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Bluvista

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About Bluvista

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  • Birthday 12/15/2004

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    In a location on a planet that might be known as Earth
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    Yu-gi-oh! Reading. Tratar de hablar español de manera miserable sin el traductor de Google

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  1. Okay guys, the "Vizor" deck has finished its reworking/balance check, and was dramatically improved IMO. I mean at least its better, although its still pretty powerful. (you'll find it in Casual Multiples) In other news, the next Archetype being made will be Aura: An EARTH/Warrior Fusion deck that enjoys Flip effects, being treated as not being on the field, and being generally annoying. Example Card:

    Aura Guardian, Shuriken

    Level: 4

    EARTH/Warrior/Aura/Flip/Effect

    FLIP: When this card id flip summoned, you can target 1 monster on the field, lower its ATK and DEF by 300, and inflict 300 damage to your opponent. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Your opponent cannot designate this card as the target for attacks or effects. This card does not stop your opponent from directly attacking. 

    (So yeah, i'll do this archetype on Wednesday most likely. Any first opinions/thoughts/reactions?)

  2. Thanks for your critiques. I've spent my free time recently reworking the "Vizor"s into more balanced cards, and some of your suggestions really have helped. Also, this and the "Mightymetal" deck I made a while ago were a mistake. Most of the cards themselves weren't bad. It just how I executed them. Anyways, the "Mechanical" deck is much smaller, (although still pretty big) and actually playable. Anyway, without further ado, here is the Improved "Vizor" deck. Vizor of Heretic Level: 4 LIGHT/Fiend/Effect When the opponent controls at least one Monster, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 face-up monster on the opponents field, shuffle it into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then add 1 level 4 or lower "Vizor" monster from your GY or deck to your hand. You can only use each of the effects of "Vizor of Heretic" once per turn. ATK: 1500 DEF: 1500 Vizor of Rebel Level; 4 LIGHT/Fiend/Effect When the opponent controls at least one card in their Spell/Trap zone, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 card in the opponents Spell/Trap zone on the opponents field, shuffle it into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then add 1 "Vizor" Spell or Trap from your GY or deck to your hand. You can only activate each of the effects of "Vizor of Rebel" once per turn. ATK: 1500 DEF: 1500 Vizor of Agitator Level: 4 LIGHT/Fiend/Effect When there are no face-up cards in the opponents Spell/trap zone or their Main Monster zone field, you can special summon this card from your hand. When this card is special summoned by its own effect, you can target 2 in the opponents GY, shuffle those targets into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then, draw 1 card. You can only use each of the effects of "Vizor of Agitator" once per turn. ATK: 1500 DEF: 1500 Vizor of Martyr Level: 4 LIGHT/Fiend/Effect When there are at least at least 2 cards in the opponents Banish Zone, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 2 cards in the opponents Banish Zone, shuffle them into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can banish this card, then add 1 "Vizor" card from your GY to your hand. You can only use each of the effects of "Vizor of Martyr" once per turn. ATK: 1500 DEF: 1500 Vizor of Victim Level: 4 LIGHT/Fiend/Effect When there are at least 2 card in the opponents GY, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 2 cards in the opponents GY, shuffle them into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck. You can only use each effect of "Vizor of Victim" once per turn. ATK: 1500 DEF: 1500 Vizor of Terror Level: 4 LIGHT/Fiend/Effect When there is at least 1 card in the opponents hand, and you control no other monsters, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 card in the opponents hand, and 1 card in your hand, shuffle those targets into their owners respective decks. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck. You can only activate each effect of "Vizor of Terror" once per turn. The turn this card is special summoned, you cannot normal summon or set, and you cannot special summon monsters, other than "Vizor" monsters. ATK: 1500 DEF: 1500 Vizor of Victor Level: 6 LIGHT/Fiend/Effect This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 level 4 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then add 1 "Vizor" Spell/Trap from your GY or Deck to your hand, and increase the ATK of all "Vizor" monsters you control by 300. This monster cannot attack the turn you activate this effect. When this monster attacks an opponents monster, during damage calculation only, you can add half of one opponents monsters ATK to this monsters. You can only activate each effect of "Vizor of Victor" once per turn. ATK: 2250 DEF: 2250 Vizor of Champion Level: 6 LIGHT/Fiend/Effect This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 level 4 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then add 1 "Vizor" monster from your GY