Kajika Posted June 13, 2008 Report Share Posted June 13, 2008 These are two new decks I've come up with. The first, a Lock Deck, involves shutting down your opponent's tactics completely (reducing their options to zero). The second, which I'm coming to like more, is a Zero Burn Deck. It involves sending your own cards to the Graveyard and using cards that benefit from large Graveyards. Take a look and feel free to suggest! EDIT: I edited many cards to be more/less powerful. Take a look! LOCK DECK LOCKlight/7/rock/600/2600This card cannot be Special Summoned from the Deck or if it is removed from play. Your opponent cannot select another monster on your field as an attack target. When this card is summoned, select one of the following effects: - Your opponent cannot destroy Spell cards you control. - Your opponent cannot destroy Trap cards you control. If a Set Spell or Trap Card would be destroyed, pick up and see the card. If it is a card of the selected type, return it to its original position. If it is not, it is destroyed. Holding LOCKlight/3/rock/600/1600Spell and Trap Cards you control cannot be removed from the field, except by being destroyed or sent to the Graveyard after activation. Grounding LOCKlight/4/rock/1600/1600Monster Cards you control cannot be returned to their owner's hand or removed from play. Crushing LOCKlight/2/rock/0/600You may activate this card as a Continuous Spell Card with the following effect: “Select up to 3 Set cards on the field. As long as this card remains face-up on the field, the selected cards cannot be flipped face-up.” KEYlight/1/rock/600/0Negate the effect of any opponent's card effect that would force you to skip a specific Phase. (It is still treated as skipping for the effect of a "LOCK" card.). This card can attack your opponent directly. KEY Unlocker light/4/warrior/1600/600Once per turn, you may return 1 card you control to its owner's hand. This card's effect is not negated by the effect of a LOCK card. LOCKING GateField SpellIf you do not control any face-up "LOCK" monsters, destroy this card. If any Phase of your turn is skipped, your opponent must skip the same Phase(s) during their next turn. Drain LOCK Continuous TrapWhenever your opponent skips a Phase of their turn due to a card effect, send cards equal to the total Level Stars of LOCK monsters on the field from the top of your opponent's Deck to the Graveyard. Constrict LOCKContinuous TrapWhenever your opponent does not declare an attack, inflict damage to your opponent equal to the number of LOCK monsters on the field x 600. Time LOCK SpellDestroy all cards on your opponent's side of the field and in their hand. Skip your next 2 turns. Draw LOCKQuick-Play SpellYour opponent skips their next Draw Phase. Skip your next Draw Phase. Summon LOCKQuick-Play SpellYour opponent cannot Summon on their next turn. Skip your next Main Phase 1 and 2. Battle LOCKQuick-Play SpellYour opponent skips their next Battle Phase. Skip your next Battle Phase. ZERO BURN DECK(Power Wall, True Fortunes [Lucky Charm Deck]) Grave Hookdark/1/zombie/0/0When this card is destroyed and sent to the Graveyard, send all of your “Grave Hook” cards from your hand and Deck to the Graveyard. Space Hooklight/1/psychic/0/0When this card is destroyed and sent to the graveyard or removed from play, send all of your “Space Hook” cards from your Deck and your removed from play “Space Hook” cards to the Graveyard. Super Lure Hookwater/4/rock/1000/2000When this card is destroyed by battle, send 5 cards from the top of your Deck to the Graveyard. Souleater Dragondark/8/dragon/3100/2300/synchroWhen this card destroys a monster as a result of battle, send cards from the top of your deck equal to half the destroyed monster's Level (rounding down) to the Graveyard. Once per turn, you can inflict damage to your opponent equal to the number of cards in your Graveyard x 200. If you activate this effect, you cannot declare an attack during this turn. Revenge Souldark/4/zombie/1800/1600Once per turn, you can inflict damage to your opponent equal to the number of cards in your Graveyard x 100. If you activate this effect, this card cannot attack during this turn. Tether HealQuick-Play SpellIncrease