SushiX0 Posted April 18, 2020 Report Share Posted April 18, 2020 Got bored and decided to try and make a quick archetype to help the under represented FIRE bois, 'Scorcher' is probably already been used by someone and if so my bad. Based around getting any of their fusions out to become a problem, but also have burn strategy as well as a very scary XYZ. The fusion monsters are not actually fusion summoned, instead they use the special summon tag for their summons as well as their "fusion" card. I dont think I made any of the cards too absurd or able to FTK at least. Feel free to criticize as you see fit, all monster images pulled from summoners war wiki cause I am lazy. When this card is Normal or Special summoned, add one 'Scorcher" monster from your deck to your hand. You can discard this card from your hand to the graveyard and target one FIRE monster on the field. (Quick Effect) That monster is unable to be destroyed by card effect until the end of the turn. You can only activate the effect of Scorcher Summoner once per turn. -Main searcher of the deck, but has a hand trap effect to protect any fire monster from card effect to give it some possible use outside of its archetype When this card is sent to the graveyard, inflict 500 points of damage to your opponent. You can banish this card from your graveyard to special summon one "Scorcher" monster from your hand. You can only activate the effect of Scorcher Balliste once per turn. -Good grave effect, and used to set up board floods when needed. Also burn damage because fire. When this card is Normal or Special Summoned you can target one "Scorcher" monster in your graveyard and then special summon one 'Scorcher" monster from your deck except Scorcher Heirophant. if this card was special summoned from your graveyard it is banished when it leaves the field. -I had to play around with this one for a while to not break it, I wanted to make it able to target any fire monster but then I forgot about Volcanics and realized you could make a 2 card OTK. I think its MORE balanced now. If you control no monsters and your opponent controls at least one special summoned monster, you can special summon this card from your graveyard. You can banish this face-up monster from the field and add one "Scorcher" card from your deck to your hand. You can only activate the effect of Scorcher Skyburn once per turn. -Resuable grave resource if your behind as well as a perfect tutor into ANY Scorcher card If a face-up Scorcher card would be negated while you control exactly one Scorcher monster on the field you can discard this card to the graveyard to negate the activation and destroy that card. (Quick-effect) If you activate the effect of Scorcher Engine during your opponents turn, no other cards can be chained to its effect. -My attempt to make a archetype specific hand trap that is a catch all but not absurd by forcing you down the "solo boss" strat. Also being able to end a chain instantly is a very strong mechanic but I feel like the restriction on its activation is worth it. Banish from your hand, field, and or graveyard fusion material monsters listed on a FIRE fusion monster in your extra deck and special summon that monster. If you special summoned a 'Scorcher" fusion monster, it is unaffected by your opponents card effects until the end phase. During your Main Phase, you can banish this card to return one card that has "Scorcher" in its name to your hand. -What the deck is built around, a very open FIRE fusion card (for all those amazing FIRE fusions the game has) that has monster protection built it and can recycle resources if you banish it. I was worried about not making this a once per turn, but the attribute is so under whelming I couldnt think of a way to really abuse it. During the End Phase of the turn this card was activated, deal 500 points of damage to your opponent for each FIRE monster that was banished this turn. You can banish this card and one FIRE monster from your graveyard during your opponents standby phase and declare one attribute, if the selected attribute is face up on the field during your opponents end phase they take 1000 points of damage. -Burn damage has always been a thing for fire and I wanted to make it a viable strategy, this plus one of the fusion monsters can burn your opponents for a LOT. The second effect was my way of reeling in the burn a bit by giving your opponent a choice of letting a certain card or cards stay on the field for another burn. Target one FIRE monster you control, banish that monster and the special summon it back to your side of the field in the same position during your opponents standby phase and equip this card to it. If this card is destroyed, banish the monster from the field. If the monster is removed from the field, destroy this card. -Dodge a board wipe or spot clear, or even get another effect off since its special summoned on another turn. Has some utility and thats what I was going for. 3+ Fire Monsters with different types. Must be special summoned with Scorcher Convulsion and cannot be special summoned any other way. When this card is special summoned you can banish any number of FIRE monsters from your graveyard, for every FIRE monster banished this way your opponent must banish cards they control. If this face-up card is targeted by a monster effect, you may tribute one FIRE monster you control to negate the activation of the effect and send the monster to the graveyard. -The main boss monster and board clearer, non-targeted banishing is very strong and then monster effect protection for turns after the fusion cards protection wear off. 2+ Fire Monsters. must be special summoned with Scorcher Convulsion and cannot be special summoned any other way. Once per turn you can select any number of your banished FIRE monsters and return them to the deck, this card gains 100 ATK for each FIRE monster returned to the deck this way. When this card leaves the field you can add 2 "Scorcher" cards from your deck to your hand. You can only activate this effect once per turn. -A big boy that recycles your banished monsters and then has a fantastic floating effect to set up another possible fusion when he leaves the field. 2+ Fire Monsters. Must be special summoned with Scorcher Convulsion and cannot be special summoned any other way. When this card is special summoned you can banish this card and all FIRE monsters in your graveyard. Deal 500 points of damage to your opponent for each monster banished this way. You can only activate this effect of Scorcher Evolution Searjaw once per turn. If this card is sent to the graveyard by your opponents card effect, special summon up to 2 FIRE monsters that have been banished by their effects are negated. -This the the guy to combo with the other burn card, banish 16 monsters and you have lethal or just float him for some damage and get two of your monsters back if your opponent gets rid of him. Any 2+ Fire Scorcher Monsters. This card gains 1000 ATK for every XYZ material under it. Once per turn you can discard 1 XYZ material from any FIRE XYZ monster you control to target one card and the field and destroy it. This card cannot be special summoned from the graveyard. -This guy can be very nasty very fast, and XYZ that ignores level requirement and uses any Scorcher monsters and can use XYZ materials from other monsters to have target removal. I added the graveyard restriction since it would be VERY easy to abuse this card if you could special it from the grave. Link to comment Share on other sites More sharing options...
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