or Deck to your hand, and decrease the ATK and DEF of all non- "Vizor" monsters your opponents controls by 300. This monster cannot attack the turn you activate this effect. When this monster destroys an opponents monster, after damage calculation, you can inflict damage to your opponent equal to half of the opponents monsters original ATK. You can only activate each effect of "Vizor of Champion" once per turn. ATK: 2250 DEF: 2250 Vizor of Loser Level: 6 LIGHT/Fiend/Effect This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 level 4 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then you can shuffle 1 card in the opponents hand into their deck. "Vizor" monsters cannot attack the turn you activate this effect. This monster can inflict piercing damage. You can only activate each effect of "Vizor of Loser" once per turn. ATK: 2250 DEF: 2250 That's all of the Main deck monsters, there are now only 9 of them. (originally 15) 6 level 4, 3 level 6. Next is the Spells and Traps Hall of the Vizor Masquerade Field Spell You cannot normal summon or set monsters, except "Vizor" monsters. You cannot special summon or set monsters, except "Vizor" monsters. When this card is activated, you can add 1 "Vizor" card from your deck, to your hand. All level/rank 4 or lower "Vizor" monsters gain 300 ATK and DEF. All level/rank 5 or higher "Vizor" monsters gain 350 ATK and DEF. Once per turn, If you control a "Vizor" monster, you can use that "Vizor" monster, and a "Vizor"' monster in your hand that has the same level, but a different name, to Xyz summon a "Masquerade Vizor" Xyz monster with the same rank as those "Vizor" monsters levels. While you control a " Masquerade Vizor" monster, this card is unaffected by other card effects. You can activate 1 "Hall of the Vizor Masquerade" per turn. Vizor Tag Team Quick-Play Spell When a level 4 or lower "Vizor" monster is special summoned from your hand by its own effect, you can add 1 level 4 or lower "Vizor" monster whose summoning condition is currently being met to your hand, from your deck or GY. when a "Vizor" monster on your field would be destroyed by battle or by effect, you can banish this card from your GY, instead. you can only activate 1 "Vizor Tag Team" per turn. Vizor Double Team Normal Spell While you control at least 1 "Vizor" monster, you can shuffle you're entire hand (minimum 1) into your deck, then activate 1 of the following effects: - Add 2 level 4 or lower "Vizor" monsters whose summoning requirements are currently met from your deck to your hand - Draw 3 cards, then discard 2 - Add 1 "Vizor" Spell/Trap from your deck or GY to your hand During the End Phase of a turn in which you activated this card, banish this card, and your entire hand, then draw 1 card. You can only activate 1 "Vizor Double Team" per turn. Vizor Xyz Quick-Play Spell While you control at least 1 "Vizor" monster, you can activate one of the following effects: - Overlay 2 "Vizor" monsters in your Hand with different names, but the same level, in order to special summon 1 "Maquerade Vizor" Xyz monster with a corresponding Rank, (this special summon is treated as an Xyz summon) - Overlay 1"Vizor" monster on your Field with 1 "Vizor" monster in your hand with a different name, but the same level, in order to special summon 1 "Maquerade Vizor" Xyz monster with a corresponding Rank, (this special summon is treated as an Xyz summon) - Tribute 2 "Vizor" monsters, then Overlay 2 "Vizor" monster with different names, but the same level from your Deck or GY, in order to special summon 1 "Maquerade Vizor" Xyz monster with a corresponding Rank, (this special summon is treated as an Xyz summon) You can only activate 1 "Vizor Xyz" per turn. Vizor Blast Equip Spell When the equipped monster leaves the field, inflict damage to your opponent equal to half of the equipped monsters original ATK. The shuffle this card into your deck. Vizor Counter Counter Trap When the opponent activates a card effect that would negate the activation of a "Vizor" card or effect, you can negate that card or effects activation, and shuffle both this card and that card into the opponents deck. Vizor Mirror Continuous Trap Any card effect that targets or would affect a "Vizor" monster is negated, and the same effect is applied to one card the opponent controls. (Here is how this effect works. I control 2 "Vizor" monsters, and you have a Goblin Attack force and a set Magic Cylinder on your field. If you activate Raigeki, I can activate this card in response. Your Raigeki is negated, and the same effect is treated as applying to 2 cards on your side of the field. So my monsters are fine. But your Goblin Attack Force is destroyed. Your set Magic Cylinder is fine however, as it isn't affected by Raigeki, as it is a trap card. BUT, it only works on cards that affect a "Vizor" monster. so I can't chain this onto Heavy Storm, or MST. ) That's the Spells & Traps. There are 7 of them now, (previously 10) 5 being spells, 2 being traps. Masquerade Vizor of Power Rank: 4 LIGHT/Fiend/Xyz/Effect 2+ Level 4 "Vizor" monsters You can detach 1 Overlay unit from this card, Inflict 500 damage to your opponent, then increase this cards ATK and DEF by 500. