Phelphor, of the Deep Posted November 1, 2017 Report Share Posted November 1, 2017 in honor of Halloween, I made a zombie t virus theme archetype. BioTechZomb Inc is a medical/chemical research company that made the dreaded "BiotechZomb" Virus which turns humans into zombies. Field Spells turns non zombies into zombies if you have a zombie to get it started. HQ makes their workers hard so the busy up and running around to get things down until the outbreak. seeing the opponent HQ turns mindless zombies into work servants to further their goals while gaining more resources. The more the outbreak spread, the more the zombies get stronger and restless. Viruscloud brings things forward to the attention of the people while spreading out causing many deaths. Outbreak causes more zombies to come out and turning non effected into the same mindless zombies. outbreak destroys ways to stop as it keeps coming and spreads further out. Freak Out Juice is the thing that started it all. Making mortal men stronger for a brief moment before turning them into zombies. BioTechZomb Inc HQ Field Spell While you control a Zombie-Type Token monster(s), this card can not be destroyed by card effects and all "BioTechZomb" monsters you control become Zombie-Type monsters. When this card is activated, you can shuffle 1 card in your hand to Special Summon 1 level 4 or lower "BioTechZomb" monster from your hand, Deck or Graveyard. Once Per turn during either player's Battle Phase you can change the Battle Position of 1 Zombie-type monster your control to draw 1 card. If a "BioTechZomb" monster is summoned; you can place 1 "BioTechZomb" counter on this card. All "BioTechZomb" monster(s) you control gain 100 ATK and DEF for each "BioTechZomb" counter on this card. BioTechZomb VirusCloud Normal Spell Add 1 "BioTech" card except a "BioTechZomb" normal spell card from your Deck or Graveyard to your hand. Once Per turn except the turn this card was sent You can banish 1 "BioTechZomb" normal Trap card from your Graveyard; destroy 1 target monster on the field. During your Opponent's Standby Phase, if this card is banished and was banished by the effect of a "BioTechZomb" card effect, you can pay 500 Life Points to set this card directly to your Spell and Trap Zone. BioTechZomb Outbreak Normal Trap Destroy 1 face-up non-Token "BioTechZomb" monster your control or Discard 1 "BioTechZomb" card from your hand to Special Summon 1 "BioTechZomb Walker Token" (Zombie-Type/EARTH/Level 1/ATK 800/DEF 800) then, you can Special Summon 1 "BioTechZomb" monster from your hand, Deck or Graveyard. Once Per turn except the turn this card was sent You can banish 1 "BioTechZomb" normal Spell card from your Graveyard; destroy 1 target Spell or Trap card on the field. During your Opponent's Standby Phase, if this card is banished and was banished by the effect of a "BioTechZomb" card effect, you can pay 500 Life Points to set this card directly to your Spell and Trap Zone. BioTechZomb Freak Out Juice Quick-Play Spell Draw 1 card. Target 1 non-Zombie-Type monster you control, the targeted monster gains 300 ATK and DEF and until the End Phase of the turn, your opponent can not target it with card effects. Once Per turn except the turn this card was sent You can banish 1 "BioTechZomb" normal Spell card and 1 "BioTechZomb" normal Trap card from your Graveyard; add this card to your hand. BioTechZomb Carrying Menace DARK Level 4 Warrior/Effect-1900/600 If this card is Summoned you can add 1 "BioTechZomb Freak Out Juice" from your Deck to your hand. If this card is destroyed by battle or card effect, your can Special Summon 1 "BioTechZomb Walker Token" (Zombie-Type/EARTH/Level 1/ATK 800/DEF 800). While this card is in the Graveyard, during the Battle Phase you take no battle damage involving Zombie-Type "BioTechZomb" token monsters. While this card is in the Graveyard, during the Battle Phase all Zombie-Type "BioTechZomb" monsters you control can not be destroyed in battle. During each End Phase, if this card was not targeted by the effect of "BioTechZomb Freak Out Juice" this turn; destroy this card. BioTechZomb Scavenging Marauder DARK Level 4 Warrior/Effect-1800/800 If this card is Summoned you can add 1 "BioTechZomb Freak Out Juice" from your Graveyard to your hand. If this card is destroyed by battle or card effect, your can Special Summon 1 "BioTechZomb Walker Token" (Zombie-Type/EARTH/Level 1/ATK 800/DEF 800). While this card is in the Graveyard, during the Battle Phase you take no battle damage involving Zombie-Type "BioTechZomb" token monsters. While this card is in the Graveyard, during the Battle Phase all Zombie-Type "BioTechZomb" monsters you control can not be destroyed not be destroyed by your opponent's card effects. During each End Phase, if this card was not targeted by the effect of "BioTechZomb Freak Out Juice" this turn; destroy this card. BioTechZomb Embracing Madman DARK Level 4 Warrior/Effect-1700/900 If this card is Summoned you can send 1 "BioTechZomb Freak Out Juice" from your Hand or Deck to your Graveyard to Draw 1 card. If this card is destroyed by battle or card effect, your