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Mecha-War Draft/Machine Support


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Continuous Trap

You can only use this card name’s 1st and 2nd effects once per turn.

You cannot Special Summon other monsters the turn you activate this card, except Machine monsters.

You cannot Special Summon monsters, except Machine monsters.

You can only Special Summon "Metallic Mecha-War Draft Fighter Worshiper(s)" once per turn.

(1) Special Summon this card as a Effect Monster (Machine/DARK/Level 10/ATK 2500/DEF 2500). (this card is also still a Trap)

(2) Once per turn, during the Main Phase: You can Tribute 1 Machine monster from either field; Special Summon 1 "Mecha-War Draft Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position, their also treated as a Tuner. You must control only Machine monsters to activate and to resolve this effect.

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Link 2/DARK/Machine/Link/Effect

ATK: 1500

Link Arrows: Bottom Left, Bottom Right

Materials: 2 Machine monsters

You can only use this card name’s 1st effects once per turn.

You can only Special Summon "Metallic Mecha-War Draft Fighter Warrior(s)" once per turn.

You cannot Special Summon monsters, except Machine monsters.

(1) If this card is Link Summoned: You can take Machine 1 of your Machine monsters that is banished, in your GY or from your Deck, and either Special Summon it to a zone a Link Monsters point to, send it the GY or add it to your hand. You cannot Special Summon other monsters the turn you activate this effect, except Machine monsters.

(2) Once per turn, if you would Tribute a monster you control to activate a card effect, you can Tribute 1 Machine monster your opponent controls, even though you do not control it.

(3) Once per turn, during the Main Phase (Quick Effect): You can Tribute 1 Machine monster; this card gains ATK equal to the ATK the Tributed monster had on the field, until the end of this turn.

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Link 4/DARK/Machine/Link/Effect

Link Arrows: Top, Bottom Left, Bottom, Bottom Right

ATK 2500

Materials: 2+ Machine monsters

You can only use this card name’s 1st and 2nd effects once per turn.

You can only Special Summon "Metallic Mecha-War Draft Fighter Super Warrior(s)" once per turn.

You cannot Special Summon monsters, except Machine monsters.

(1) If this card is Link Summoned: You can target 1 other Machine Link monster on the field or in the GY; banish it, this card gains that monster's effects, until the end of this turn.

(2) During the Main Phase (Quick Effect): You can return 1 other face-up card from the field to the hand; Target 1 other Machine monster you control that monster gains ATK double the ATK of the opponent's monster it is battling, also you take no battle damage from attacks involving that card, until the end of this turn. 

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Continuous Trap

You can only use this card name’s 3rd effects once per turn.

(1) Once per turn: You can declare 1 card type (Monster, Spell, or Trap); this turn any cards or effects your opponent activates of the declared card type cannot be activated this turn (even if this card leaves the field), also until the end of the next turn you cannot activate monster effects, except Machine monsters effects.

(2) Once per turn, during your End Phase, you must either pay 1000 LP or discard 1 card (this is not optional), or this card is destroyed.

(3) You can banish this card from your GY; add 1 "Mecha-War Draft" card from your Deck to your hand, except "Mecha-War Draft Countless Strikes", also you cannot Special Summon monsters for the rest of this turn, except Machine monsters.

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Counter Trap

You can only use this card name’s 3rd effects once per turn.

(1) If you control 2 or more face-up Machine monster or all monsters you control are Machine monsters, when a card or effect is activated; you cannot Special Summon monsters for the rest of this turn, except Machine monsters, also negate the activation, and if you do, banish that card face-down, and if you do that, destroy 1 card your opponent controls.

(2) If you control a Machine Link monster monster, you can activate this card from your hand.

(3) During the Main Phase, if this card is in your GY, except the turn it was sent to the GY: you can banish this card from your GY; add to your hand 1 of your Machine monsters or "Mecha-War Draft" Spell/Trap that is banished or in your Deck. 

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Quick-Play Spell

You can only use this card name’s 1st, 2nd, and 3rd effects once per turn.

You cannot Special Summon during the turn you activate this card, except Machine monsters.

(1) Fusion Summon 1 "Mecha-War Draft" Fusion Monster from your Extra Deck, by banish 1 monster from your hand, Deck or GY and 1 monster from your opponent's Extra Deck as Fusion Material.

(2) If you control no monsters, or all monsters you control are Machine monsters: You can activate this card from your hand.

(3) During the turn this card is sent to your GY: You can banish this card from your GY; Declare 1 monster card type (Ritual, Fusion, Synchro, or Xyz); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field.

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Level 8/DARK/Machine/Fusion/Effect

ATK 2500

DEF 2500

Materials: 1 "Mecha-War Draft" monster + 1 Link monster or Dragon Fusion, Synchro, or Xyz monster

You can only use this card name’s 1st, 2nd, and 3rd effects once per turn.

Must be Fusion Summoned.