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" Xyz monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Power" per turn. You can only activate each effect of "Masquerade Vizor of Power" An Xyz monster summoned using this card as material gains this effect: - It gains 800 ATK ATK: 1800 DEF: 1800 Masquerade Vizor of Weakness Rank: 4 LIGHT/Fiend/Xyz/Effect 2+ Level 4 "Vizor" monsters Once per turn, you can detach 1 Overlay unit from this card, lower this cards ATK by 800, then shuffle all cards in the opponents Spell/Trap zone, or their Main monster Zone, into their deck, "Vizor" monsters cannot attack directly the turn you activate this effect. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" Xyz monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Weakness" per turn. You can only activate each effect of "Masquerade Vizor of Weakness" An Xyz monster summoned using this card as material gains this effect: - When it's summoned, you can shuffle 1 card in the opponents hand into their deck. ATK: 1800 DEF: 1800 Masquerade Vizor of Greed Rank: 4 LIGHT/Fiend/XYZ/Effect 3+ Level 4 "Vizor" monsters Once per turn, you can detach 2 Overlay units from this card, then draw 1 card, and if it was a "Vizor" monster, increase this cards ATK/DEF by 500. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Greed" per turn. You can only activate each effect of "Masquerade Vizor of Greed" An Xyz monster summoned using this card as material gains this effect: - It can inflict piercing damage. ATK: 1800 DEF: 1800 Masquerade Vizor of Corruption Rank: 4 LIGHT/Fiend/XYZ/Effect 3+ Level 4 "Vizor" monsters when your opponent activates a card effect during during the battle phase, you can detach 1 Overlay unit from this card, negate the activation of that card, then shuffle it into their deck, and if you did, increase this monster ATK by 800 until the End Phase. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" Xyz monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Greed" per turn. You can only activate each effect of "Masquerade Vizor of Greed" An Xyz monster summoned using this card as material gains this effect: - When it attacks, the opponents cannot activate card effects. ATK: 1800 DEF: 1800 Masquerade Vizor of King Rank: 4 LIGHT/Fiend/XYZ/Effect 3+ Level 4 "Vizor" monsters Once per turn, you can detach 1 Overlay unit from this card, shuffle 1 card on the opponents field into their deck, If the opponent were to activate a card effect against the activation of this cards effect, you can negate that cards activation, then you can shuffle it into the opponents deck. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of King" per turn. You can only activate each effect of "Masquerade Vizor of King" An XYZ monster summoned using this card as material gains this effect: - When the opponent activates a card effect that negate the activation of its effects, you can negate that cards effects. ATK: 1800 DEF: 1800 Masquerade Vizor of Capulet Rank: 6 LIGHT/Fiend/XYZ/Effect 2+ Level 6 "Vizor" monsters When this card is XYZ summoned, you can add 1 "Vizor" card from your GY or deck to your hand. This card cannot attack the turn it is summoned. Once per turn, you can target 1 XYZ monster on the field with no overlay units, inflict damage to your opponent equal to half of its original ATK to your opponent. Once per turn, when the opponent activates a card effect that would affect a "Vizor" monster on your field, you can detach 1 Overlay unit from this card, negate the activation of that opponents card, shuffle it into your deck, and if you did, inflict 800 damage to your opponent. You can only special summon 1 "Masquerade Vizor of Capulet" per turn. You can only activate each effect of "Masquerade Vizor of Capulet" per turn. ATK: 2600 DEF: 2600 Masquerade Vizor of Montague Rank: 6 LIGHT/Fiend/XYZ/Effect 2+ Level 6 "Vizor" monsters When this card is XYZ summoned, you can add 1 "Vizor" card from your GY or deck to your hand. This card cannot attack the turn it is summoned. While this card is on the field, every time an opponents card leaves the field, inflict 200 damage to them. Once per turn, you can detach 1 Overlay unit from this card, then check the top 3 cards of your deck, for every "Vizor" monster among those revealed, shuffle 1 card on the opponents field into their deck, then shuffle those 3 cards into your deck. If this card were to leave the field, you can detach one Overlay unit instead. Once per turn, if this card has no Overlay units attached to it, you can target 1 monster on the field, attach it to this card as an Overlay unit. You can only special summon 1 "Masquerade Vizor of Montague" per turn. You can only activate each effect of "Masquerade Vizor of Montague" per turn. ATK: 2600 DEF: 2600 All right the archetype was revamped, heavily nerfed, and generally made more balanced. Thank you for your time and effort in reviewing my cards. Hopefully the archetype is better now. Thank you - Bluvista
  3. 1 dollar less, it so cheap in Missouri
  4. Sorry, any suggestions on how to correct this issue?
  5. I have just discovered that I am a genius in making entire decks in 1-3 days. I mean, granted, they aren't always the best. But some of them have the potential to be really good, (with a bit of refining of course) You can check out Casual Multiples for a new Archetype every week, made by me, Bluvista! My most recent creation, the "Mechanical" deck is up, and ready for anyone to comment, critique or review it! Any suggestions on archetypes will be gladly taken, just reply the name of the archetype, and a general description of it, and I shall create a deck based in what you have provided for me. Bluvista, Out!

