Dragulas Posted November 1, 2017 Report Share Posted November 1, 2017 Obligatory post due to halloween on my quest to make vampires playable in 2017Reasoning would be on each card to follow the advance post clauses and stuff [spoiler=Monsters]Their archtype hand trap, a little generic but synergizes well with the deck's searcher (sorcerer) as it makes it trigger without relying on your opponent, due to zombies ntural abilities for sync summon is a tuner as wellWhen a monster effect is activated on the field OR when a Normal Spell/Trap Card is activated (Quick Effect): You discard this card; the activated effect becomes "Each player send 1 card from their Deck to the GY". If you control a "Vampire" card and this card is in your GY; You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Wyvern" once per turn. Another lvl 4 playmaker that capitalizes on the outdated "bleed effect" as well as your own, to provide another body outside of their NS, recovery effect naturally works with the spell and trap lineupIf a card is sent from the Deck to the GY and this card is in your hand or GY: You can Special Summon this card, and if you do, banish 1 card in your opponent's GY face-down. During the End Phase, if this card is in the GY because it was sent there this turn: You can target 1 of your banished "Vampire" cards, except "Vampire Reaper"; either return it to the GY or add it to your hand. You can only use 1 "Vampire Reaper" effect. per turn, and only once that turn. A retrained version of the deck's flag monster suited for 2017, bleed effect enhanced, provides an easy special summonable body and an aditional deck destruction effect as well as making a new trinity of noble dead woth duke and shadow (kinda)You can Special Summon this card (from your hand or GY) by discarding 1 Zombie monster. You can only Special Summon "Vampire Overlord" once per turn this way. You can declare 1 card type (Monster, Spell or Trap); each player sends 1 card of that type from their Deck to the GY. You can only use this effect of "Vampire Overlord" once per turn. Once per turn, when card or effect is activated (Quick effect): Your opponent can send 1 card with the same name from their Deck or Extra Deck to the GY to negate this effect, otherwhise negate that effect.Genesis on crack, the retrain provides a more flexible boss monster able to capitalize on the thing vampires do "well". Originally a synchro, decided to give it the UCT treatment so it leaves the EMZ for another monster since zombies are able to use synchro monsters naturally and dont need another space to cover now that links are a thingCannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 2 Zombie monsters, including at least 1 "Vampire" monster. If Summoned this way: You can declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type each from their Deck, hand, and field to the GY (their choice). You can only use this effect of "Vampire Origin" once per turn. Your opponent cannot activate cards or effects with same name as a card or effect they already activated. Once while face-up on the field (Quick Effect): You can destroy cards on the field up tp the number of card types (Monster, Spell or Trap) sent from the Deck to the GY this turn. [spoiler=Spells]Field spells are life field spells are everything, covers all the low points of the archtype as well as a new form of punishingdeck destruction (not compulse as og counterpart), exclusive for vampires to avoid potential abuse outside of the archtype, makes vampire vamp more usefull (shame it doesnt trigger on SS)(This card's name is always treated as "Vampire Kingdom".)DARK Zombie monsters gain 500 ATK. Each turn 1 Level 5 or higher "Vampire" monster you Normal Summon can be Summoned without Tributing. During your Main Phase, you can Normal Summon 1 "Vampire" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If a card is sent from the Deck to your opponent's GY: You can send 1 "Vampire" card from your hand or Deck to the GY, then target 1 card in your opponent's GY; if its a monster, Special Summon it to your field, or if its a Spell/Trap, Set it to your field, but banish it when it leaves the field. You can only use this effect of "Castlevania" once per turn.A 2nd and more versatile searcher, this card is sorcerer's back up plan or rther replacement, with a cost that synergizes with new spell and trap line up, which posses grave effects(This card is always treated as a "Vampire" card.)Send 1 "Vampire" Spell/Trap from your Deck to the GY, except "Synphony of the Night"; take 1 "Vampire" monster from your Deck, and either add it to you hand or send to the GY. You can banish this card from your GY; this