You can only Special Summon "Mecha-War Draft Striker Dragon(s)" once per turn.

(1) If this card is Special Summoned: Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck, then discard 1 card.

(2) Once per turn (Quick Effect): You can target 1 face-up card on each player's field, except this card; return both face-up cards to both player's hand, cards with those name cannot be used for the rest of this turn.

(3) If this Fusion Summoned card leaves the field: You can shuffle 1 card on the field into the Deck.

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Level 10/DARK/Machine/Synchro/Effect

ATK 3000

DEF 2800

Materials: 1 Machine Tuner + 1+ Machine non-Tuner monsters

You can only use this card name’s 1st, 2nd, 3rd, and 4th effects once per turn.

Must first be Synchro Summoned.

You can only Special Summon "Mecha-War Draft Striker Wolf(s)" once per turn.

(1) You can also use 1 Link or Beast, Cyberse, or Machine monster your opponent controls as material to Synchro Summon this card.

(2) If this card is Synchro Summoned: All Spells/Traps cannot be activated, until the end of your opponent's next turn.

(3) (Quick Effect): If your opponent activates Spell/Trap while you only control Machine monsters it is negated, ignoring its effects.

(4) If this card leaves the field because of an opponent's card effect: You can Special Summon 1 Machine monster from your GY, then target 1 card on the field; send it to the GY. 

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Rank 8/WIND/Machine/Xyz/Effect

ATK 3000

DEF 1500

Materials: 2 Level 8 monsters

You can only use this card name’s 1st, 2nd, and 3rd effects once per turn.

(1) You can detach 1 material from this card; Special Summon 2 Machine monsters (1 each from your Deck and GY) in Defense Position, but their effects negated, also you cannot activate monster effects for the rest of this turn, except Machine monsters.

(2) If this Xyz Summoned card is sent to the GY as material for the Link Summon of a Machine monster: You can Special Summon this card from your GY and 1 other Machine monster, but the other monster's effects negated, also banish them if they leave the field.

(3) If this card is banished: You can target 1 card on the field; return it to the Deck.

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1.Once per turn, during the Main Phase: You can Tribute 1 Machine monster from either field; Special Summon 1 "Mecha-War Draft Fighter Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position, their also treated as a Tuner. You must control only Machine monsters to activate and to resolve this effect.

Does this mean it can only tribute itself or an opponents machine monster to activate this effect?

2.You can take Machine 1 of your Machine monsters???

3.(2) During the Main Phase (Quick Effect): You can return 1 other face-up card from the field to the hand; Target 1 other Machine monster you control that monster gains ATK double the ATK of the opponent's monster it is battling, also you take no battle damage from attacks involving that card, until the end of this turn. 

Does this mean you take no battle damage from battles involving the second monster you targeted, or does that mean from battles involving your opponents monster?

Also the timing of the effect makes no sense, it seams you have to activate this during the main phase while battling?

 

 

The cards are cool but the rough wording makes it hard for me to wrap my head around.

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Don't think you need both these effects

You cannot Special Summon other monsters the turn you activate this card, except Machine monsters.

You cannot Special Summon monsters, except Machine monsters.

 

It's rather redundant 

 2nd card

You can only use this card name’s 1st effects once per turn.

You can only Special Summon "Metallic Mecha-War Draft Fighter Warrior(s)" once per turn

 (1) If this card is Link Summoned: You can take 1 of your Machine monsters that is banished and either Special Summon it to a zone a this card points to, send it the GY or add it to your hand. You cannot Special Summon other monsters the turn you activate this effect, except Machine monsters.

(2) Once per turn, if you would Tribute a monster you control to activate a card effect, you can Tribute 1 Machine monster your opponent controls

(3) Once per turn, during the Main Phase (Quick Effect): You can Tribute 1 Machine monster; this card gains ATK equal to the ATK the Tributed monster had on the field, until the end of this turn.

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worshiper: i echo Ryusei about the useless double anti-special, using one of them its enough. now this card is kinda unique since it imply that unlike other trap monster this card is not immediately become monster upon activation, instead it has separate effect for it. the monster stat is fine although i kinda curious why its Level 10 specifically. nothing wrong with that but like i say...curious. 2nd effect its kinda dangerous as it mechanically tribute opponent monster for the cost in similar vein as kaiju...the only thing that hold it back is that your deck don't have their own version of Lair of Darkness (please dont). danger aside its kinda ironic that this guy is Level 10 when the archetype lack of Level 11 synchro so that at least it can be synergize with the tuner token (to be fair the synchro is problematic, we get to that later)

Warrior: yep another case of double effect that end up the same. the 1st effect is really good..except i dont like how generic it is, make it only fetch "Mecha-Draft Fighter" then it could be balance...that being said i notice there no main deck other than the spell so its obvious you designed this to be generic...its still not okay IMO. 2nd effect is the last half copy of their own version of Lair of Darkness, which is as i mention earlier in "Worshiper" review is dangerous and should not be accessed this easy. the last effect is kinda redundant since you intended that player will link away this card for the Link 4 which already has a good stat already. my advice, remove the last 2 effects