    1. Show previous comments  7 more
    2. Horu Ishayuki

      Horu Ishayuki

      Guardians and Agents aren't even big enough to make up a deck even using 3 copies each.

    3. Bluvista

      Bluvista

      Thanks for all your praise!

      The list of Archetypes I've got lined up so far are:

      Vantablack: (A DARK/Warrior Ritual Deck which focuses on extensive burn damage, and swarming to get powerful Ritual boss monsters out quick. )

      Chaotic: (A DARK/Fiend Fusion Deck which focuses on banishing cards in your opponents GY, and light deck destruction. A secondary feature of the archetype is trigger effects upon being sent to the GY)

      Heavenly Host/Heavens Mandate: (A pair of LIGHT/Fairy Synchro pseudo-archetypes that work hand in hand towards the same goal. Slowly paralyzing the opponents field) 

      Magians: (A LIGHT/Spellcaster Xyz deck that does its best to make the opponents life miserable if they should happen to rely on card effects, or beatdown. I'm talking about effects that cancel other effects, and reduce ATK and DEF)

      Aura: (An EARTH/Warrior/Aura* Flip effect Fusion deck that acts similar to Specters Sunavalons, but better. They can't be selected as the target for battle, or for effects. However, you can still direct attack. They also are never treated as being on the field, even if you negate their effects. Why? It's because of their typing. An "Aura" monster is essentially a modified version of a "Toon" monster, except it can't direct attack, like the toons can. And yes, Flip effects, Flip Effects everywhere! Even the Fusion monsters have flip effects! )

      Ultramatrix: (A DARK/Fairy Xyz deck that works with and without their signature, (and very annoying) field spell. The primary goal of this deck is burn damage, and negate spam. Allow me to show you the terror of their Field Spell.