can Special Summon 1 "BioTechZomb Walker Token" (Zombie-Type/EARTH/Level 1/ATK 800/DEF 800). While this card is in the Graveyard, during the Battle Phase you take no battle damage involving Zombie-Type "BioTechZomb" token monsters. While this card is in the Graveyard, during the Battle Phase all Zombie-Type "BioTechZomb" monsters you control can not be targeted by your opponent's card effects. During each End Phase, if this card was not targeted by the effect of "BioTechZomb Freak Out Juice" this turn; destroy this card. BioTechZomb Hulking Mutant DARK Level 6 Warrior/Effect-2400/1800 You can destroy 1 face-up non-Token level 4 or lower "BioTechZomb" monster you control to Special Sumon this card from your hand. If this card is Summoned: you can Send 1 "BioTechZomb" normal Spell card or 1 "BioTechZombe" normal Trap card from your Deck to the Graveyard to gain 800 Life Points. If this card is destroyed by battle or card effect, your can Special Summon 1 "BioTechZomb Walker Token" (Zombie-Type/EARTH/Level 1/ATK 800/DEF 800).While this card is in the Graveyard, during the Battle Phase you take no battle damage involving Zombie-Type "BioTechZomb" token monsters. While this card is in the Graveyard, during the Battle Phase if a Zombie-Type "BioTechZomb" monster you control attacks or is attacked after, the damage calculations, destroy the monster that was battling this card. During each End Phase, if this card was not targeted by the effect of "BioTechZomb Freak Out Juice" this turn; destroy this card. Link to comment Share on other sites More sharing options...
Dova Posted November 3, 2017 Report Share Posted November 3, 2017 Remember your colons and semicolons :P For BioTechZomb Freak Out Juice, draw 1 card as a cost? What? So, you get a draw, and your opponent can't do anything about it. I would certainly suggest moving it to part of the actual effect that can be negated. Last effect: "1 "BioTechZomb" normal Spell card and 1 "BioTechZomb" normal Spell card" doesn't that just mean 2 BioTechZomb Normal Spell Cards, or did you mean to write something else? Assuming these changes, perhaps the cost to return it is a bit steep, so you could just change it to "1 "BioTechZomb" card" but even so...Perhaps just leave it at 1 of the Normal Spell, as leaving the draw is probably for the best. Onto the monsters, all the Level 4s practically do the same thing; provide a battle phase buff in the Graveyard, give a token on destruction, and nuke themselves if you didn't Freak Out Juice them this turn. Okay in concept, but even with the Level 6, they don't provide too much reason to actually keep the tokens. You are just left with 500/500s useless outside of your Battle Phase, and even then, it's not like they can do anything. They can ram with Hulking Mutant's effect, but you'll still be taken a lot of damage. A suggestion: make them all give 200 ATK to your tokens during the BP while in the grave, and the Level 6 gives 300. If you empty all 12 monsters into the Graveyard, this leads to a 2400 boost, and...while that may seem like a lot, we're only dealing with original 500/500 tokens, and many decks can easily find ways to remove them outside of the BP. Doing this would create a very interesting BP centered archetype, I feel. Hulking Mutant is fast, provides some LP gain and consistency in regards to getting out your Freak Out Juice. Not awful cards, but not great either. The Normal Spells are where I see the Normal Spell restriction on Freak Out Juice is actually useful, but do they banish themselves for their effects? You have "Once Per turn except the turn this card was sent You can" which is rather confusing. This is on many of the cards, so please tidy up their card grammar. Anywho, if not, they have a basically non-removal S/T and monster destruction while in the Graveyard, so make sure they do banish themselves. On another note, their effects to set themselves again never trigger! Why? Because of the way you've written your cards, it's very difficult to tell "Condition: Cost; effect" apart, however it looks judging from your phrasing that these cards are banished as a cost all the time. If so, they're not banished by the effect of a card! They're banished to activate the effect of a card. That little phrasing would fix them up gud. Normal effects are fine, although Virus Cloud might need HOPT on it's main effect, as...free searcher. Your field spell has this line: "All monsters your non-Zombie monsters control gain 100 ATK and DEF for each "BioTechZomb" counter on this card." What? Who gains the ATK? Please proofread your cards before posting them. Otherwise, really good card. Draw engine, swarming support...it makes them Zombie monsters for some reason, but hey. Flavourful I guess, and allows a little support from Zombies. Quite a few issues in card grammar, mostly cards which are too weak with a few problem points here and there. However, a nice idea, and not the worst way to implement it. Just make sure not to buff them outside of the changes I've mentioned; they could become a big problem. Link to comment Share on other sites More sharing options...