your Life Points by 800. If there are any “Tether Heal” cards in your Deck, send them to the Graveyard to increase your Life Points by 400 for each card sent. Tether MineTrapSelect and destroy 1 Set Monster Card on the field. If there are any “Tether Mine” cards in your Deck, send them to the Graveyard to destroy 1 Set Monster Card for each card sent. Trash Canearth/3/machine/1000/1000Increase this card's ATK and DEF by 100 for every card in your Graveyard. Power FilterTrapActivate only when you would receive Battle Damage from a battle between a monster your opponent controls and a monster you control. Send any number of cards from the top of your Deck to the Graveyard to reduce the Battle Damage you would receive by the number of cards sent to the Graveyard by this effect x 100. Hooking Fishwater/6/2100/1800/fishWhen this card is Summoned, send all of your “Hook” cards from your hand and field to the Graveyard. Increase this card's ATK by 100 for every Monster Card in your Graveyard. Draw Weightearth/1/0/1000/rockIf you draw this card during your Draw Phase, send it and the top 5 cards of your Deck to the Graveyard. Risky RouletteSpellDeclare a type of card (Monster, Spell, or Trap) and pick up 4 cards. Add any cards of the selected type to your hand and send any other cards to the Graveyard. Resonate Wiringlight/2/machine/1000/1000/tunerWhen this card is used in a Synchro Summon, you may send up to 5 cards from the top of your Deck to the Graveyard. Trash Fighterearth/4/machine/1900/1900When this card destroys a monster as a result of battle, inflict damage to your opponent equal to the number of Spell and Trap Cards in your Graveyard x 100. Trash ShooterContinuous TrapEach time a card is sent to the Graveyard, inflict 100 points of damage to your opponent's Life Points. Cross Anchorlight/4/1700/2000/rockAs long as this card remains in your Graveyard, you may add a card from your Graveyard to your Deck during your Draw Phase. Base Anchorwater/2/0/900/rockThis card cannot be destroyed as a result of battle if you have 10 or more cards in your Graveyard. Otherworldly BeckoningContinuous SpellAny monster removed from play is sent to the Graveyard instead. Giant Warship Anchor Bluewater/8/2800/2100/warriorThis card can be Special Summoned by removing 1 “Anchor” monster you control from play. As long as an “Anchor” monster remains in your Graveyard, this card cannot be destroyed by card effects. Life ChainContinuous TrapWhenever you send cards from the top of your deck to the Graveyard, send the same number of cards from the top of your opponent's deck to the Graveyard. Slingshotearth/4/machine/1900/2000If this card is sent from your Deck to the Graveyard, Special Summon it to your side of the field. Calming Spiritlight/5/2200/2500/fairyWhenever a card is sent to the Graveyard, increase your Life Points by 500 points. Tunneling Moleearth/2/beast/800/400When this card is sent to the Graveyard, inflict 1000 damage to your opponent. Link to comment
yeti100 Posted June 23, 2008 Report Share Posted June 23, 2008 I like the burn deck more although the lockdown is still good, however i think that base anchor is a little underpowered, also not losing the game because you ran out of cards is a powerful effect so you may want to balance it by saying that neither player loses when they run out of cards Link to comment
Kajika Posted June 23, 2008 Author Report Share Posted June 23, 2008 Yeah, I'm starting to like the burn deck more, too. Also, I edited Cross Anchor and Base Anchor so they're a little more balanced. Link to comment
Umbra Posted June 23, 2008 Report Share Posted June 23, 2008 KEY is overpowered beyond reason. Link to comment
Kajika Posted June 23, 2008 Author Report Share Posted June 23, 2008 What exactly should I do to power it down? It's really made to work with LOCKING Gate; maybe I should limit the skipping thing to "LOCK" cards that force you to skip. Link to comment
Umbra Posted June 23, 2008 Report Share Posted June 23, 2008 Make it's effect optional, and bring in a big cost. Right now, you can perform a 2-card combo to clear field + hand at no cost for you whatsoever. Link to comment
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