      The Ultramatrix

      Field Spell

      If there is an "Ultramatrix" Xyz monster on the field, this card is unaffected by other cards effects. When the opponent normal summons/sets a monster: flip a coin; If "Heads" destroy that monster, and inflict 500 damage to your opponent. Once per turn, you can flip 3 coins: for each "Heads" inflict 200 damage to your opponent. You must control an "Ultramatrix" Xyz monster to activate and resolve these effects. When this card is destroyed, destroy all cards on the field, and inflict 500 damage to all players for each card destroyed by this effect. If there is an "Ultramatrix" Xyz monster in your GY, your opponent cannot activate effects against the activation of any of these cards effects. )

      Gear HEROs: (An EARTH/Machine Synchro deck that likes equipping monsters to them to activate additional effects. They can also un-equip monsters to activate additional effects. )

      Bushido: (A LIGHT/ Warrior Fusion deck that specializing in rapid fire fusion summon combos. Its structure is somewhat similar to the Gem-Knights, though there are vast differences between the two archetypes. )

      Stone: (An EARTH/Rock deck with no Extra Deck. (man that sounds horrible, doesn't it?) Its primary focus is excessive LP gain, to activate devastating effects which cost LP to activate. (God, this sounds like absolute garbage)

      Poker Parlor: (Admittedly, this is not a completely thought out idea yet, but it works something like this. No spells or traps, only monsters, which represent the normal cards in a deck of playing cards. The extra deck represents the face cards in a playing card deck, (and are all link monsters) with the "Ace" of the deck being the Ace of Spades. It focuses on sending the low level monsters to the GY, to bring out the bigger stuff, and activating effects in the GY)

      (That's all for now folks! The next Archetype that will be made will be the Vantablack Archetype! It will be made sometime next week! Please tell me your initial thoughts on the Archetype list!)

    4. Rayfield Shade

      Rayfield Shade

      Lookin' forward to the Aura one, sounds like it contains interesting shenanigans. Fusion with effects, huh? I want to see how you make it viable, since FLIP is usually too slow for the meta, except very specialized stuff like Shaddolls, or stalling burn decks. 

