a Card Effect is Activated that destroys 1 or more "G.U.N-Force" Monster you control; You can Destroy this Card; Negate the Activation,

then Destroy It. If this Card was destroyd by a Card Effect ( except its own ): Special Summon 1 Level 4 or 5 "G.U.N-Force" Monster from Your Hand.

Monster Effect:

During your Main Phase 1, If your Opponent has 2 or more Set Spell/Trap Cards: You can Special Summon this Card from your Hand, but it cannot Attack during this Turn,

You can only Special Summon "G.U.N.-Force Ballistic Drake" once per Turn by this Effect.

When this Card is Summoned; You can Target 1 Card on the Field, Destroy it, You can use this Effect of "G.U.N.-Force Ballistic Drake" only once per Turn.

If this Card was Special Summoned: Destroy it at the End of the Turn it was Special Summoned.

ATK: 2850 | DEF: 2500

 

 

G.U.N.-Force Grenade Berserker

Level 5 / EARTH / Warrior / Effect / Pendulum

Pendulum Scale: 11/11

Pendulum Effect:

You cannot Special Summon monsters, except "G.U.N." monsters. This effect cannot be negated.

You can Special Summon this Card from Your Pendulum Zone to your side in face-up Attack Position if you control Another face-up "G.U.N.-Force" Monster,

You can only Special Summon "G.U.N.-Force Grenade Berserker" once per Turn by this Pendulum Effect.

Monster Effect:

If this Card is Normal-or Special Summoned: You can search Your Deck for 1 Level 9 or 10 "G.U.N.-Force" Monster and add it to your Hand.

During your Battle Phase If this Card destroys a Monster in Battle: You can Destroy 1 Card on the Field. You can use each Effect of

"G.U.N.-Force Grenade Berserker" only once per Turn.

ATK: 2250 | DEF: 650

 

G.U.N.-Force Revolver Mage

Level 4 / EARTH / Warrior / Effect / Pendulum

Pendulum Scale: 11/11

Pendulum Scale:

You cannot Special Summon monsters, except "G.U.N." monsters. This effect cannot be negated.

If this Card is Activated: You can Add 1 Level 4 or 5 "G.U.N.-Force" Monster from your Deck to your Hand,

you can use this Effect of "G.U.N.-Force Revolver Mage" only once per Turn.

Your Opponent cannot Pendulum-Summon Cards during their Main Phase 1.

Monster Effect:

If this Card is Normal Summoned: You can Special Summon 1 Level 9 or 10 "G.U.N.-Force" Monster from your Hand, but it cannot Declare an Attack this Turn, You can use this Effect of "G.U.N.-Force Revolver Mage" only once per Turn.

While this Card is face-up on the Field: Your Opponent cannot Special Summon Monster during their Main Phase 2.

ATK: 1750 | DEF: 1150

 

G.U.N.-Force Dual Colt Rogue

Level 4 / EARTH / Warrior / Effect / Pendulum

Pendulum Scale: 11/11

Pendulum Effect:

You cannot Special Summon monsters, except "G.U.N." monsters. This effect cannot be negated.

Once Per Turn: If excactly 1 "G.U.N.-Force" Monster is Special Summoned except by Pendulum Summoning: You can Special Summon 1 "G.U.N.-Force" Monster from your Hand or Deck with the Same Level, but it cannot Declare an Attack this Turn.

Monster Effect:

This Card can Attack Twice during each Battle Phase. If this Card is Special Summoned from your Deck; You can place this Card to a not occupied Pendulum Zone instead.

ATK: 1650 | DEF: 850

 

G.U.N.-Force Shrapnel Wyvern

Level 10 / WIND / Machine / Effect / Pendulum

Pendulum Scale: 3/3

Pendulum Effect:

You cannot Special Summon monsters, except "G.U.N." monsters. This effect cannot be negated.

Once Per Turn, You can Destroy 1 other Card in your Pendulum Zone; Target 1 Card on the Field, Destroy it. Once Per Turn: If this is the only Card in your Pendulum Zone: You can place 1 "G.U.N.-Force" Monster from Your Extra Deck to your not occupied Pendulum Zone.

During your Main Phase 1, If your Opponent has 2 or more Set Spell/Trap Cards: You can Special Summon this Card from your Hand, but it cannot Attack during this Turn,

You can only Special Summon "G.U.N.-Force Shrapnel Wyvern" once per Turn by this Effect.

When this Card is Summoned; You can Inflict 500 Damage to your Opponent.

If this Card was Special Summoned: Destroy it at the End of the Turn it was Special Summoned.

