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Dova

[AGM/Written] Yollohcoatl: Field Spell triggered swapping Trapmons! (17/17)

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[spoiler=AGM Prompt]

EARTH Winged Beasts that have a style similar to Aztec statues.

 

They all have a single unique mechanic where, if a field spell is activated, they shift from their monster state to being a continuous traps or back. The gimmick there being that they stick to the same column when moving from monster zone to spell/trap zone, so if the other slot is blocked off, they can't transform.

 

They have a high swarming capacity and like to trade off their field spells for each other with their offensive ones doing things based on how many Winged Beasts you control (i.e. "winged beast monsters you control gain 100 attack for each + Armades effect) while the defensive ones do things based on your continuous traps (i.e. "you take 200 less damage for every continuous trap you control").

 

The deck also has some trap monsters that, when activated, typically limit how your opponent goes about making plays (i.e. Magician's Valkeria effects, limited # of spell/trap activations, etc.), but only for the turn. These monsters also Set themselves every time a new field spell is activated, so they can work multiple times on the field.

 

Despite the high potential of these guys, their biggest strength is also their greatest downfall: field spells. Their transformation effect isn't optional, so your opponent can very easily mess everything up just by activating 1 field spell.

 

 

So, first off, flavour. Decided to name the monsters after South American birds, with one exception, and the Trapmons after Aztec Gods, again with one exception. Field Spells are named after Aztec city-states in Central America, and as for the other S/T Support...well, I just went with thematically appropriate names.

 

As for the designing, initially went with Psuedo-Trapmons for the Traps, but realized the prompt specified Continuous Traps, so that made life a little difficult in regards to Zone control. Regardless, I pushed on, adding some returning with the main monsters and some Mekk-Knight-esque field manipulation with one of the field spells. Had a bit of difficulty expanding said Field Spells given the prompts specifications, but I think it went decently. Also went a little risky and made HOPT as little of a thing as possible on the Trapmons and main monsters, in order to try and take advantage of swapping in and out of being a Trap or not.

 

Basic plays are setting up for Tribute Summoning Serpent, and then attacking. I hope I encaptured the swarming aspect of the archetype, but one thing I definitely did do is leave the field (haha hilarous joke xd) open for your opponent to activate one or more Field Spells to mess up the whole system. Like most of my AGM sets, its designed to work just as well in the AGM format as in Link Format, so hopefully I achieved that too.

 

[spoiler=Monsters: (5)]

Yollohcoatl Capuchin

EARTH | ✪✪✪ | Winged Beast/Effect | 1300/1400

When this card is Normal Summoned: You can Special Summon 1 “Yollohcoatl” monster from your hand or GY. Once per turn, if you Special Summon a Winged Beast monster(s) while this card is face-up in your Spell/Trap Zone: You can activate 1 Field Spell Card from your Deck. If a Field Spell Card is activated (except during the Damage Step): Apply the appropriate effect, depending on the zone this card is in.

● Monster Zone: Place this card face-up in your Spell & Trap Zone of its column as a Continuous Trap.

● Spell & Trap Zone: Special Summon this card to your zone of its column.

 

Yollohcoatl Eagle

EARTH | ✪✪✪✪ | Winged Beast/Effect | 1700/600

Once per turn, when a monster declares an attack: You can activate 1 Field Spell Card from your Deck. Once per turn, if you activate a Continuous Trap Card while this card is face-up on your Spell/Trap Zone: You can activate 1 Field Spell Card from your hand or GY. If a Field Spell Card is activated (except during the Damage Step): Apply the appropriate effect, depending on the zone this card is in.

● Monster Zone: Place this card face-up in your Spell & Trap Zone of its column as a Continuous Trap.

● Spell & Trap Zone: Special Summon this card to your zone of its column.

 

Yollohcoatl Macaw

EARTH | ✪✪ | Winged Beast/Effect | 1000/600

If this card is in your GY: You can return 1 face-up Continuous Trap Card you control to your hand; Special Summon this card from your GY. You can only use this effect of this card’s name once per turn. Once per turn, if this card is face-up in your Spell/Trap Zone: You shuffle 1 of your banished cards in your Deck, and if you do, activate 1 Field Spell Card from your Deck. If a Field Spell Card is activated (except during the Damage Step): Apply the appropriate effect, depending on the zone this card is in.

● Monster Zone: Place this card face-up in your Spell & Trap Zone of its column as a Continuous Trap.

● Spell & Trap Zone: Special Summon this card to your zone of its column.

 

Yollohcoatl Condor

EARTH | ✪✪✪✪✪ | Winged Beast/Effect | 2100/2000

If this card is in your hand: You can return 1 face-up Continuous Trap Card you control to your hand; Special Summon this card. You can only use this effect of this card’s name once per turn. Once per turn, if this card is face-up in your Spell/Trap Zone: You can send 1 Winged Beast monster from your Deck to the GY, and if you do, you can Special Summon 1 other “Yollohcoatl” monster from your GY. If a Field Spell Card is activated (except during the Damage Step): Apply the appropriate effect, depending on the zone this card is in.

● Monster Zone: Place this card face-up in your Spell & Trap Zone of its column as a Continuous Trap.

● Spell & Trap Zone: Special Summon this card to your zone of its column.

 

Yollohcoatl Serpent

EARTH | ✪✪✪✪✪✪✪✪✪ | Winged Beast/Effect | 2700/2700

To Tribute Summon this card, you can Tribute face-up Continuous Trap Card(s) you control, as well as monsters. (Quick Effect): You can target 1 “Yollohcoatl” card in your GY; add it to your hand. This card gains effects based on the number of Continuous Trap Cards on the field that were Tributed for its Summon.