  6. All right, now the rest of the archetype: (main deck monsters continued) Mechanical Variable Level: 4 LIGHT/Machine/Effect This card cannot be destroyed by battle. When this card is sent from your hand to your GY, you can activate 1 of these effects: - Add 1 level 4 or lower "Mechanical" monster from your deck to your hand. - Add 1 "Mechanical" Spell or Trap from your deck to your hand. Once per turn, when the opponent activates a card effect that would target a level 4 or lower "Mechanical" monster, you can discard 1 card from your hand, negate the activation of that card and destroy it. ATK: 0 DEF: 0 Mechanical Snake Level: 4 LIGHT/Machine/Effect While this card is in your GY, you can normal summon/set twice per turn. When this card is sent from your hand to the GY, you can discard 1 card from your hand, then, draw 2 cards. Once per turn, when the opponent activates a card effect that would change the ATK or DEF of 1 monster on the field, you can discard 1 card from your hand, negate the activation of that card and destroy it. ATK: 1500 DEF: 1000 Mechanical Jammer Level: 5 LIGHT/Machine/Effect Once per turn, this card cannot be destroyed by battle or card effects. Once per turn, while this card s in the GY, when the opponent activates a Spell or trap that would destroy a card on the field, you can discard 1 card from your hand, negate that cards activation and destroy it. When this card is sent from your hand to the GY, gain 800 LP. ATK: 800 DEF: 2000 Mechanical Falcon Level: 4 LIGHT/Machine/Effect while this card and another Machine type monster are on your field, this card cannot be destroyed by battle or by effect. Once per turn, when the opponent activates a monster effect that would destroy a card on the field, you can discard 1 card, negate the activation of the card and destroy it. When this card is sent from your hand to the GY, you can banish this card and 1 "Mechanical" monster from your GY, then, draw 2 cards. ATK: 1400 DEF: 1000 Mechanical Wyvern Level: 4 LIGHT/Machine/Effect Once per turn, during your End Phase, you can discard 1 card from your hand, then, draw 1 card, and if it is a Machine type monster, you can draw another card. Once per turn, when the opponent activates a card effect that would return a card on your field to your hand/deck, you can discard 1 card from your hand, negate the activation of that card, and destroy it. when this card is sent to the GY from your hand, you can add 1 card in your banish zone to your hand. ATK: 1100 DEF: 1600 Mechanical Cannon Level: 5 LIGHT/Machine/Effect Once per turn, you can lower the ATK or DEF of one opponents monster by 1000 until the End Phase. This card can inflict piercing damage to defense position monsters. When the opponent activates a card effect that would let them draw 2 or more cards at once, outside of their Draw Phase, you can discard 1 card from your hand, negate the activation of that card, and destroy it. When this card is sent to the GY from your hand, you can inflict 1000 damage to your opponent. ATK: 2000 DEF: 0 (That's the monsters, next are the Spells and Traps. FYI, there are 6 Extra deck monsters, and 11 Main deck monsters) Mechanical Fusion Quick-Play Spell You can use "Mechanical" monsters in your hand, or on your field for the fusion summoning of a "Mechanical" fusion monster. The "Mechanical" fusion monster fusion summoned using this card cannot be destroyed by Spells or Traps. When a fusion monster fusion summoned using this card is destroyed, you can banish this card from your GY, draw 1 card for every "Mechanical" monster with a different name that was used to Fusion summon that fusion monster. You can only activate 1 "Mechanical Fusion" per turn. Mechanical Spiked Wall Continuous Trap All "Mechanical" monsters gain 300 ATK and DEF. Once per turn, when the opponent declares an attack, you can discard 1 card from your hand, negate that attack. When a "Mechanical" monster destroys an opponents monster by battle, after damage calculation, inflict 300 damage to your opponent. If a "Mechanical" monster were to be destroyed, you can send this card to the GY instead. Mechanical Repair yard Normal Spell Discard 1 "Mechanical" monster, add 2 level 4 or lower "Mechanical" monsters from your GY to your hand. The monster added to your hand by this effect cannot be normal summoned/set this turn. You can only activate 1 "Mechanical Repair Yard" per turn. Mechanical Miracle Construction Normal Spell Pay 800 LP, discard any number of "Mechanical" monster from your hand. For each card discarded by this effect, you can add 1 "Mechanical" monster from your deck to your hand. You cannot conduct your battle phase the turn you activate this effect. You can only activate 1 "Mechanical Miracle Construction" per turn. Mechanical Quick Build Quick-Play Spell Special summon 1 level 4 or lower "Mechanical" monster from your deck, its ATK and DEF become 0, and it is destroyed during the End Phase. Mechanical Draw Normal Spell Can only activate when you control exactly 1 level 4 or lower "Mechanical" monster, and no other cards. Discard 1 "Mechanical" monster from your hand, then draw 3 cards and discard 1. You cannot attack directly the turn you activate this card, you can only activate 1 "Mechanical Draw" per turn. (And that folks, if the archetype, there are 6 Extra Deck monsters, 11 Main monster cards, and 6 Spells and Traps. A total of 23 cards. That Makes this the smallest fully functional deck I have ever made. It also makes it smaller than most modern Archetypes. Salamangreat for example, has 8 Extra Deck monsters, 19 main deck monsters, and 24 Spells and Traps. )