ATK: 3050 | DEF: 2450

 

G.U.N.-Force Torpedo Shark

Level 10 / WATER / Machine / Effect / Pendulum

Pendulum Scale: 3/3

Pendulum Effect:

You cannot Special Summon monsters, except "G.U.N." monsters. This effect cannot be negated.

Once Per Duel if you control no Monster, during your Opponents Battle Phase if their Declare a Direct Attack: You can Special Summon this Card from your Pendulum-Zone. If exactly 1 "G.U.N.-Force" Monster is destroyd in Battle and send to your Graveyard: You can Special Summon that Monster from your Graveyard, You can use this Effect of "G.U.N.-Force Torpedo Shark" only once per Turn.

Once, During your Opponents Battle Phase; If this Card would be destroyed in Battle, Negate the Destruction, then destroy the Attacker. You can only control 1 "G.U.N.-Force Torpedo Shark".

ATK: 1850 | DEF: 2850

 

G.U.N.-Force Supplier Fox

Level 9 / EARTH / Machine / Effect / Pendulum

Pendulum Scale: 3/3

Pendulum Effect:

You cannot Special Summon monsters, except "G.U.N." monsters. This effect cannot be negated.

If you control no Monster: You can search 1 "G.U.N.-Force" Monster in your Deck and place it face-up on your Extra Deck. If you Special Summon exactly 1  Level 4 or 5 "G.U.N.-Force" Monster; You can Special Summon this Card from your Pendulum Zone.

Once Per Turn, During your Main Phase 1: You can Special Summon 1 "G.U.N.-Force" Monster from your Hand or Deck, You cannot Special Summon any other Monster for the Rest of the Turn except "G.U.N.-XForce" Monster.

ATK: 2650 | DEF: 1950

 

G.U.N.-Force Sawed-Off Fool

Level 4 / EARTH / Warrior / Effect / Pendulum

Pendulum Scale: 11/11

Pendulum Effect:

You cannot Special Summon monsters, except "G.U.N." monsters. This effect cannot be negated.

If this Card is destroyd by a Card Effect: You can Special Summon This Card to your Side of the Field instead, then You can place 1 "G.U.N.-Force Sawed-Off Fool" from your Deck or Hand to your not occupied Pendulum-Zone,

You can use this Effect of "G.U.N.-Force Sawed-Off Fool" only once per Turn.

If an Opponents Spell/or Trap Card is Activated, You can Destroy this face-up Card; Negate the Activation, You can use this Effect of "G.U.N.-Force Sawed-Off Fool" only once per Turn.

ATK: 1850 | DEF: 50

 

~Fusion(s)~

 

G.U.N.-XForce Dual Gatling Vulture

Level 10 / WIND / Machine / Effect / Fusion

2 Level 4 or 5 Warrior-type monster + 2 Level 9 or 10 Machine-type Monster

Must first be Special Summoned (from your Extra Deck) by banishing the above Fusion Materials you control. (You do not use "Polymerization".) and Cannot be Special Summoned in any other way.

If your Opponent controls atleast 1 Monter with 2000 or More ATK: Double this Cards ATK and DEF. This Card can Attack Twice per Battle Phase. As Long as you have "G.U.N.-Force" Monsters in Both Pendulum-Zones this Card is Uneffected by Opponents Spell/Trap Cards. 

ATK: 2250 | DEF: 2250

 

G.U.N.-XForce Rhinoceros Tank
Level 10 / EARTH / Machine / Effect / Fusion

2 Level 4 or 5 Warrior-type monster + 2 Level 9 or 10 Machine-type Monster

Must first be Special Summoned (from your Extra Deck) by banishing the above Fusion Materials you control. (You do not use "Polymerization".) and Cannot be Special Summoned in any other way.

Cannot be Destroyd in Battle. Once Per turn: You can Destroy 1 "G.U.N.-Force" Monster you control to destroy all face-up Monsters your Opponent controls with more than 2000 ATK, You cannot conduct your Battle Phase this Turn.

As Long as you have "G.U.N.-Force" Monsters in Both Pendulum-Zones this Card is Uneffected by Opponents Spell/Trap Cards.

ATK: 2750 | DEF: 4000

 

G.U.N.-XForce Laser Lancer

Level 9 / EARTH / Warrior / Effect / Fusion

2 Level 4 or 5 Warrior-type monster + 1 Level 9 or 10 Machine-type Monster

Must first be Special Summoned (from your Extra Deck) by banishing the above Fusion Materials you control. (You do not use "Polymerization".) and Cannot be Special Summoned in any other way.

If the only Monsters your Opponent controls are in Defence Position: This Card can attack your Opponent Directly. At the End of the Damage Step in a Battle involving this Card: Destroy your Opponents Monster.

