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Infinity from Zero: Lockdown and Zero Burn


Kajika

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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

 

LOCK

light/7/rock/600/2600

This 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 LOCK

light/3/rock/600/1600

Spell and Trap Cards you control cannot be removed from the field, except by being destroyed or sent to the Graveyard after activation.

 

Grounding LOCK

light/4/rock/1600/1600

Monster Cards you control cannot be returned to their owner's hand or removed from play.

 

Crushing LOCK

light/2/rock/0/600

You 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.”

 

KEY

light/1/rock/600/0

Negate 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/1600/600

Once 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 Gate

Field Spell

If 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 Trap

Whenever 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 LOCK

Continuous Trap

Whenever 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

Spell

Destroy all cards on your opponent's side of the field and in their hand. Skip your next 2 turns.

 

Draw LOCK

Quick-Play Spell

Your opponent skips their next Draw Phase. Skip your next Draw Phase.

 

Summon LOCK

Quick-Play Spell

Your opponent cannot Summon on their next turn. Skip your next Main Phase 1 and 2.

 

Battle LOCK

Quick-Play Spell

Your opponent skips their next Battle Phase. Skip your next Battle Phase.

 

ZERO BURN DECK

(Power Wall, True Fortunes [Lucky Charm Deck])

 

Grave Hook

dark/1/zombie/0/0

When 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 Hook

light/1/psychic/0/0

When 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 Hook

water/4/rock/1000/2000

When this card is destroyed by battle, send 5 cards from the top of your Deck to the Graveyard.

 

Souleater Dragon

dark/8/dragon/3100/2300/synchro

When 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 Soul

dark/4/zombie/1800/1600

Once 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 Heal

Quick-Play Spell

Increase 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 Mine

Trap

Select 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 Can

earth/3/machine/1000/1000

Increase this card's ATK and DEF by 100 for every card in your Graveyard.

 

Power Filter

Trap

Activate 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 Fish

water/6/2100/1800/fish

When 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 Weight

earth/1/0/1000/rock

If you draw this card during your Draw Phase, send it and the top 5 cards of your Deck to the Graveyard.

 

Risky Roulette

Spell

Declare 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 Wiring

light/2/machine/1000/1000/tuner

When 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 Fighter

earth/4/machine/1900/1900

When 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 Shooter

Continuous Trap

Each time a card is sent to the Graveyard, inflict 100 points of damage to your opponent's Life Points.

 

Cross Anchor

light/4/1700/2000/rock

As long as this card remains in your Graveyard, you may add a card from your Graveyard to your Deck during your Draw Phase.

 

Base Anchor

water/2/0/900/rock

This card cannot be destroyed as a result of battle if you have 10 or more cards in your Graveyard.

 

Otherworldly Beckoning

Continuous Spell

Any monster removed from play is sent to the Graveyard instead.

 

Giant Warship Anchor Blue

water/8/2800/2100/warrior

This 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 Chain

Continuous Trap

Whenever 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.

 

Slingshot

earth/4/machine/1900/2000

If this card is sent from your Deck to the Graveyard, Special Summon it to your side of the field.

 

Calming Spirit

light/5/2200/2500/fairy

Whenever a card is sent to the Graveyard, increase your Life Points by 500 points.

 

Tunneling Mole

earth/2/beast/800/400

When this card is sent to the Graveyard, inflict 1000 damage to your opponent.

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  • 2 weeks later...

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

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