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Ninja Cat Archetype


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2051149627_NinjaCatJinichiZeke.thumb.jpeg.2043f45f1a9998e6f9e26fae10ab6697.jpeg

FLIP: Set 1 "Ninja Cat" Trap directly from your Deck, also it can be activated this turn.
Unaffected by Trap effects. If this card is Summoned: You can send 1 Warrior monster from your Deck to the GY; Special Summon 1 "Ninja Cat" from your Deck in face-down Defense Position, except "Ninja Cat Jinichi Zeke". You can only use this effect of "Ninja Cat Jinichi Zeke" once per turn. During your turn: You can shuffle 1 "Ninja Cat" Spell/Trap from your GY, and if you do, draw 1 card. Once per turn (Quick Effect): You can look at all Set cards your opponent controls, and if you do, banish them face-down. Your opponent cannot activate cards or effects in response to this effect's activation.

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FLIP: Add 1 "Ninja Cat" Spell from your Deck to the hand.
Unaffected by Trap effects. If this card is Summoned: Draw 1 card. During your opponent's turn (Quick Effect): When a monster(s) would be Special Summoned; halve that monster's ATK, also negate its effects. Your opponent cannot activate cards or effects in response to this effect's activation. (Quick Effect): Discard 1 card; target up to 3 cards in your opponent's GY; banish them, and if you do, until the end of the next turn, their effects are negated, as well as the activated effects and effects on the field of cards with the same original name. You can only use each effect of "Ninja Cat Mochizuki Finch" once per turn.

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FLIP: Destroy 1 card on your opponent's field; you can Set it to your field.
Unaffected by Trap effects. If this card is Summoned: You can send 1 Warrior monster from your Deck to the GY; target 1 monster in your GY then Special Summon it in face-down Defense Position, and if you do, until the end of your opponent's turn, it cannot be destroyed by battle or card effects. If this card is in your GY: You can send 1 "Ninja Cat" (Monster, Spell, Trap) from your Deck to the GY; Special Summon this card, then, you can add 1 "Ninja Cat" card of the seconded type from your Deck to your hand, except "Ninja Cat Momochi Achilles". You can only use this effect of "Ninja Cat Momochi Achilles" once per turn. If this card is sent to the GY: Add 1 "Ninja Cat" card from Deck or GY to the hand, also draw 1 card, then discard 1 card.

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FLIP: Your opponent discards 1 random card.
Cannot attack directly. Unaffected by Trap effects. If this card attacks, during damage calculation: This card gains 1000 ATK during that damage calculation only, also your opponent cannot activate any Spell/Trap or monster effects until the end of the Damage Step. Negate the effects of an opponent's monster destroyed by battle with this card (including in the GY). Defense Position monsters in your opponent's possession cannot activate their effects. If this card is sent to the GY: You can send 1 Warrior monster from your Deck to the GY; Special Summon 1 "Ninja Cat" monster in your GY Defense Position.

886632697_NinjaCatIshikawaLeonardo.thumb.jpeg.2a63c71e6b67404a91ddfa3c79df7245.jpeg

FLIP: Special Summon 1 "Ninja Cat" monster from your hand in face-down Defense Position. 
Unaffected by Trap effects. If this card is Summoned: Add 1 "Ninja Cat" card from Deck to the hand. Once per: Excavate the top 3 cards of your Deck, and if its a "Ninja Cat" card(s) add it to the hand, otherwise, shuffle them back into your Deck. Your opponent cannot activate cards or effects in response to this effect's activation. Apply 1 these effects, depending on the on the type "Ninja Cat" card(s) added to your hand by this effect. 
● Monster: You can target 1 face-up card on the field; negate its effects.
● Spell: Add 1 "Ninja Cat" Spell/Trap from your Deck the hand.
● Trap: You can destroy up cards to the number of "Ninja Cat" cards added with the above effect.

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FLIP: All monsters in your opponent's possession cannot activate their effects this turn.
Unaffected by Trap effects. If this card is Summoned: You can draw 2 cards, then place 2 card at the bottom of the Deck. Once per Chain, when your opponent activates a Normal Trap (Quick Effect): You can negate the activation, and if you do, destroy it, and if you do that, you can Set it to your field. If this card is sent to the GY: Add 1 "Ninja Cat" card from your GY the hand. You can only use each effect of "Ninja Cat Hattori Bernard" once per turn.