As Long as you have "G.U.N.-Force" Monsters in Both Pendulum-Zones this Card is Uneffected by Opponents Spell/Trap Cards.

ATK: 2800 | DEF: 250

 

G.U.N.-XForce Weapon Carrier Commander

Level 9 / WATER / Warrior / Effect / Fusion

2 Level 4 or 5 Warrior-type monster + 1 Level 9 or 10 Machine-type Monster

Must first be Special Summoned (from your Extra Deck) by banishing the above Fusion Materials you control. (You do not use "Polymerization".) and Cannot be Special Summoned in any other way.

Cannot be Destroyed in Battle. Once Per Turn: If 2 or More "G.U.N.-Force" Monster you control are destroyed by Card Effect: Inflict 2000 Damage to your Opponent.

As Long as you have "G.U.N.-Force" Monsters in Both Pendulum-Zones this Card is Uneffected by Opponents Spell/Trap Cards.

You can only control 1 "G.U.N.-XForce Weapon Carrier Commander".

ATK: 500 | DEF: 3500

 

~Spell(s)~

 

Hollow-Point

Spell / Equip

Equip only to a "G.U.N.-Force" Monster. During battle between the Equiped card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. Increase the ATK by 500 only during the Damage Step. 

 

Satellite Reconnaissance

Spell / Continuous

Your Opponent needs to reveal their Hand as long as this Card is Active. Destroy this Card if you control no "G.U.N.-Force" Monster.

 

Ammunition Save Up

Spell / Quick

Special Summon as many face-up "G.U.N.-Force" monster as possible from your Extra Deck. Skip your Next Draw Phase. If 1 or more "G.U.N.-Force" Monster are destroyed by Battle or Card Effect you can banish this Card from your Graveyard; Draw 2 Cards.

 

Highly Armed Zone

Spell / Field

"G.U.N.-Force" Monster gain 200 ATK for each Monster your Opponent controls. Once Per Turn: If a Level 9 or 10 Machine Monster is destroyed by Battle or Opponents Card Effect, You can activate 1 of the Following Effects:

(1) Target 1 Banished "G.U.N-Force" Monster: Shuffle it back into your Deck; Draw 1 Card.

(2) Special Summon 1 Level 4 or 5 Warrior Monster from your Hand or Deck.

 

 

~Trap(s)~

 

Hidden Trip Mine

Trap / Counter

If your Opponent Summons a Monster with 2500 or More ATK, Negate the Summoning, Destroy it.

 

One in the Chamber

Trap / Normal

Activate only during your Opponents Turn; Change the Battle Position of 1 Monster their control to face-up Attack Position, it can no longer change its Battle Position, also it must Attack this Turn, if possible.

Other Monster your Opponent control cannot Attack this Turn.

 

Counter-UAV

Trap / Normal

Look at all Set Spell/Trap Cards of your Opponent, Select 1: It cannot be Activated until the End of the Turn.

 

Last Man Standing

Trap / Continuous

While you control no Monster and If your Opponent declares a direct Attack, Pay Half of your Life Points: Special Summon 1 "G.U.N.-Force" Monster from your Hand or Deck, it cannot Attack or be destroyed in Battle or by Card Effects as long as this Card is Active.

If you controll 2 or more Monsters: Destroy this Card.

 

Final Blow-Up

Trap / Normal

While your Opponents LifePoints are higher and their control more monster than you do: Destroy all Cards on the Field; Special Summon 1 Level 4 or 5 "G.U.N.-Force" Monster from your Hand or Deck.

You cannot Summon any Monster or Activate Monster Effects until the End of your Turn.

 

Dont Forget to Give Your Opinion on this Archetype, also Changes you would Like to see!

Thanks for your Time Reading this, Have a Nice Day! bye bye.

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I don't want to make a huge deal about card grammar if it doesn't affect how the card works, but there's one thing I'd like to bring to your attention. Some of your cards include "he/his" pronouns, which are often associated with males. Konami has taken care to change any pronouns in card text to "they/their" thus being more inclusive to anybody who wanted to play the game. 

 

From Satellite Reconnaissance

Your Opponent needs to play with his Hand Cards open. He cannot Set Spell/or Trap Cards. Destroy this Card if you have no "G.U.N.-Force" Monster on your Side of the Field.

 

Should look more like

Your Opponent needs to play with their Hand open. He cannot Set Spell/or Trap Cards. Destroy this Card if you have no "G.U.N.-Force" Monster on your Side of the Field.

 

From One in the Chamber

Activate During your Opponents Battle Phase: He can Only Attack with One Monster this Turn.