Super: 1st effect is OP in the same manner as why Tyrant Neptune is banned. the possibility to copy Link 2 effect and then because the HOPT effect of Link 2 tied to the name of that Link 2 when this card copied it than the HOPT simply dont work and you can activate the copied effect infinitely. so you need a design workaround to make sure the copied effect still only activated once somehow. the 2nd effect is accidental OP i believe, the stat manipulation effect...while excessive IMO, its kinda fine but since it activated by returning any card on the field and IT DOESN'T SPECIFIED FROM WHOSE, then this card can be used to bounce opponent card away

Countless: why 1st effect which obviously VDF/Shock Master type effect is SOPT? heck why even its exist at all. the drawback doesn't matter much. the upkeep cost is really cheap its borderline evil. the only good and balance effect is the search effect

Counter: redundant double clause (control 2 machine vs all monster are machine) and either of them is generic which can be problematic. make it only activate while you control the archetype card should suffice. the summon drawback is...eh...ok. the removal after negation is a bit excessive maybe make it only does this when activated on the field. the hand activation is also to easy given Link are the most generic summon method. make the cost "non-Link Machine monster the summoned from Extra Deck". the search effect should be fine if you remove generic machine as one of the card it could search

Fusion: ugh layer after layer of excessively power effect. the fusion part already near OP by fusing form deck why you even need to add that it used opponent extra deck as material? either remove both of them OR keep only one of them but with extra cost to be used. 2nd effect is useless, remove it. 3rd effect is arguably not cool since its another VFD type effect. 

Dragon: 1st effect is really strong i recommend that it only activate by fusion summon rather than generic special summon, also i need to clarify...which player that has to discard? if its opponent than its a no no. 2nd effect is actually good...and balance, Good job. the 3rd effect is....fine i guess. overall your best creation

Wolf: the kaiju clause has a problem since it has to interact with Link monster which obviously dont have Levels and cannot under any circumstances be treated as if its Level 0 which is another level of irony even if the future konami decide that monster without level is Level 0 monster its still dont help to summon this card since it will still need the total level 10...that being said the kaiju-esque synchro summon is not quite specific so its okay. what i dont like is the VFD effect so yeah not really like the 2nd effect especially since it already have the 3rd effect which is kinda fine. the 4th effect is also kinda fine although i dont like the type of removal it used

Raptor: so far neither of these card directly facilitated rank 8 plays except Dragon, so you pretty much bottlenecked to use the Links to summon 2 Level 8 (link 2 summon 1st level 8 > somehow you made link 4 > copy effect of link 2 to summon 2nd level 8), 1st effect is...okay? im not really sure, it require setup and has tonne of penalty but the setup is easy and it summon from your deck which is a hard effect to balance on top of capable of summon anything which even with effect negation usually don't matter. i might need to hear other users about this. 2nd effect is weird unless you plan to make Link 5 or 6 since as mention before it require the first 2 links to be summoned which a end board by themselves and this become a dilemma since if the Link 5+ exist it has to be stronger than this card and the Link 4 combine but given how setup happy this archetype is...unless you get nibiru-ed that Link 5+ more likely to be OP. last effect kinda specific but it works with 2nd effect even if the scenario that you dont use this card as Link 5+ material its beatstick stat should sealed game before spin effect is online. i can let this slide

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Okay. So instead of balancing the cards from your previous set, you went ahead and made a new one. That's fine.

What's not fine is repeating the same mistakes again. Once more, every card has A PARAGRAPH of text. Not all archetypes need to have walls of text on each of their cards. Sure, there's some archetypes like Endymion, but they're a special case, as they deal with Spell Counters, and some are Pendulum monsters. Sometimes, it's better to keep things short and simple.

I echo the sentiments of Jolly. These cards need costs in their effects. You can't have an easy Summon or removal without a fair cost to balance things out. Especially when some of these cards come with two removal effects. And that Fusion Spell? Unfair.

All except maybe Worshipper were designed horribly unfair. Very feint restrictions that don't matter in the end, too many plusses, and they're an eyesore to read with how long each of these are. They're even the same Type as the previous set was, and are all very generic in support (supporting Machine monsters, as opposed to just the archetype). It's understandable to have one overpowered card IF it balances out with the rest of the archetype. But a whole archetype that's overpowered is going to needlessly lead to older cards getting banned before the whole archetype replaces it on the banlist after it.

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So my advice of Archetype locking went out the window....

A lot of my cards would be horribly broken if you made them generic for their type/attribute. Archetype locking kinda mitigates that. And given these work not only generically with the assigned attributes but also generically with machines to pump out Xyz material at an insane rate (still don't know why this archetype hasn't capitalized on that) makes it hard to play against.

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