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2 monsters, including a "Ninja Cat" monster
Must be Link Summoned. You can only Special Summon "Ninja Cat Fujibayashi Link(s)" once per turn. If this card is Link Summoned: You can banish both 1 "Ninja Cat" monster you control or in the GY and 1 random card from your opponent's hand, face-down, until your next End Phase. Once per turn, when a card or effect is activated (Quick Effect): You can discard "Ninja Cat" 1 card; negate the activation, and if you do, banish that card, and if you do that, this card gains 600 ATK, until the end of the next turn. If this card points to "Ninja Cat" monster: Draws cards equal to the number of "Ninja Cat" monster this card points to +1, then discard 1 card. You can only use this effect of "Ninja Cat Fujibayashi Link" once per turn.

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You can Ritual Summon this card with "Ninja Cat Secrets" Ritual Spell. If this card is Ritual Summoned: You can target 2 "Ninja Cat" monsters with different names in your GY; Special Summon 1 of them, then shuffle the rest into the Deck, and if you do, draw 1 card. At the start of the Damage Step, if this card battles a monster: Destroy that opponent's monster, and if you do, inflict damage to your opponent equal to that monster's original ATK. During your Main Phase: You can Tribute this card; send 1 Warrior monster from your Deck to the GY, and if you do, Special Summon 1 "Ninja Cat" from your hand, Deck, or GY. You can only use this effect of "Ninja Cat Meizu Sebastian" once per turn.

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1 "Ninja Cat" monster + 1 Level 5 or higher Effect monster
Must first be Fusion Summoned. Unaffected by Trap effects. If this card is Special Summoned: You can shuffle any number of "Ninja Cat" monsters you control and/or in the GY into the Deck, then you can destroy cards on your opponent's field up to the number of "Ninja Cat" monsters you shuffled into the Deck. If this card attacks: Draw 2 cards, then discard 1 card. You can only use this effect of "Ninja Cat Noboru Blaze" once per turn.

Edited by Zefra the Shaddoll Master
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Hello, former Zamazenta now called Zefra, on a new adventure, aren't we?

Mmm... I'm thinking long and hard about how to truly bring your attention so you put the people's recommendations into action, because (and yeah, you might be getting tired of hearing this, but remember we always do this  with the intent to help) the cards are overpowered. OP. OP'eeeeed xD

Taking advantage that we're still at 4 cards, I'll mention general stuff instead of going after each card:

First, the stats. They're all Level 4. There is not a single monster in the game, as far as I remember, that has 2000 ATK and positive effects. Not a single one, Zama Zefra. Level 4 Monsters with very high stats are usually at 1900 and max.1700, like Skilled Dark Magician, a monster with immensely less powerful effects than any of these guys. Normal Monsters do reach 2000 ATK, but with 0 DEF xD. You need to lower the stats of them all.

Absolute protection against Traps is a pretty powerful effect... let's say that, for the sake of the archetype's flavour, we keep the effect... after all, Traps are currently the least used type of card in the game.

You like a lot the "Draw 1 card" effects, right? But be very careful with them. That kind of effect is really good as well, if you're going to include it, it should be with a cost to balance. That's why the ton of "Pot of" cards always have heavy restrictions.

Those banishment effects are broken beyond words, I'm afraid. Banish all the face-down backrow face-down without being able to counter it, what the hell? lol. The other effect is kinda more decent, but still banishing 3 GY cards as Quick Effect is rather nasty... yet it requires a discarding, so ok.

And then we got stuff like Momochi with only 1 of its effects with HOPT, and Fuma with no clause at all. They all are so strong, they all require a complete HOPT for all their effects.

The one thing I want to stand out the most: Remember what Tinkerer told you about giving monsters only 3 effects? You completely ignored that good advice. These guys have like 5 effects each, then add easy clauses, then add excessive stats and we got the classic Zamazenta combo of death xD... except you're not Zamazenta anymore.

See ya around! Hopefully you will make some changes this time 😆

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