Phelphor, of the Deep Posted November 5, 2017 Author Report Share Posted November 5, 2017 Remember your colons and semicolons :P okay For BioTechZomb Freak Out Juice, draw 1 card as a cost? What? So, you get a draw, and your opponent can't do anything about it. I would certainly suggest moving it to part of the actual effect that can be negated. Last effect: "1 "BioTechZomb" normal Spell card and 1 "BioTechZomb" normal Spell card" doesn't that just mean 2 BioTechZomb Normal Spell Cards, or did you mean to write something else? Assuming these changes, perhaps the cost to return it is a bit steep, so you could just change it to "1 "BioTechZomb" card" but even so...Perhaps just leave it at 1 of the Normal Spell, as leaving the draw is probably for the best. Draw effect was switch but, don't see a reason why it would it be a problem if left the same anyways still changed it.. 1 normal spell and 1 normal trap. there is a lot of normal spells/trap that are common staples but, the BioTechZomb normal spell/traapp are the main target since their effect brings them back. The Normal Spells are where I see the Normal Spell restriction on Freak Out Juice is actually useful, but do they banish themselves for their effects? You have "Once Per turn except the turn this card was sent You can" which is rather confusing. This is on many of the cards, so please tidy up their card grammar. Anywho, if not, they have a basically non-removal S/T and monster destruction while in the Graveyard, so make sure they do banish themselves. On another note, their effects to set themselves again never trigger! Why? Because of the way you've written your cards, it's very difficult to tell "Condition: Cost; effect" apart, however it looks judging from your phrasing that these cards are banished as a cost all the time. If so, they're not banished by the effect of a card! They're banished to activate the effect of a card. That little phrasing would fix them up gud. Normal effects are fine, although Virus Cloud might need HOPT on it's main effect, as...free searcher. The normal trap and normal spell get banished by the effect of a "biotechzomb" card they can be re-set. how would you word it? Your field spell has this line: "All monsters your non-Zombie monsters control gain 100 ATK and DEF for each "BioTechZomb" counter on this card." What? Who gains the ATK? Please proofread your cards before posting them. Otherwise, really good card. Draw engine, swarming support...it makes them Zombie monsters for some reason, but hey. Flavourful I guess, and allows a little support from Zombies. Quite a few issues in card grammar, mostly cards which are too weak with a few problem points here and there. However, a nice idea, and not the worst way to implement it. Just make sure not to buff them outside of the changes I've mentioned; they could become a big problem. fix it and remember the effect of the field makes non-zombies in to zombies and the effect of the monsters only mentions zombie-type which means these monsters now have the all added benefits added on them as well. Onto the monsters, all the Level 4s practically do the same thing; provide a battle phase buff in the Graveyard, give a token on destruction, and nuke themselves if you didn't Freak Out Juice them this turn. Okay in concept, but even with the Level 6, they don't provide too much reason to actually keep the tokens. You are just left with 500/500s useless outside of your Battle Phase, and even then, it's not like they can do anything. They can ram with Hulking Mutant's effect, but you'll still be taken a lot of damage. A suggestion: make them all give 200 ATK to your tokens during the BP while in the grave, and the Level 6 gives 300. If you empty all 12 monsters into the Graveyard, this leads to a 2400 boost, and...while that may seem like a lot, we're only dealing with original 500/500 tokens, and many decks can easily find ways to remove them outside of the BP. Doing this would create a very interesting BP centered archetype, I feel. Hulking Mutant is fast, provides some LP gain and consistency in regards to getting out your Freak Out Juice. Not awful cards, but not great either. OK. Made the tokens start off with 800/800 now. Battle damage involving tokens are now 0 plus added effect during either player's turn. Maybe a slight boost? Link to comment Share on other sites More sharing options...
Dova Posted November 5, 2017 Report Share Posted November 5, 2017 The normal trap and normal spell get banished by the effect of a "biotechzomb" card they can be re-set. how would you word it? "Once per turn, except the turn this card was sent to the Graveyard, you can..."Just missed the reference to the Graveyard in the opening bit, making it seem like you partially rewrote it. fix it and remember the effect of the field makes non-zombies in to zombies and the effect of the monsters only mentions zombie-type which means these monsters now have the all added benefits added on them as well. Oh, missed that. Darn. Guess that nerfs them a little, and I see the point of the field spell. My mistake. OK. Made the tokens start off with 800/800 now. Battle damage involving tokens are now 0 plus added effect during either player's turn. Maybe a slight boost? Yeah, perhaps not 200 each, but 100? 200 might still be fine, but definitely some form of a boost, as only the Zombies get the protection + said stat boost. Link to comment Share on other sites More sharing options...
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