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New Red Arms Cards


grandargo

Like the Red Arms?  

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  1. 1. Like the Red Arms?

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i made these on here a long time ago. I was wondering what people thought of these(especially now with synchros flying around). The Archetype focuses on placing and using Red Pod Counters which are placed on Monster Card Zones instead of monsters like other counters.

 

Monsters: 8

 

Red Arms- Nimble Scout

(Level 3/EARTH/Machine-Effect/1600 ATK/0 DEF)

During either player's turn, you can discard this card to reduce the damage you take from a battle to 0. This card returns to the owner's hand during the End Phase of the turn that this card is Summoned. Place 2 Red Pod counters on the Monster Card Zone this card is Summoned on.

 

Red Arms- Stormrazor

(Level 8/LIGHT/Machine-Effect/2800 ATK/2700 DEF)

This card cannot be Normal Summoned or Set. You can only Special Summon this card from your hand by removing 4 Red Pod counters from anywhere on the field. By tributing 3 Red Pod counters from anywhere on the field, destroy 1 monster on the field and your opponent takes damage equal to half of that monster's ATK. Once per turn, during your End Phase, place 2 Red Pod counters on one Monster Card Zone.

 

Red Arms- The Crow

(Level 6/WIND/Machine-Effect/2400 ATK/1800 DEF)

This card cannot be Special Summoned. You can Normal Summon without a tribute this card to an unoccupied Monster Card Zone on your side of the field that has 2 or more Red Pod counters. Tribute 2 Red Pod counters from this card's Monster Card Zone to return one card on the field to the owner's hand. When this card is removed from the field, place 4 Red Pod counters on its Monster Card Zone.

 

Red Arms- Darkmist Knight

(Level 4/WATER/Machine-Effect/2000 ATK/1000 DEF)

This card cannot declare an attack unless there is at least 1 Red Pod counter on its Monster Card Zone. When this card is sent to the Graveyard except as a result of battle, remove 2 Red Pod counters from anywhere on the field to Special Summon this card during the End Phase of this turn.

 

Red Arms- Viral Spider

(Level 2/DARK/Machine-Effect/900 ATK/1300 DEF)

When this card is Normal Summoned, Flip Summoned, or Special Sumoned, place 1 Red Pod counter on its Monster Card Zone for every monster on the field. When this card is destroyed as a result of battle, destroy the monster that attacked this card.

 

Red Arms- Lotus Queen

(Level 5/FIRE/Machine-Effect/2200 DEF/2000DEF)

This card can be Special Summoned on an unoccupied Monster Card Zone, if there is exactly 3 Red Pod Counters on it. When this card battles, disribute Red Pod counters to any Monster Card Zone equal to the monster level of the monster it battles at the end of the Battle Phase. If this card would be destroyed, remove 2 Red Pod counters from this card's Monster Card Zone instead.

 

Red Arms- Mercury Blade

(Level 7/EARTH/Machine-Effect/1800 ATK/600 DEF)

This card is unaffected by the effects of Trap Cards while it is in the owner's hand or Deck, or while it is on the field. This card can be Special Summoned from the owner's hand to an unoccupied Monster Card Zone with at least 2 Red Pod Counters on it. This card gains 800 ATK when it attacks an opponent's monster. When this card destroys a monster as a result of battle, your opponent loses 500 lifepoints. During each of your Standby Phases, remove 1 Red Pod counter from this card's Monster Card Zone. If you can't, this monster is destroyed.