  7. Yeah, I never learned this in English, lol. But thanks for the tips!
  8. A Machine-type deck that enjoys Fusion summoning, and discarding cards to activate a wide array of various effects. Despite its easy Fusion summoning potential, its final boss monster is actually a standard effect monster. Either way, its a fun archetype to use if you want to play mind games with your opponent. Its also a fun deck to use if you're into heavy negate spam, and super-specific card counter effects. (Essentially its just a totally balanced, extremely trolly, make your opponents life a living hell, Machine-type deck) (We'll be starting this off with the Final Boss of the deck) Mechanical Draconis - Veritas Level: 12 LIGHT/Machine/Effect This card cannot be Normal summoned/set. This card cannot be special summoned except by banishing 1 monster whose original name is "Mechanical Dragon Genesis" on your side of the field, or by its own effect. This card cannot be destroyed by battle. This card's special summoning cannot be negated. If this card were to leave the field, you can send 1 card in your banish zone to the GY, negate the activation of that card and banish it. When this card is successfully special summoned, banish all cards in both players GY's. This card's original ATK and DEF are equal to the number of banished cards x 500. Once per turn, during either players turn, when the opponent activates a card effect, you can banish 1 card in your GY, or in your hand, and if you do, negate the activation of that card and banish it. During the End Phase, the opponent must banish the top 5 cards of their deck. This card cannot attack directly. When this card leaves the field, during the next End Phase, You can shuffle 10 banished cards into your deck, then, special summon this card, and if you do, the opponent banishes the top 5 cards of their deck. ATK: ? DEF: ? (First off, this truly is the final boss of the deck. Secondly, I am well aware of how freaking OP this thing is) (Next is the Extra Deck, the monsters are listed from highest Level to lowest level, which in this deck generally means most powerful to least powerful) Mechanical Dragon - Genesis Level: 10 LIGHT/Fusion/Machine/Effect "Mechanical Dragon" + 2 other "Mechanical" monsters This card cannot be destroyed by card effects. when there is at least 1 other "Mechanical" monster on the field, this card is unaffected by card effects, and cannot be selected as the target for an attack. Once per turn, during either players turn, when the opponent activates a spell or trap, you can discard 1 card from your hand, then negate the activation of that card and destroy it. Once per turn, you can discard 1 card from your hand,then destroy all cards on the opponents field, and for each one destroyed, inflict 500 damage to your opponent. you cannot conduct your battle phase the turn you activate this cards effect. ATK: 4000 DEF: 2800 (Ok, so that's Mechanical Dragon Genesis, the card required to be on the field for Veritas to be summoned.) Mechanical Chimera - Aftermath Level: 8 LIGHT/Fusion/Machine/Effect "Mechanical Lion" + 2+ other "Mechanical" monsters Once per turn, you can destroy 1 card on the opponents field, then inflict 800 damage to your opponent. when this card battles, if your opponent were to activate a card effect, you can negate that effect and destroy that card. This card gains 400 ATK for each fusion material used to fusion summon this card. This card can attack 1 additional time each turn for every 2 fusion materials that were used to fusion summon this card. ATK: 1500 DEF: 2500 Mechanical Twin - Superstriker Level: 7 LIGHT/Fusion/Machine/Effect 2 "Mechanical" monsters with the same name Twice per turn, this card cannot be destroyed by battle or by effect. This card can attack twice per turn. This card can inflict piercing damage to defense position monsters. Once per turn, you ca discard 1 card from your hand, then destroy 1 card on the opponents field. ATK: 2500 DEF: 2500 Mechanical Bird of Prey - Supernova Level: 7 LIGHT/Fusion/Machine/Effect "Mechanical Falcon" + "Mechanical Phoenix" + 1 level 4 or lower "Mechanical" monster Once per turn, you can special summon 1 level 4 or lower "Mechanical" monster from your GY, negate its effects, and destroy it during your opponents next End Phase. While both this card and a level 4 or lower "Mechanical" monster that was special summoned from the GY are on the field, lower the ATK and DEF of all opponents monsters b the original ATK of the special summoned "Mechanical" monster. While this card is on the field, all damage dealt using a "Mechanical" monster is halved. ATK: 2100 DEF: 1600 Mechanical Heavy Cannon - Industrial Level: 6 LIGHT/Fusion/Machine/Effect "Mechanical Cannon" + 1 level 4 or lower "Mechanical" monster This card cannot be targeted for attacks, but does not prevent your opponent from attacking directly. Once per turn, during either player's End