● 1+: If a Winged Beast monster you control attacks or is attacked by an opponent’s monster: You can send 1 Continuous Trap Card from your hand or side of the field to the GY; your Winged Beast monster gains 1000 ATK and DEF until the end of this turn.

● 2+: This card cannot be targeted or destroyed by cards or effects.

You can only use each effect of this card’s name once per turn.

[spoiler=Trapmons: (4)]

Yollohcoatl Metztli

Continuous Trap

Special Summon this card as an Effect Monster (Winged Beast-Type/EARTH/Level 4/ATK 1100/DEF 2100). (This card is still treated as a Trap Card.) If Summoned this way: Your opponent cannot target other Winged Beast monsters you control for attacks this turn. If a Field Spell Card is activated while this card is face-up on the field as a monster (except during the Damage Step): Set this card to your Spell & Trap Zone.

 

Yollohcoatl Ehecatl

Continuous Trap

Special Summon this card as an Effect Monster (Winged Beast-Type/EARTH/Level 4/ATK 1800/DEF 0). (This card is still treated as a Trap Card.) If Summoned this way: Your opponent cannot Summon more than 1 monster at a time this turn. If a Field Spell Card is activated while this card is face-up on the field as a monster (except during the Damage Step): Set this card to your Spell & Trap Zone.

 

Yollohcoatl Tlaloc

Continuous Trap

Special Summon this card as an Effect Monster (Winged Beast-Type/EARTH/Level 5/ATK 1200/DEF 1900). (This card is still treated as a Trap Card.) If Summoned this way while you control another “Yollohcoatl” monster(s): Your opponent cannot activate more Spell/Trap Cards each this turn equal to the number of unused Main Monster Zones you control. If a Field Spell Card is activated while this card is face-up on the field as a monster (except during the Damage Step): Set this card to your Spell & Trap Zone.

 

Yollohcoatl Offering

Continuous Trap

Special Summon this card as an Effect Monster (Winged Beast-Type/EARTH/Level 1/ATK 300/DEF 400). (This card is still treated as a Trap Card.) If Summoned this way while you control another “Yollohcoatl” monster(s): You Special Summon 1 “Yollohcoatl” monster from your hand or GY. If a Field Spell Card is activated while this card is face-up on the field as a monster (except during the Damage Step): Set this card to your Spell & Trap Zone.

[spoiler=Field Spells: (4)]

Yollohcoatl Zapotec

Field Spell

When this card is activated: You can add 1 “Yollohcoatl” monster from your Deck to your hand. You can only use this effect of this card’s name once per turn. Monsters you control gain 100 ATK for each Winged Beast monster on your side of the field. If a “Yollohcoatl” monster you controls attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.

 

Yollohcoatl Tlaxcala

Field Spell

When this card is activated: You can add 1 “Yollohcoatl” Spell/Trap Card from your Deck to your hand, except “Yollohcoatl Tlaxcala”. You can only use this effect of this card’s name once per turn. Once per turn (Quick Effect): You can inflict damage to your opponent equal to the number of Winged Beast monsters you control x300.

 

Yollohcoatl Mixtec

Field Spell

If your opponent would inflict damage to you (by battle or by card effect), you take 200 less damage for each face-up Continuous Trap Card you control. Once per turn (Quick Effect): You can target 1 other card you control; move it to a different column in the same Zone.

 

Yollohcoatl Teoticlan

Field Spell

When this card is activated: Place 1 Counter on it for each Continuous Trap Card you control. When an opponent’s card or effect that targeted another “Yollohcoatl” monster(s) you control resolves, you can remove 1 Counter from this card to negate that card or effect. If a card(s) you control would be destroyed by battle or a card effect, you can remove all Counters from this card instead.

[spoiler=Other Spells/Traps: (4)]

Yollohcoatl Lines

Normal Spell

Send 2 Field Spell Cards from your Deck to the GY; add 1 Field Spell Card with a different name to either card from your Deck to your hand. You can only activate 1 “Yollohcoatl Lines” per turn. If this card was not sent to the GY this turn: You can banish it from your GY; add 1 “Yollohcoatl” Spell/Trap Card from your Deck to your hand.

 

Yollohcoatl Destiny

Normal Spell

Target 3 Field Spells in your GY; shuffle them into your Deck, and if you do, draw 1 card, then if they all had different names, draw 1 more card. You can only activate 1 “Yollohcoatl Destiny” per turn. If this card was not sent to the GY this turn: You can banish it from your GY; add 1 “Yollohcoatl” monster from your Deck to your hand.

 

Divine Providence of the Yollohcoatl

Normal Trap

Field Spell Cards on the field are unaffected by your opponent’s cards or effects until the end of this turn. If you control 2 or more face-up Continuous Trap Cards, you can activate this card from your hand. During your Main Phase: You can banish 1 “Yollohcoatl” card from your GY; add this card from your GY to your hand. You can only use each effect of this card’s name once per turn.

 

Star Signs of the Yollohcoatl

Normal Trap

The first time each Spell/Trap Card you control is Set from your side of the field to your Spell & Trap Zone this turn, it can be activated that turn. If you control 2 or more face-up Continuous Trap Cards, you can activate this card from your hand. During your Main Phase: You can banish 1 “Yollohcoatl” card from your GY; add this card from your GY to your hand. You can only use each effect of this card’s name once per turn.

 

CnC would be much appreciated! Also trying out this new method of formatting to make it more pleasant to read. If you do post a review, feel free to say if it makes it look better or worse ^^

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