turn, your opponent cannot activate cards or effects in response to the activation of "Vampire" cards or effects. You can only use 1 "Symphony of the Night" effect per turn, and only once that turn.Previouslly posted by itself, it now makes optimal use of the draw effect as heritage does it for dracos (which it was inspired on), GY effect punishes even further the opponent's GY for fodder for your monsters.During your Main Phase, if you have a "Vampire" monster on your field or GY: You can draw cards equal to the number of card types (Monster, Spell, and Trap) sent from either player's Deck to the GY this turn. You can banish this card from your GY; once during this turn, you can conduct the Tribute Summon of a "Vampire" monster by banishing monsters the GYs instead of Tributing (it is still treated as a Tribute Summon). You can only use 1 "Vampire Bloodline" effect per turn, and only once that turn.If this shoudl have an OCG name it would be "vampire cross", but i decide to sensor my own card if that makes sense. Their own "big evolution pill", it gets origin and genesis (if you want to) straight from the deck as well as the weaker monsters, GY effect turns a vampire into a zoodiac basicallyBanish 2 Zombie monsters from your hand and/or GY; Special Summon 1 "Vampire" monster from your hand or Deck, ignoring its Summoning conditions. You can banish this card from your GY, then target 1 "Vampire" monster you control that has a Level; Special Summon from your Extra Deck, 1 DARK Xyz Monster with an equal Rank or 1 Rank higher than its Level by using it as Xyz Material, also you cannot Special Summon monsters for the rest of this turn (This Special Summon is treated as an Xyz Summon). You can only use 1 "Vampire Talisman" effect per turn, and only once that turn. [spoiler=Traps]Traps are very welcomed if they are searchable or really powerfull, a temporary stun as well as a handy bleed effect in order to trigger other stuff of the support, it requires a dark zombie to avoid shiranuis being mixed (to some degree, i doubt a deck zombie deck could be build without at lest solitaire)Tribute 1 DARK Zombie monster, then declare 1 card type (Monster, Spell or Trap); until the end of this turn, negate the activated effects of face-up cards of that type, except "Vampire" cards. If "Vampire Kingdom" is on the field, you can activate this card from your hand. You can banish this card from your GY, then declare 1 card type (Monster, Spell or Trap); your opponent excavates the top 3 cards of their Deck and sends all excavated cards of that type to the GY, also shuffle the remaining cards into the Deck. You can only use 1 "Vampire Eclipse" effect per turn, and only once that turn. [spoiler=Extra Deck]Only 2 monster due to extra deck space and synchro capabilitiesCrimson Knight's brother and a lefit first turn xyz that could ruin an entire deck if the correct card is negated, to pair it with its brother it also comes with another type of stealing effect.2 Level 5 Zombie monstersYou can detach 1 material from this card, then target 1 monster your opponent controls; take control of it until the end of this turn, but only that monster can attack for the rest of this turn. When a monster(s) would be Summoned, OR a Spell/Trap Card is activated (Quick Effect): You can detach 2 materials from this card; negate the Summon or activation, and if you do, destroy that card, then both players send all cards with same name as that card from their Deck and/or Extra Deck to the GY. You can only use 1 "Gold Knight Vampire Vlad" effect per turn, and only once that turn.Vampires were always teching thunder gaia to make use of the revived bram, if not summonable directly with talisman, this makes as the final evolution and the ultimate lock using shock masters effect and protecting your cards, also as any vampire it floats.3 Level 6 Zombie monstersOnce per turn, you can also Xyz Summon "Vampire Nobleman" by using a "Vampire" Xyz Monster you control with a different name as a material (Transfer its materials to this card). While this card has Xyz Material, your opponent cannot target other "Vampire" cards you control with card effects. If card(s) is sent from the Deck to your opponet's GY: You can detach 1 material from this card, then declare 1 card type (Monster, Spell or Trap); that type of card (if Spell or Trap) cannot be activated, or (if Monster) cannot activate its effects, until the end of this turn. You can only use this effect of "Vampire Nobleman" once per turn. If this card is sent from the field to the GY: You can Special Summon 1 "Vampire" monster from your GY, except this card. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.