Phase, you can increase this cards ATK by 500, and inflict 500 damage to your opponent. When this card battles an opponents monster, if that monsters original ATK is lower than this card's, you can destroy that monster before damage calculation. When this card destroys an opponents monster in battle, lower this card's ATK by 500, and inflict 500 damage to your opponent. ATK: 1500 DEF: 0 Mechanical Interrupter Gear - Interceptor Level: 6 LIGHT/Fusion/Machine/Effect "Mechanical Jammer" + 1 level 4 or lower "Mechanical" monster Once per turn, when the opponent activates a card effect, you can negate the activation of that card, then gain 1000 LP. When this card destroys an opponents monster in battle, after damage calculation, gain LP equal to the destroyed monsters original ATK. ATK: 2200 DEF: 1000 (OK, that's the Extra deck) (Main deck; Monsters only) Mechanical Phoenix Level: 4 LIGHT/Machine/Effect Once per turn, you can banish this monster, then, draw 1 card. If this card is banished by its own effect, special summon it during your next standby phase. When this card is sent from your hand to the GY, draw 1 card. Once per turn, when the opponent activates a spell or trap that would inflict damage, you can discard 1 card, then you can negate the activation of that spell/trap and destroy it. ATK: 1500 DEF: 1100 Mechanical Angel Level: 4 LIGHT/Machine/Effect When this card is added to your hand outside of your draw phase, you can special summon it. Once per turn, monster you control cannot be destroyed by battle. When this card is sent from your hand to your GY, add 1 level 4 or lower "Mechanical" monster from your GY to your hand, other than "Mechanical Angel" Once per turn, when the opponent activates a monster effect that would send a card on the field to the GY, you can discard 1 card, then you can negate the activation of that monster effect and destroy it. ATK: 700 DEF: 1300 Mechanical Dragon Level: 6 LIGHT/Machine/Effect When there are no monsters on your field, you can special summon this card from your hand. Your opponent must control at least 1 monster for you to activate and resolve this effect. If this card is tribute summoned, you can special summon 1 level 4 or lower "Mechanical" monster from your hand. When this card is sent from your hand to your GY, you can banish 1 card in your GY, add this card to your hand. Once per turn, when the opponent activates a card effect that would negate the activation of a card effect on your side of the field, you can discard 1 card, negate the activation of that card, and destroy it. ATK: 2200 DEF: 1200 Mechanical Welder Level: 3 LIGHT/Machine/Effect Once per turn, you can substitute this card for any fusion material monster needed to fusion summon a "Mechanical" fusion monster. Once per turn you can fusion summon a "Mechanical" fusion monster using this card, and other "Mechanical" monster on your field and in your hand, without a fusion card. ATK: 1500 DEF: 900 (that's all for now folks!)
  9. well thanks for the critiques. Are there any individual cards in this deck that specifically need to be improved on? Also, I will strive to fix my grammar mistakes, (sorry btw) and add a few restrictions to the monsters. It was a good idea to only make the level 6 "Vizor" monsters be SS only by tributing the level 4 ones. Are there any opinions on the Extra Deck? (I tried really, really, hard to make the Rank 6 "Masquerade Vizor"'s use their targeting effects for the sole purpose of triggering the Rank 4 'Vizor"'s effects) Also, just something to mention. I used the term "Masquerade Vizor" because I figured it went well with the names. Vizor is a word I intentionally created with the intent of having it sound ad look similar to the already existing word: Visor A synonym of Visor is Mask. Masks are almost always worn at masquerades, and I wanted to make it fun, hence, "Masquerade Vizor"
  10. A Ritual Deck that focuses on Ritual summoning normally, and from the GY/Deck as well. Another of the features of the archetype is heavy effect negation, and "Level-Up Magic Ritual Force" (I only have 1 card so far) Caged Monster Level: 12 DARK/Ritual/Beast/Effect Can be Ritual Summoned using any "Caged" Ritual spell. Once per turn, you can discard 1 card from your hand, then you can switch all monsters your opponent controls into Attack Position, (Flip effect are not activated at this time) At the start of the Battle phase, This card can attack 1 additional time for each Face-up Attack position monster on the opponents field. While this card is on the field, the opponent cannot normal or special summon monster in defense position. While this card, and a face-up Attack position monster your opponent controls are on the field at the same time, the effects of all monsters your opponent controls are negated. Once per turn, during either players turn, when the opponent activates a Spell or Trap, you can negate that cards activation and destroy it.
  11. Man, Dark Law much? This is certainly powerful, and in my opinion, I think you should remove the unnecessary 'draw 1 card' clause you attached to it.
  12. Odin, Father of the Aesir isn't a half bad Idea either, seeing as it can negate all spells and traps until the end phase.
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