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(AGM)(written)Jeff Dunham Archetype


TF2_The_Scout

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Dunham Puppet Walter

Level 3

Machine/Earth

ATK: 1200 DEF: 1000

 

This card cannot be destroyed. If this card is targeted by a card effect: You can change this card's battle position; Change the target to another appropriate card on the field.

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Dunham Puppet Achmed

Level 3

Machine/Earth

ATK: 1100 DEF: 1000

 

During either player's turn: You can tribute this card; Destroy 1 card on the field. If this card is targeted by a card effect: You can change this card's battle position; change the target to another appropriate card on the field.

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Dunham Puppet AJ

Level 3

ATK: 1000 DEF: 1000

 

If "Dunham Puppet Achmed" is on the field or in the graveyard: You can special summon this card from hand, and if you do, target 1 spell/trap card on your opponent's side of the field; destroy it. You may only use this effect of "Dunham Puppet AJ" once per turn. If this card is targeted by a card effect: You can change the battle position of this card; change the target to another appropriate card on the field.

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Dunham Puppet Sweet Daddy D

Level 3

Machine/Earth

ATK: 1300 DEF: 1000

 

Once per turn: You can target 1 monster you control; It gains 500 ATK this turn. If this card is targeted by a card effect: You can change this card's battle position; change the target to another appropriate card on the field.

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Dunham Puppet Melvin

Level 3

Machine/Earth

ATK: 1400 DEF: 1000

 

When a "Dunham" monster you control is destroyed: You can special summon this card, then add 1 "Dunham" card in your graveyard to hand. If this card is targeted by a card effect: You can change this card's battle position; change the target to another appropriate card on the field.

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Dunham Puppet Bubba J

Level 3

Machine/Earth

ATK: 1300 DEF: 1200

 

Once per turn: You can target 1 card on the field; It loses 200 ATK and DEF for every "Dunham" card on your side of the field. If this card is targeted by a card effect: You can change this card's battle position; change the target to another appropriate card on the field.

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Dunham Puppet Peanut

Level 3

Machine/Earth

ATK: 1500 DEF: 1100

 

When a "Dunham Puppet" monster is targeted(by a card effect or attack): You can Special Summon this card, and if you do, this card becomes the target. If this card is destroyed and sent to the graveyard: Draw 1 card. If this card is targeted by a card effect: You can change this card's battle position; change the target to another appropriate card on the field.

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Dunham Puppet Jóse

Level 2

Plant/Tuner/Union/Earth

ATK: 600 DEF: 1000

 

Once per turn: You can either equip this card to a "Dunham" monster you control or unequip it to special summon it. If the equipped monster would be destroyed, you can destroy this card instead. The equipped monster gains 600 ATK. If this card is destroyed: You can banish it; Inflict 200 damage to your opponent for every "Dunham" card you control. You can only use this effect of "Dunham Puppet Jóse" once per turn.

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Dunham Puppet Little Jeff

Level 2

Machine/Tuner/Union/Earth

ATK: 500 DEF: 0

 

Once per turn: You can either equip this card to a "Dunham" monster you control or unequip it to special summon it. If the equipped monster would be destroyed, you can destroy this card instead. The equipped monster can inflict piercing damage and gains 500 ATK. If this card is destroyed: You can banish it and target 1 monster your opponent controls; return it to hand. You can only use this effect of "Dunham Puppet Little Jeff" once per turn.

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Dunham Puppet Box

Continuous Spell

 

Each time a "Dunham Puppet" monster is targeted by a card effect, place 1 Puppet Counter on this card.(max 6)You can activate 1 of the following effects.

-Twoce per turn, you can remove 2 counters from this card; Negate the effects of 1 card on the field, and if you do, destroy the card(this is a quick effect).

-Remove 2 counters from this card; Add 1 "Dunham" card from from your Deck to hand. You can only use this effect of "Dunham Puppet Box" once per turn.

-Remove 3 counters from this card; Special Summon 1 "Dunham" monster from your Deck. You can only use this effect of "Dunham Puppet Box" once per turn.

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Dunham Show Tickets

Spell

 

Add 1 "Dunham" monster from your deck to hand, then lose LP equal to that monster's level x100.

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Dunham Puppet Show

Continuous Spell

 

"Dunham" monsters cannot have their effects negated. All "Dunham" monsters you control gain 200 ATK. You can discard 1 card and target 1 card on the field; Negate that card's effects as long as it is face-up on the field. You can only use this effect of "Dunham Puppet Show" once per turn.

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Dunham Stage

Field Spell

 

You take no battle damage from battles involving " Dunham" monsters. If a "Dumham" monster changes battle position: You can put 1 Puppet Counter on this card.(max 4) You can remove 3 counters from this card; Draw 1 card. You can only use this effect of "Dunham Stage" once per turn. If this card would be destroyed, you can remove 1 counter from this card instead.

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Dunham Puppet Repair

Spell

 

Shuffle 2 "Dunham" cards in your graveyard, then add 1 "Dunham" card from your deck to hand, except "Dunham Puppet Repairs".

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Dunham Cameo

Trap

 

This card cannot be activated during the End Phase. Special Summon 1 "Dunham" monster from your deck to your opponent's side of the field. It cannot be Tributed or be used as XYZ material. During your standby phase after the turn this card is activated, return control of that monster.

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Dunham Refund

Trap

 

Shuffle 1 "Dunham" monster into your deck and target 1 monster your opponent controls; Send it to the top of their deck.

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I like the mechanic of switching targets. Really allows you to control what your opponent gets rid of/affects, especially in combination with the Spells/Traps. Allowing you to choose what your opponent does really is something that isn't done very often (Patrician of Darkness, I'm looking at you).

 

Shame of the lack of an extra, but no matter. Works pretty well to summon a lot of Synchros and low Level Xyzs. OPT is sparse, but no major threat in terms of field/hand advantage. Not exactly STRONG on it's own, but certainly not weak, and with a few pieces of tech this deck would be powerful.

 

Refund is lacking a location where it shuffles from. Repair is missing an "into the Deck" for the first part of the effect.

 

Nice Archetype! Rereading certainly does enlighten you.

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