 

Red Arms- Red Pod Carrier

(Level 1/WIND/Machine-Union/500 ATK/500 DEF)

Once per turn, you can equip this card to a "Red Arms" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. A monster equipped with this card gains 500 ATK and DEF and once per turn, can be moved to an adjacent Monster Card Zone. Once per turn, you can place 1 Red Pod counter on the equipped monster's Monster Card Zone. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

 

Fusions: 4

 

Red Arms- Electrocution

(Level 5/LIGHT/Machine-Fusion-Effect/2000 ATK/1500 DEF)

This card can only be Fusion Summoned by returning a monster equipped with "Red Arms- Red Pod Carrier" to the owner's Deck and shuffling the Deck. Once per turn, this card can be moved to an adjacent Monster Card Zone. Once per turn, you can place 2 Red Pod counters from this monster's Monster Card Zone. Remove any number of Red Pod counters from this card's Monster Card Zone to inflict 500 lifepoints of damage to your opponent's lifepoints for each Red Pod counter removed.

 

Red Arms- Laceration

(Level 9/WATER/Machine-Fusion-Effect/2800 ATK/2200 DEF)

"Red Arms- Darkmist Knight" + 2 "Red Arms" monster

This card can only be Fusion Summoned by returning the Fusion-Material monsters to the owner's Deck. Once per turn, remove any number of Red Pod counters from this card's Monster Card Zone to have it attack one additional time this turn for each Red Pod counter removed. During each End Phase, place 1 Red Pod counter on any Monster Card Zone on the field.

 

Red Arms- Infection

(Level 10/DARK/Machine-Fusion-Effect/2500 ATK/2700 DEF)

"Red Arms- Nimble Scout" + "Red Arms- Mercury Blade"

This card can only be Fusion Summoned to an unoccupied Monster Card Zone with at least 4 Red Pod Counters by discarding the Fusion-Material Monsters from the owner's hand. Once per turn, remove 3 Red Pod counters from this card's Monster Card Zone to destroy one of your opponent's cards. Your opponent cannot play a card of the destroyed card's type(Monster/Spell/Trap) during the next turn.

 

Red Arms- Combustion

(Level 11/FIRE/Machine-Fusion-Effect/0 ATK/0 DEF)

"Red Arms- Lotus Queen" + 1 Level 5 or higher "Red Arms" monster

This card can only be Fusion Summoned by sending the Fusion-Material monsters to the Graveyard while "Ravaged City" is on the field. Pay 1000 lifepoints to Special Summon one "Red Arms" monster from your Graveyard and ignore the Summoning conditions. Then place 3 Red Pod counters on the Monster Card Zone of the Summoned monster. This card gains 500 ATK for every Machine-Type monster in both player's Graveyards. This card is unaffected by your opponent's card effects.

 

Support Cards: 6

 

Ravaged City

(Field Spell)

While this card is on the field all monsters in the Graveyard are considered Machine-Type. All Machine-Type monsters on the field gain 500 ATK. During each Standby Phase, place 1 Red Pod Counter on every unoccupied Monster Card Zone on the field.

 

Metal Purification

(Normal Spell)

Send one "Red Arms" monster from your hand to the Graveyard to draw one card and place 2 Red Pod Counter on 2 Monster Card Zones.

 

Road to Ruination

(Continuous Trap)

When your opponent activates a Spell or Trap card, he or she choses which effect you get to activate:

-Negate the effect of the Spell or Trap Card and destroy it.

-Increse your lifepoints by 1500.

-Add one "Red Arms" monster from the Graveyard to your hand.

 

Bombing Zone

(Quick-Play Spell)

Tribute 3 Red Pod Counters to destroy one monster on the field.

 

Angered Queen

(Normal Trap)

Send one "Red Arms" monster from your hand to the Graveyard. Look at your opponent's hand and select up to 2 Spell or Trap cards to return to the owner's Deck.

 

Red Matter Transfer

(Normal Spell)

Tribute one Machine-Type Monster from either side of the field and add 1 "Red Arms" monster from your Deck to your hand with a level equal to the tributed monster's.

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  • 2 weeks later...

I really like this idea. In YGO there's always room for a new type of strategy, and I think you've found 1!

 

I do think that you should specify how the Counters work more completely. Do they take up a Monster Card Zone, how many can there be in a Card Zone, are they Tokens etc.

 

Otherwise, great.

 

Matsjo

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  • 2 years later...

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