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Goblin support! Make THAT an archetype!


SoullessPuppet

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This is the first time I've posted a deck on this forum, so please notify me if anything needs correcting. Anyways, let's get to it!
 
So the existing Goblin cards usually have the effect of switching to Defense Position at the end of the Battle Phase if they attack. The archetype I have in mind will take advantage of this gimmick and turn Goblins into a beatdown spam deck that utilizes both bouncing and destroying to build up more and more advantage over time.
 
Monsters:
 
Goblin Destruction Squad
EARTH - Level 4 - Warrior/Effect - 1500/0
When a "Goblin" monster is changed to Defense Position by its own effect: You can Special Summon this card from your hand. During either player's turn, you can Tribute this face-up card on the field: Destroy an opponent's monster, and if you do, inflict 800 damage to your opponent. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the end of your next turn.
 
Goblin Support Squad
EARTH - Level 4 - Warrior/Effect - 1000/0
Once per turn: You can destroy 1 card in your hand; Special Summon 1 "Goblin" monster from your Graveyard. While this card is face-up on the field, all "Goblin" monsters you control gain 500 ATK. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the end of your next turn.
 
Goblin Magic Squad
EARTH - Level 4 - Spellcaster/Effect - 1900/0
When this card is Summoned: Add 1 "Goblin" card from your Deck to your hand. Once per turn, when an effect activates that targets a "Goblin" card: you can destroy 1 "Goblin" card you control or in your hand; negate the activation, and if you do, destroy it. You can only use this effect of "Goblin Magic Squad" once per turn. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the end of your next turn.
 
Goblin Cavalry Squad
EARTH - Level 4 - Warrior/Effect - 1700/0
When a "Goblin" monster(s) you control is destroyed: You can Special Summon this card from your hand. You can shuffle this card in your Graveyard into your Deck: Draw 1 card. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the end of your next turn.
 
Extra Deck Monsters:
 
Goblin General
EARTH - Rank 4 - Warrior/XYZ/Effect - 1900/1100
2 Level 4 monsters
Once per turn, during either player's turn: You can detach 1 XYZ material from this card to target 1 Warrior-type monster in your Graveyard: equip it to this card. If this card is removed from the field: Special Summon all monsters equipped to this card. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the end of your next turn.
 
Goblin Siege Squad
EARTH - Rank 4 - Warrior/XYZ/Effect - 2500/0
2 Level 4 monsters
Once per turn: You can detach 1 XYZ material from this card: send 1 "Goblin" monster from the field to your hand; add 1 "Goblin" monster with a different name from the Graveyard to your hand. If this card attacks a Defense position monster, inflict piercing Battle Damage to your opponent. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the end of your next turn.
 
Spells/Traps:
 
Goblin's Cowardly Retreat
Spell - Quick-play
Return any number of "Goblin" cards you control to the hand. Any further damage you take is halved until the end of this turn. During either player's turn, you can banish this card and 1 "Goblin" card from your Graveyard: send 1 "Goblin" monster you control to the hand; draw 1 card.
 
Goblin's Call To War
Spell - Continuous
Once per turn: Reveal the top card of your Deck. If it is not a "Goblin" card, send it to the Graveyard. If it is a "Goblin" card, apply one of these effects depending on the type of that card:
- Monster: Special Summon it, but cannot attack nor activate its effects this turn.
- Spell or Trap: Shuffle it into the Deck, and if you do, gain 500 LP.
Destroy this card at the end of your 3rd Standby Phase after this card's activation.
 
Goblin Camp
Spell - Field
"Goblin" monsters you control gains 400 ATK for each face-up "Goblin" monster you control. Once per turn, when a Defense Position "Goblin" monster is destroyed by battle: you can pay 500 LP; it is not destroyed.
 
Sacrificial Goblins
Spell - Quick-play
Destroy 1 "Goblin" monster you control, and if you do, Special Summon 1 "Goblin" monster from your Deck. During your Main Phase, except the turn this card was sent to the Graveyard: you can banish this card from your Graveyard, and if you do, add 1 "Goblin" card from your Graveyard to your hand.
 
Goblin's Surprise Attack
Trap - Counter
If an opponent's monster battles a Defense position monster, before damage calculation: Change all monsters you control to Attack position.
 
Goblin Transport
Trap - Continuous
If the Battle position of a monster(s) you control changes, place 1 Goblin Counter on this card ("Goblin" monsters you control gains 100 ATK for each Goblin Counter). You can remove 2 Goblin Counters from this card: Special Summon 1 "Goblin" monster from your hand. If this card is destroyed, you can remove 2 Goblin Counters instead.
 
Goblin Necromancy
Trap - Continuous
Once per turn, if a "Goblin" monster is destroyed by card effect: Special Summon it, but it has its effects negated, and it becomes Zombie-type. When this card leaves the field, destroy all monsters you control that were Special Summoned by this effect.

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