 

Should look like

Activate During your Opponents Battle Phase: They can Only Attack with One Monster this Turn.

 

Cards which include "he/his" pronouns are Ballistic Drake, Revolver Mage, Shrapnel Wyvern, Torpedo Shark, hidden trip mine. 

 

"He" can be changed to "they" to refer to a player, while "his" can be changed to "their" to refer to something being owned by another like "their monster". 

 

This looks like a really strong archetype. The pendulum effects allow for a lot of searching and SSing from the hand or deck, and sometimes moving cards from the pendulum zone to the field.

 

Ballistic drake's monster effect is interesting, where you can summon it practically all the time with how many backrow players use. Although, if you don't enter the battle phase, you can't go to the main phase 2. I would change "Skip your battle phase this turn" to "Your opponent takes no damage this turn". That way you could destroy their monsters, or just go through the battle phase (which you can actually do without attacking) and then get to the main phase 2. Then you can bounce B Drake back to the hand to SS another monster, to avoid it being destroyed at the end of the turn. 

 

Torpedo Shark is pretty good, being able to destroy an opponent's card to protect itself, and even though it's weak for level 10, the deck has several ways of summoning level 10s through their pendulums. Definitely good that you can only control 1. 

 

The fusions are really strong, not needing polymerization and being protected by card effects when you have cards in the pendulum zone. 

Gatling Vulture has a good effect to get over stronger monsters, but its second effect to half its ATK and then attack twice doesn't help it much, since it will be much more likely to destroy 1 monster with >2500 than 2 monsters with >1250. You could change it to "it can attack directly, but half its ATK until the end of the turn". This way, there would be a bit of strategy, deciding whether to use it to destroy a monster or deal some quick damage to the opponent. 

Weapon carrier commander is interesting since it lets you make up a bit for if a bunch of your monsters are destroyed. 

 

Satellite reconnaissance is a little too powerful. It's destroyed if you control no G.U.N. Force monsters, which I don't think includes pendulum zones, but you'll probably always have a monster out. I would remove one of those effects, maybe just make it so they can't set spell/trap cards, or even make it so both players play with their hand open. 

 

Ammunition has a steep cost. First, where are you summoning the monsters from? It should specify hand, deck or graveyard, though you could maybe make it the hand or deck since that's where you're "saving" resources. Skipping your draw phase isn't something any deck wants to do, especially since these monsters are coming out in the end phase, which means you suffer the drawbacks on your next turn. In my mind, this is too steep a cost, since you can't do anything with those monsters, and you're paying the costs after your opponent has had a turn to respond. If I were to make a cost for this card, I would change it to paying LP (2 or 3000) or maybe, you SS all the monsters from your hand, and discard all other cards; that way, you can SS some monsters, but you might have to get rid of spells/traps that you needed. It requires you to decide whether you want to use the card or not. 

 

To my knowledge, there are no Quick traps. You could change them to quick-play spells, or normal traps, since the point of a trap card is that they're inherently slower ways to respond to the opponent's moves. 

Hidden trip mine could be devastating, but limited by the number of monsters that the opponent could summon. I like Last Man Standing, since it could protect you from multiple attacks, but goes away as soon as you pendulum summon or use one of many SS effects. Final Blow up better win the game that turn since you have to be at a huge disadvantage to activate it, it could destroy your own cards if you have pendulum scales or spells/traps, and you have to skip your next turnYou don't want to do that

 

WHAT IF

 

You can only activate it while you control fewer monsters than the opponent, then destroy 1 monster your opponent controls, and both players lose LP equal to that monster's ATK. 

 

This card would work like Ring of Destruction, where you could possibly win a game if the opponent had fewer LP. Or you could keep your original card effect, just cut out the "skip your next turn". It's already bad enough that you can't use the monster you summoned, and the uses of the trap are limited anyway. 

 

Fusion summoning is my favorite mechanic, and this archetype has a lot of monsters and effects and ways to maintain advantage. I don't think you need to add any more cards. If you were going to balance them any further, maybe remove some of the monsters' pendulum effects, or make them normal monsters, since right now there's not much of a consequence for summoning them or putting them in the zones, since either way, they have an effect. 

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I don't want to make a huge deal about card grammar if it doesn't affect how the card works, but there's one thing I'd like to bring to your attention. Some of your cards include "he/his" pronouns, which are often associated with males. Konami has taken care to change any pronouns in card text to "they/their" thus being more inclusive to anybody who wanted to play the game. 

 

From Satellite Reconnaissance

Your Opponent needs to play with his Hand Cards open. He cannot Set Spell/or Trap Cards. Destroy this Card if you have no "G.U.N.-Force" Monster on your Side of the Field.

