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Westward Archetype (14/14)


Atypical-Abbie

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Westward is an Archetype consisting of mostly Spellcaster/EARTH Level 4 monsters. They focus on having face-up Spells/Traps for the monsters to get effects, protecting themselves and bouncing cards back to their hand, and Xyz Monsters. Each Main Deck monster has an effect that Normal Summons another one of their monsters, and an effect that works when they have a specific Spell/Trap up, or 2 Spell/Traps up with different names. Their Spells/Traps provide protection, searching and ATK/DEF modification. Their boss monster is Westward Black Hat, which is able to double any damage it inflicts, though at the cost of other monsters being unable to damage your opponent.
 
Westward is a pun, both meaning "to the west", inspiring the western theme, and magical warding, giving them the Spellcaster type. The majority are EARTH, indicating the dirt and wildlands, the exception being the Link and Xyz Monsters being named after the white hats and black hats typically used to refer to the good guys and bad guys of the west,
 
Main Deck Monsters:
 
Westward Cowboy
Spellcaster/EARTH
Level 4
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Cowboy", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Town" or 2 or more "Westward" Spell/Traps with different names: You can target 1 "Westward" card in your GY, except "Westward Cowboy"; add it to your hand. You can only use this effect of "Westward Cowboy" once per turn.
1500/1500
 
Westward Bartender
Spellcaster/EARTH
Level 4
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Bartender", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Tavern" or 2 or more "Westward" Spell/Traps with different names: You can target 1 "Westward" monster in your GY; Special Summon it, and if you do, return this card to your hand. You can only use this effect of "Westward Bartender" once per turn.
1000/2000:
 
Westward Bandit
Spellcaster/EARTH
Level 4
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Bandit", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Bank" or 2 or more "Westward" Spell/Traps with different names: You can reveal the top card of your Deck, and if it is a "Westward" card, add it to your hand, otherwise, send it to the GY. You can only use this effect of "Westward Bandit" once per turn.
1600/1200
 
Westward Gunslinger
Spellcaster/EARTH
Level 4
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Gunslinger", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If this card is equipped with "Westward Store" or you control 2 or more "Westward" Spell/Traps with different names:, at the end of the Damage Step, if this card battles an opponent's monster: You can activate this effect; for the rest of this Battle Phase, all other monsters you control cannot attack, also this card can attack each monster your opponent controls, once each.  You can only use this effect of "Westward Gunslinger" once per turn.
1800/1000
 
Westward Rancher
Spellcaster/EARTH
Level 4
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Rancher, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Farm" or 2 or more "Westward" Spell/Traps with different names: You can Tribute this card; Special Summon 2 "Westward Tokens" (Spellcaster/EARTH/Level 4/ATK 1000/DEF 1000). You can only use this effect of "Westward Rancher" once per turn.
1200/1800
 
Extra Deck Monsters:
 
Westward Steed
Spellcaster/WIND/Link
Link Arrows: Bottom Left, Bottom Down
2 Level 4 Spellcaster monsters
When this card is Link Summoned: You can banish your entire hand (min. 1), and if you do, draw 2 cards. If this card points to an Xyz Monster, your opponent cannot target monsters you control for attacks or effects, except this card. If you control "Westward Barn" or 2 or more "Westward" Spell/Traps with different names: You can banish 2 "Westward" monsters from your GY; Special Summon 1 "Westward" monster from your Deck. You can only use this effect of "Westward Steed" once per turn.
1900/LINK-2
 
Westward White Hat
Spellcaster/LIGHT/Xyz
Rank 4
2+ Level 4 Spellcaster monsters
Once per turn: You can detach 2 materials from this card, then target 1 monster on the field; return that target to the hand, then if that target is a "Westward" monster, draw 1 card. If this card has no material: You can attach as many cards from your hand to this card as possible, then this card gains 100 ATK/DEF for each card attached this way. These effects are Quick Effect if you control 2 or more "Westward" Spells/Traps with different names.
2000/2000
 
Westward Black Hat
Spellcaster/DARK/Xyz
Rank 4
3+ Level 4 Spellcaster monsters
Once per turn: You can detach 3 materials from this card; destroy all other monsters on the field, also for the rest of this turn, double any damage your opponent takes from battles involving this card, but take no other battle damage for the rest of this turn. If this card has no material: You can attach as many cards from your hand to this card as possible, then this card gains 100 ATK/DEF for each card attached this way. These are Quick Effect if you control 2 or more "Westward" Spells/Traps with different names.
2500/2500
 
Spells/Traps:
 
Westward Town
Field Spell
All "Westward" monsters you control gain 200 ATK/DEF for each "Westward" Spell/Trap you control with a different name. If a monster(s) on the field leaves the field because of a card effect, place 1 Warding Counter on this card for each of those monsters. If your opponent activates a card or effect that targets a card(s) you control, when that effect resolves, you can remove 2 Warding Counters from this card to negate that effect.
 
Westward Tavern
Continuous Spell
Each turn, the first time a "Westward" monster you control would be destroyed by battle, it is not destroyed. Once per turn: You can target 1 "Westward" monster you control; return it to your hand, and if you do, add 1 "Westward" monster with a different name from your Deck to your hand. If you have no cards in your hand: You can target 1 of your banished "Westward" cards; add it to your hand. You can only use this effect of "Westward Tavern" once per turn.
 
Westward Bank
Continuous Spell
Each turn, the first time a "Westward" card(s) would be destroyed by a card effect, it is not destroyed. Once per turn: You can target 1 "Westward" monster you control; banish it until your next Standby Phase (even if this card leaves the field), and if you do, add 1 "Westward" Spell/Trap from your Deck to your hand, except "Westward Bank". If this card is in your GY and you have no cards in your hand: You can banish 1 other "Westward" card from your GY; add this card to your hand. You can only use this effect of "Westward Bank" once per turn.
 
Westward Farm
Continuous Spell
When this card is activated: You can banish 1 "Westward" card from your Deck, and if you do, during your next Standby Phase, add it to your hand. Once per turn, if you have no cards in your hand: You can banish the top card of your Deck, then you can attach the top card of your Deck to an Xyz Monster you control. Your "Westward" Xyz Monsters with material are unaffected by the effects of monsters on your opponent's field. You can only activate 1 "Westward Farm" per turn.
 
Westward Barn
Continuous Trap
All monsters on the field lose 100 ATK/DEF for each "Westward" Spell/Trap you control, except Spellcaster monsters. Once per turn: You can target 2 "Westward" cards in your GY and 1 Xyz Monster you control; banish the first target, and if you do, attach the second target to the third target. During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 "Westward" monster from your Deck to your hand.
 
Westward Store
Normal Trap
Add 1 "Westward" card from your Deck to your hand, except "Westward Store". If this card is in your GY, during your Main Phase: You can target 1 "Westward" monster you control; equip this card to that target, but banish it when it leaves the field. If the equipped monster battles an opponent's monster, at the start of the Damage Step: You can destroy the opponent's monster, also the equipped monster loses 1000. If the equipped monster's ATK becomes 0, destroy this card.
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