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[Written] Venom Support


Thomas★Zero

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So this set helps expand on Venoms giving them more Archetypal support along with Links and Fusion monsters which all of them work with spreading as many Venom Counters on the field as possible in addition Venom Pit acts as Venoms additional Venom Swamps as it will destroy any monster with 0 ATK and DEF while it has a Venom Counter on it.

 

Venom Mambas

lv 3 DARK

Reptile/Effect

The maximum number of attacks this card can make during each of your Battle Phases is equal to the number of Venom Counters on the feild. Increase this cards ATK and DEF equal to the number of Venom Counters on the field x 200. When this card leaves the field, place 1 Venom Counter on 1 face-up card your opponent controls.

ATK/800 DEF/200

 

Venom Viper

lv 3 DARK

Reptile/Effect

This card can attack your opponent directly. When this card inflict damage to your opponent as a result of a direct attack, place 1 Venom Counter on 1 face-up card your opponent controls.

ATK/1000 DEF/400

 

Venom Adder

lv 3 DARK

Reptile/Effect

During your Main Phase: place 1 Venom Counter on one face-up card your opponent controls, and if you do, inflict damage to your opponent equal to the number of Venom counters on the field x 200. You can only activate this effect of "Venom Adder" once per turn.

ATK/1200 DEF/600

 

Venom Rattler

lv 4 DARK

Reptile/Effect

When an opponents monster attacks, place 1 Venom Counters on the attacking monster, then, negate that monsters attack. You can only activate this effect of "Venom Rattler" once per turn. Monsters with Venom Counters on them cannot attack.

ATK/1800 DEF/1400

 

Venom Gorgon

DARK

Link: DL, DR

Reptile/Link/Effect

2 Reptile Monsters

When this card is Link Summoned: add 1 "Vemon" card from your Deck to your hand. While you control this card, reduce the ATK and DEF of all monsters your opponent controls equal to the number of Venom Counters on the field x 200. Once per turn: place 1 Venom Counter on one face-up card your opponent controls. You can only Link Summon "Venom Gorgon" once per turn.

ATK/1800 LINK-2

 

Venom Deity Naga

DARK

Link: DL, D, DR

Reptile/Link/Effect

2+ Reptile Monsters

Once per turn: you can place Venom Counters on 1 face-up card your opponent controls equal to the number of Reptile monsters in zones this card points to. You can remove 10 Venom Counters from any card(s) your opponent control; tribute this card, then, Special Summon 1 "Vennominaga the Deity of Poisonous Snakes" from your hand, Deck or GY ignoring its summoning conditions. You can only activate this effect of "Venom Deity Naga" once per turn.

ATK/2600 LINK-3

 

Dragonic Venom King Cobragon

lv 8 DARK

Dragon/Fusion/Effect

2 "Venom" monsters

This card is also treated as a Reptile monster while on the field or in your GY. When this card destroys a monster with Venom Counters on it by battle, inflict damage to your opponent equal to the ATK of the destroyed monster. If this card attacks a Defence Position monster with Venom Counters on it, inflict piercing battle damage.

ATK/2800 DEF/2500

 

Venom Hydra Disphotypus

lv 10 DARK

Dragon/Fusion/Effect

3 "Venom" monsters

This card is also treated as a Reptile monster while on the field or in your GY. When this card battles a monster with a Venom Counter on it, your opponent cannot activate cards or effects until after damage calculation. While their are 5 or more Venom Counters on the field, this card can attack thrice during each of your Battle Phases.

ATK/3300 DEF/2800

 

Venom Hatchlings

Spell Card

Tribute 1 "Venom" monster you control; Special Summon up to 3 Level 3 or lower "Venom" monsters with different names from your Hand and/or GY. You can only activate "Venom Hatchlings" once per turn.

 

Venom Erosion

Spell Card

After activation, apply 1 of the following effects.

* Destroy 1 face-up Spell/Trap card your opponent controls that has a Venom Counter on it.

* Remove 2 Venom Counters from face-up cards your opponent controls; destroy 1 face-down Spell/Trap card.

 

Venom Fusion

Quick-Play Spell Card

Fusion Summon 1 "Venom" Fusion monster from your Extra Deck using "Venom" monsters you control and from your hand as Fusion Materials, then, place 1 Venom Counter on all face-up cards your opponent controls. When a "Venom" Fusion monster would be destroyed by battle or by card effect, you can banish this card instead, and if you do, place 1 Venom Counter on all face-up cards your opponent controls.

 

Venom Pit

Continuous Spell Card

Once per turn: place 1 Venom Counter on 1 face-up card your opponent controls. Reduce the ATK and DEF of all monsters your opponent controls equal to the number of Venom Counters on them x 500. Destroy monsters your opponent controls with 0 ATK and DEF that have Venom Counters on them.

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I like the emphasis on battle with these cards, which I feel does connect with the original Venom's theming. I like your first line-up of cards, even if Viper is a bit weak, but Rattler just seems a little weird. It negates one attack and places a Counter...then prevents that monster from attacking? I'd be fine with one or the other, and I do like the other, but perhaps a more effective means of counter placing that clashes less?

Gorgon works nicely with Swamp and provides much needed support, although I'd suggest sticking with 2 rather than 3 of the effects. Does a bit much, you know? Sad to see no Reptile support though. Same with Deity, but I do like its effect. Very nifty. Your Fusions are far more boring, do almost the exact same thing, and aren't necessary. At the very least ditch one, or completely rework it. Cool names though.

I ADORE what you've done with Erosion and Hatchlings. Both are really useful with your new cards, and do things in a really fun way. Pit could probably work better as a Trap, but even then, it does a bit much in the ATK loss department along with destroying monsters as well. Choose one or the other, imo. Fusion is even further on the spectrum, being a Quick-Play, placing Counters, and that UBERED UP protection effect with super duper counter placement again. Even ditching the protection from the GY would still leave the card 2 stronk, although it would be a good idea to have protection somewhere among your support other than here.

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