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The Void Route-An Archetype of Pairs


Grifmon

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Hello guys, I'm not sure if anybody has had this idea before, but I'm making an archetype full of pairs of cards. As in, cards that obviously meant to work together. And in case you were wondering about the name, I was inspired by roads, which all have a beginning and an end and take you somewhere. In this case, victory! So enjoy the Void Routes!

 

[spoiler=Monsters]

Target Void Router
Level 4/Light Fiend/0 ATK/1500 DEF
While you control 2 or more "Void Route" monsters, Fiend-type monsters you control gain 500 DEF. Also, at the start of each turn you can target one "Void Route" monster on the field. It cannot be destroyed by battle during this turn. Once per turn, if this card you control is targeted for an attack or by an opponent's effect, you can Set 1 "Void Route" Spell/Trap Card from your Deck. You can only use this effect of "Target Void Router" once per turn.

 

Destroy Void Router
Level 4/Dark Fiend/0 ATK/1500 DEF
While you control 2 or more "Void Route" monsters, Fiend-type monsters you control gain 500 DEF. Also, if one of your opponent's monsters attacks a "Void Route" monster, you can choose the attack target. If this card you control is destroyed by an opponent's card(by battle or card effect), you can Special Summon 1 "Void Route" monster from your Deck. You can only use this effect of "Destroy Void Router" once per turn.

 

And there's the Attack Control pair...

 

Attack Void Router
Level 5/Dark Fiend/0 ATK/2000 DEF
While all monsters you control are Fiend-type, you can Special Summon this card from your hand. You can only Summon 1 "Attack Void Router" by this effect per turn. Once per turn, during either player's Main Phase 1, you can change 1 monster your opponent controls to Attack Position. Once per turn, if an Attack Position monster your opponent controls changes it's battle position, you can negate it's effects and inflict 1000 damage to your opponent.

 

Defense Void Router
Level 5/Light Fiend/0 ATK/2000 DEF
While all monsters you control are Fiend-type, you can Special Summon this card from your hand. You can only Summon 1 "Defense Void Router" by this effect per turn. Once per turn, during either player's Main Phase 1, you can change 1 monster your opponent controls to face-up Defense Position. Once per turn, if a Defense Position monster your opponent controls changes it's battle position, it cannot be used as Material for the Summon of a monster from your opponent's Extra Deck, also you gain 1000 LP.

 

that's the Battle Position pair...

 

Active Void Router
Level 7/Light Fiend/0 ATK/2500 DEF
While your opponent controls monsters, you can reveal this card in your hand; Special Summon it. If this monster you control would be destroyed by a card effect, you can destroy 1 other card on the field instead. If your opponent Normal Summons or Sets a monster, you can add 1 "Void Route" monster from your Graveyard to your hand. You can only use each effect of "Active Void Router" once per turn.

 

Passive Void Router
Level 7/Dark Fiend/0 ATK/2500 DEF
While you control no monsters, you can reveal this card in your hand; Special Summon it. If this monster you control would be targeted by a card effect, you can change the target to another appropriate target on the field. If your opponent Special Summons a monster, you can add 1 "Void Route" monster from your Deck to your hand. You can only use each effect of "Passive Void Router" once per turn.

and this is the Effect Control pair!

 

Void Route Conqueror

Level 9/Light Fiend/0 ATK/3000 DEF
Cannot be Normal Summoned/Set. Must be Special Summoned by sending all cards you control, including at least 3 "Void Route" cards, to the Graveyard, and cannot be Special Summoned by other ways. This card's Summon cannot be negated and other cards and effects cannot be activated in response to this card's Summon or the activation of it's effects. When this card is Special Summoned, shuffle all cards your opponent controls into the Deck. Cards that would be sent to the Graveyard are banished instead. Once per turn, you can banish 1 "Void Route" card from your Graveyard, then inflict 800 damage to your opponent.

 

 

[spoiler=Spell/Traps]

Void Route-Quick Demise
Normal Spell
Send 1 "Void Route" monster from your Deck to the Graveyard, then add 1 "Void Route" monster with the same Level but a different name from your Deck to your hand. You can banish this card and 1 "Void Route-Inevitable Fate" from your Graveyard, then Special Summon 1 "Void Route" monster from your hand. You can only use each effect of "Void Route-Quick Demise" once per turn.

 

Void Route-Inevitable Fate
Normal Trap
Shuffle 2 "Void Route" monsters in your Graveyard with the same Level into the Deck, then add 1 "Void Route" from your Deck to your hand and draw 1 card. While both this card and "Void Route-Quick Demise" are banished, you can shuffle them into your Deck, then switch the ATK and DEF of 1 monster you control until the start of your next turn. You can only use each effect of "Void Route-Inevitable Fate" once per turn.

 

That's the Searching pair...

 

Void Route-Dark Prophecy
Continuous Trap
Once per turn, while you control a "Void Route" monster, you can make the ATK of all monsters your opponent controls with ATK different than their original ATK become 0. While you control "Void Route-Commanding Light", monsters on the field cannot be Tributed or banished by card effects. Negate the effects of all cards with an effect that would make a player pay LP.

 

Void Route-Commanding Light
Continuous Spell
Once per turn, while you control a "Void Route" monster, you can increase the ATK of all monsters on the field by 500. While you control "Void Route-Dark Prophecy", monsters on the field cannot have their effects negated by card effects. Negate the effects of all Spell/Trap Cards with an effect that would make a player destroy cards they control.

 

and the final pair, the Lockdown pair.

 

Void Route's Perfect Map
Field Spell
Once per turn, if you control 2 "Void Route" monsters with the same Level but different names, you can inflict 800 damage to your opponent, then gain 800 LP. While you have more LP than your opponent, this card in the Field Spell Zone cannot be destroyed and all "Void Route" monsters you control cannot be destroyed by your opponent's Spell/Trap effects. Once per turn, you can discard 1 "Void Route" monster, then add 1 "Void Route" Spell/Trap from your Deck to your hand, except "Void Route's Perfect Map."

 

 

And to answer the obvious question, no. Perfect Map and Conqueror are not a pair or in pairs.

 

Anyways, please tell me any mistakes I made down below! Goodbye!

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