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AeroPal, Become One with the Sky


SnowBunny

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This is an archetype where all the monsters are in the extra deck, all monsters are fusion monsters. The main deck consists of only spells. You fusion summon them by using materials listed on them in your extra deck. You can use them in new format, since they all have an effect that can move them to an unoccupied main monster zone. This archetype is centered around rolling a die, like when they are summoned, you roll a die, then that monster gains atk equal to the die roll x 500. Not all of their effects have die rolling in them. They all have Sky in their name. All the art is from CaringWong on DeviantArt: http://caringwong.deviantart.com/gallery/

 

[spoiler=Monsters]

 

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1 "AeroPal" Monster
When this card is summoned, roll a six-sided die. This card gains 500 ATK and DEF x the number the die landed on. Once per turn, you can pay 500 LP: Move this card to an unoccupied Monster Zone. If this card leaves the field: You can add 1 "AeroPal" card from your GY to your hand, except "AeroPal Behind the Sky's Curtain".
 
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3 "AeroPal" Monster
When this card is summoned, roll a six-sided die. This card gains 500 ATK and DEF x the number the die landed on. Once per turn, you can pay 500 LP: Move this card to an unoccupied Monster Zone. Once per turn, you can roll a six-sided die. Banish cards your opponent controls equal to the number the die landed on.

 

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2 "AeroPal" Monsters
When this card is summoned, roll a six-sided die. This card gains 500 ATK and DEF x the number the die landed on. Once per turn, you can pay 500 LP: Move this card to an unoccupied Monster Zone. Cards cannot be banished while this card is face-up on the field. If this card leaves the field: You can target 1 monster your opponent controls, negate its effects.

 

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2 "AeroPal" Monsters
When this card is summoned, roll a six-sided die. This card gains 500 ATK and DEF x the number the die landed on. Once per turn, you can pay 500 LP: Move this card to an unoccupied Monster Zone. If this card leaves the field: You can roll a six-sided die, then have 1 "AeroPal" monster you control gain ATK and DEF equal to the number x 500.
 
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2 "AeroPal" Monsters
When this card is summoned, roll a six-sided die. This card gains 500 ATK and DEF x the number the die landed on. Once per turn, you can pay 500 LP: Move this card to an unoccupied Monster Zone. If this card leaves the field: You can Special Summon 1 "AeroPal" monster from your Extra Deck or GY, ignoring its summoning conditions, except "AeroPal Lighting Up the Sky".

 

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1 "AeroPal" Monster
When this card is summoned, roll a six-sided die. This card gains 500 ATK and DEF x the number the die landed on. Once per turn, you can pay 500 LP: Move this card to an unoccupied Monster Zone. Once per turn, you can roll a six-sided die. Target "AeroPal" cards in your GY, up to the number the die landed on, shuffle them into the Deck, then draw 1 card.
 
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2 "AeroPal" Monsters
When this card is summoned, roll a six-sided die. This card gains 500 ATK and DEF x the number the die landed on. Once per turn, you can pay 500 LP: Move this card to an unoccupied Monster Zone. Once per turn, you can roll a six-sided die. Target 1 monster your opponent controls; That monster loses ATK and DEF equal to the number the die landed on X 200, then this card gains that lost amount.

 

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3 "AeroPal" Monsters
When this card is summoned, roll a six-sided die. This card gains 500 ATK and DEF x the number the die landed on. Once per turn, you can pay 500 LP: Move this card to an unoccupied Monster Zone. Once per turn, you can roll a six-sided die. Banish cards from your opponent's Extra Deck and/or GY, up to the number the die landed on, but you cannot banish more that 1 card with the same name from the Extra Deck.
 
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1 "AeroPal" Monsters
When this card is summoned, roll a six-sided die. This card gains 500 ATK and DEF x the number the die landed on. Once per turn, you can pay 500 LP: Move this card to an unoccupied Monster Zone. If this card leaves the field: You can add 1 "AeroPal" card from your Deck to your hand.

 

 

 

 

 

[spoiler=Spells]

 

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Fusion Summon 1 "AeroPal" monster from your Extra Deck or GY, by using "AeroPal" monsters you control, or in your Extra Deck, as materials. During your Draw Phase, you can shuffle this card and 1 "AeroPal" monster from your GY, into the Deck.

 

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Once per turn, if you roll a six-sided die, for the effect of an "AeroPal" or "Vault, the City Above the Sky": You can choose to re-roll the die. If this card is sent to the GY, you can shuffle 1 "AeroPal" monster from your GY into the Deck.

 

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Fusion Summon 1 "AeroPal" Monster from your Extra Deck to you Extra Monster Zone, using monsters from your Extra Deck as Material. During your Draw Phase: Instead of drawing, you can return 1 "AeroPal" Monster from your GY to your Extra Deck, then add this card to your hand.

 

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Your opponent cannot activate effects when you Special Summon "AeroPal" monsters. You can return 1 "AeroPal" monster you control to the Extra Deck: Special Summon 1 "AeroPal" monster with a different name, ignoring its summoning conditions. You can only use this effect of "AeroPal Resting Under the Jungle's Sky" once per turn.

 

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If you control an "AeroPal" monster: Your opponent cannot control more monsters than "AeroPal" monsters you control. During your opponent 3rd End Phase after activating this card, destroy it. If this card is removed from the field, you can roll a six-sided die. Gain LP equal to the number the die landed on X 500.

 

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Once per turn, during your Standby Phase, roll a six-sided die. Until your opponent's End Phase, all "AeroPal" monsters you control gain ATK equal to the number the die landed on X 100. Once per turn, if an "AeroPal" monster(s) you control would be destroyed: You can send the top card of your Deck to the GY to negate that destruction.

 

 

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Edit: Two new cards added.

1. Dreaming under the summer sky: Lets you reroll the die, and the generic effect for this archetype; lets you shuffle an "AeroPal" monster form your GY into the deck.

2. Riding the sky train: Like a kaiser colosseum, but just with "AeroPal" monsters. It is destroyed after your opponent's third end phase after you activate it. When it leaves the field, you roll a die and gain LP equal to the roll number X 500. (To gain back the LP from moving them around.) This will be all the cards for this archetype.

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