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W- archetype


Lone mouse

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W-wing

wind winged beast level 1

100/100

this card gains 100 atk/def during each of your standby phases

 

W-wall

normal spell

target one W- monster it cannot be destroyed by battle or card effect until your opponent's end phase.

W-wreck

normal trap

 target one W- monster double its attack then target cards on the field equal to the attack the monster gained in multiples of 100 negate their effects until the end phase.

 

W- wind wing

wind winged beast level 5

500/500

You can special summon this card from your hand by tributing one wind monster you control. when this card is summoned destroy all spell/trap cards of the field then this card gains 500 atk/def for each card destroyed.  this card gains 500 atk/def during each of your standby phases. You cannot summon monsters this turn except wind monsters.

 

W- wind wobble

continuous spell

Destroy all other face up cards spell/trap cards on the field. All wind monsters gain 500 atk. while you control this face up card you cannot summon monsters except wind monsters.

 

W- wind whacker

continuous trap

Destroy all other set cards spell/trap cards on the field. All wind monsters gain 500 def while you control this face up card you cannot summon monsters except wind monsters.

 

W- winged beast

wind winged beast level 5

500/500

You can special summon this card from your hand by tributing one winged beast monster you control. when this card is summoned while your opponent controls no spell/trap cards: this card gains 2500 atk/def.  this card gains 500 atk/def during each of your standby phases. You cannot summon monsters this turn except winged beast monsters.

 

W- winged beast strike

quick-play spell

If your opponent controls no spell/trap cards send one spell card from hank or deck to grave their choice. Winged beast monsters cannot be destroyed by battle the turn you activate this card. You cannot summon monsters this turn except winged beast monsters.

 

W-winged beast warning

normal trap

If your opponent controls no spell/trap cards send one trap card from hank or deck to grave their choice. Winged beast monsters cannot be destroyed by card effect the turn you activate this card. You cannot summon monsters this turn except winged beast monsters.

 

W- wind winged beast

wind winged beast level 7

700/700

You can special summon this card from your hand by tributing one wind monster and one winged beast monster you control. when this card is summoned destroy all spell/trap cards of the field then this card gains 700 atk/def for each card destroyed then if your opponent has no spell/traps during the end phase of the turn this card was summoned this card gains 3500 atk/def.  this card gains 700 atk/def during each of your standby phases. You cannot summon monsters this turn except wind winged beast monsters.

 

W-wind winged beast mountain

field spell

If your opponent controls a field spell when this card is activated; destroy it. during your end phase if your opponent has no spell/trap cards; your opponent cannot activate a field spell until your next standby phase. all wind winged beast monsters you control gain 700 atk/def. You cannot summon monsters except wind winged beast monsters.

 

W-wind winged beast barrel whip

equip only to a "w-" monster. the equipped monster gains 700 atk/def.  if your opponent has no spell/trap cards; the equipped monster gains an additional 700 atk/def.

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heya @Lone mouse hope you're doing fine. I'd like to ask you something (it's friendly request but also part of the site's rules, so take it seriously). When you plan on developing an archetype and add cards little by little, instead of making new posts below many times as you have been doing, edit your very first post. Do you see the  ...  button to the top right of your post? If you click on it, there should appear an Edit option. Once you're done adding your new cards you just click the Edit button that will be available at the bottom while editing.

 

About the cards themselves, ooof, it's a bit of a roller coaster of power level so far. Like, W-Wing is very weak and unrealistic that will be able to pull of anything besides being Tributed to Summon the Level 5 guys, so it's own +100 ATK/DEF each turn is a bit pointless. W-Wall is also on the weak side, a short lived effect that won't help you much since it's Spell Speed 1. W-wreck... it's rather strange. It seems harmless at first, then you notice that W-Winged Beast exists, and that it can have 3000 ATK with ease, so it can go to 6000 ATK (which is not really a problem, it's like Limiter Removal on steroids since it doesn't autodestroy, but it's only for one card, and also can mass negate effects xD.Then, the first two cards might be on the weak side, butW-wind wobble is WOBBLING xD. Do you remember Heavy Storm? It destroys all Spell/Traps on the field. It's banned, and has been banned for centuries. While this card only hits face-up stuff, it has two other good, strong effects, so all in all feels like a no, I'm afraid. I think you can save it if the burn damage disappears... maybe. Wind Wacker is in a similar situation, except that probably destroying face-down backrow is better in most cases, but increasing DEF is far less dangerous. W-winged Beast is ok as a boss or mini-boss mon of the Deck, but I'm not too keen on W-Wind WIng's Heavy Storm effect. It's too easy to Summon and blast stuff away.

In resume, I believe the cards are either too strong or too weak and require a bit of adjustment to flatten those huge curves xD. And remember that my feedback is only positive criticism with the intent to help n.n

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The next wave of cards will focus on defense for the deck will be adding whenever I have an idea so check back every so often :)

 

W-winion

wind winged beast level 1

0/200

You can special summon this card from your and if you control a level one monster. This card gains 200 def during each of your standby phases. You take no battle damage from battles involving "W-" monsters.

 

W-warrier

normal spell

target one "W-" card you control while you control that face-up card you take no effect damage

 

W-wreeze winion

wind winged beast level 5

0/1000

You can special summon this card from your hand if you control a level 5 wind monster. when this card is summoned destroy all spell/trap cards you control then this card gains 1000 def for each card destroyed.  this card gains 1000 def during each of your standby phases. You cannot summon monsters this turn except wind monsters.

 

W-wreeze wock

continuous spell

Destroy all other face up cards spell/trap cards you control. You take no battle damage from battles involving a wind monster. While you control this face up card you cannot summon monsters except wind monsters.

 

W- winioned banimal

wind winged beast level 5

0/1000

You can special summon this card from your hand if you control a level 5 winged beast monster. when this card is summoned while you control no spell/trap cards: this card gains 5000 def.  this card gains 1000 def during each of your standby phases. You cannot summon monsters this turn except winged beast monsters.

 

W- winioned banimal bang

quick-play spell

If your opponent controls no spell/trap cards send one spell card from their hand or deck to the graveyard their choice. Winged beast monsters cannot be destroyed by card effect the turn you activate this card. You cannot summon monsters this turn except winged beast monsters.

 

W- wreeze winioned banimal

wind winged beast level 7

0/1400

You can special summon this card from your hand by tributing controlling a level 7 wind winged beast monster. when this card is summoned destroy all spell/trap cards you control then this card gains 1400 def for each card destroyed then if your you has no spell/traps during the end phase of the turn this card was summoned this card gains 7000 def.  this card gains 1400 def during each of your standby phases. You cannot summon monsters this turn except wind winged beast monsters.

 

W- wreeze winioned banimal mountain

field spell 

You cannot activate other field spells. All wind winged beast monsters gain 1400 def. You cannot summon monsters except wind winged beast monsters.

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