 

Should look more like

Your Opponent needs to play with their Hand open. He cannot Set Spell/or Trap Cards. Destroy this Card if you have no "G.U.N.-Force" Monster on your Side of the Field.

 

From One in the Chamber

Activate During your Opponents Battle Phase: He can Only Attack with One Monster this Turn.

 

Should look like

Activate During your Opponents Battle Phase: They can Only Attack with One Monster this Turn.

 

Cards which include "he/his" pronouns are Ballistic Drake, Revolver Mage, Shrapnel Wyvern, Torpedo Shark, hidden trip mine. 

 

"He" can be changed to "they" to refer to a player, while "his" can be changed to "their" to refer to something being owned by another like "their monster". 

 

This looks like a really strong archetype. The pendulum effects allow for a lot of searching and SSing from the hand or deck, and sometimes moving cards from the pendulum zone to the field.

 

Ballistic drake's monster effect is interesting, where you can summon it practically all the time with how many backrow players use. Although, if you don't enter the battle phase, you can't go to the main phase 2. I would change "Skip your battle phase this turn" to "Your opponent takes no damage this turn". That way you could destroy their monsters, or just go through the battle phase (which you can actually do without attacking) and then get to the main phase 2. Then you can bounce B Drake back to the hand to SS another monster, to avoid it being destroyed at the end of the turn. 

 

Torpedo Shark is pretty good, being able to destroy an opponent's card to protect itself, and even though it's weak for level 10, the deck has several ways of summoning level 10s through their pendulums. Definitely good that you can only control 1. 

 

The fusions are really strong, not needing polymerization and being protected by card effects when you have cards in the pendulum zone. 

Gatling Vulture has a good effect to get over stronger monsters, but its second effect to half its ATK and then attack twice doesn't help it much, since it will be much more likely to destroy 1 monster with >2500 than 2 monsters with >1250. You could change it to "it can attack directly, but half its ATK until the end of the turn". This way, there would be a bit of strategy, deciding whether to use it to destroy a monster or deal some quick damage to the opponent. 

Weapon carrier commander is interesting since it lets you make up a bit for if a bunch of your monsters are destroyed. 

 

Satellite reconnaissance is a little too powerful. It's destroyed if you control no G.U.N. Force monsters, which I don't think includes pendulum zones, but you'll probably always have a monster out. I would remove one of those effects, maybe just make it so they can't set spell/trap cards, or even make it so both players play with their hand open. 

 

Ammunition has a steep cost. First, where are you summoning the monsters from? It should specify hand, deck or graveyard, though you could maybe make it the hand or deck since that's where you're "saving" resources. Skipping your draw phase isn't something any deck wants to do, especially since these monsters are coming out in the end phase, which means you suffer the drawbacks on your next turn. In my mind, this is too steep a cost, since you can't do anything with those monsters, and you're paying the costs after your opponent has had a turn to respond. If I were to make a cost for this card, I would change it to paying LP (2 or 3000) or maybe, you SS all the monsters from your hand, and discard all other cards; that way, you can SS some monsters, but you might have to get rid of spells/traps that you needed. It requires you to decide whether you want to use the card or not. 

 

To my knowledge, there are no Quick traps. You could change them to quick-play spells, or normal traps, since the point of a trap card is that they're inherently slower ways to respond to the opponent's moves. 

Hidden trip mine could be devastating, but limited by the number of monsters that the opponent could summon. I like Last Man Standing, since it could protect you from multiple attacks, but goes away as soon as you pendulum summon or use one of many SS effects. Final Blow up better win the game that turn since you have to be at a huge disadvantage to activate it, it could destroy your own cards if you have pendulum scales or spells/traps, and you have to skip your next turnYou don't want to do that

 

WHAT IF

 

You can only activate it while you control fewer monsters than the opponent, then destroy 1 monster your opponent controls, and both players lose LP equal to that monster's ATK. 

 

This card would work like Ring of Destruction, where you could possibly win a game if the opponent had fewer LP. Or you could keep your original card effect, just cut out the "skip your next turn". It's already bad enough that you can't use the monster you summoned, and the uses of the trap are limited anyway. 

 

Fusion summoning is my favorite mechanic, and this archetype has a lot of monsters and effects and ways to maintain advantage. I don't think you need to add any more cards. If you were going to balance them any further, maybe remove some of the monsters' pendulum effects, or make them normal monsters, since right now there's not much of a consequence for summoning them or putting them in the zones, since either way, they have an effect. 

Thanks for your Help ~ i hope i changed up most of the Cards and fixed them ~ This was a Great Help - BUMP

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