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[8/ ?] Mystical, Magical, Melliferous Lines! [Melglypherous Spell Monster Archetype!]


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So, I've been playing this neato game called infinity loop on my phone, and I found inspiration in some of the completed puzzles.  I went for something unique, and that would be spell monsters. Much like trap monsters, Spell monsters are spell cards that turn into monsters once activated, yet still "occupy" a spell/ trap zone space. Anyways, without further (honey)adieu, the Melglypherous cards!


 


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Special Summon this card as an Effect Monster (Insect-Type/ EARTH/ Level 3/ 1600 ATK/ 400 DEF). (This card is also still a Spell Card). You cannot Normal Summon the turn you Special Summon this card. This card is unaffected by your opponent's Spell Card. While you have no cards in your Spell/ Trap Zone, your opponent cannot activate card effects during the Battle Phase. You can only activate 1 "Melglypherous Goliath" per turn.


 


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Special Summon this card as an Effect Monster (Insect-Type/ EARTH/ Level 4/ 1800 ATK/ 700 DEF). (This card is also still a Spell Card.) You cannot Normal Summon the turn you Special Summon this card. Unaffected by your opponent's Spell Cards. If this card battles while you have no cards in your Spell/ Trap card Zone, draw 1 card at the end of the Damage Step. You can only use this effect of "Melglypherous Head" once per turn. You can only Special Summon 1 "Melglypherous Head" per turn.


 


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Special Summon this card as an Effect Monster as an Effect Monster (Insect-Type/WIND/Level 4/ATK 1200/DEF 1900). (This card is also still a Spell Card). You cannot Normal Summon the turn you Special Summon this card. This card is unaffected by your opponent's Spell Cards. Other "Melglypherous" monsters you control cannot be targeted by your opponent's card effects. While you have no cards in your Spell/ Trap Card Zone, "Melglypherous" monsters you control cannot be destroyed by battle. You can only activate 1 "Melglypherous Queen" per turn.


 


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Special Summon this card as an Effect Monster (Insect-Type/ WIND/ Level 3/ ATK 200/ DEF 1300). (This card is also still a Spell Card). You cannot Normal Summon the turn you Special Summon this card. This card is unaffected by your opponent's Spell Cards. All face-up monsters your opponent control lose 100 ATK and DEF for each "Melglypherous" card you control. While you have no cards in your Spell/ Trap Card Zone, all face-up monsters your opponent control lose 300 ATK. You can only activate 1 "Melglypherous Screamer" per turn.


 


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Special Summon this card as an Effect Monster (Insect-Type/ EARTH/ Level 3/ 900 ATK/ 800 DEF). (This card is also still a Spell Card). You cannot Normal Summon the turn you Special Summon this card. This card is unaffected by your opponent's Spell Cards. While you have no cards in your Spell/ Trap Zone, this card can attack your opponent directly, and if it does, you can add 1 "Melglypherous" Spell Card from your Graveyard to your hand at the end of the Damage Step, but it cannot be activated this turn. You can only use this effect of "Melglypherous Jumper" once per turn. You can only activate 1 "Melglypherous Jumper" per turn


 


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Special Summon this card as an Effect Monster (Insect-Type/ EARTH/ Level 4/ 1900 ATK/ 0 DEF). (This card is also still a Spell Card). You cannot Normal Summon the turn you Special Summon this card. This card is unaffected by your opponent's Spell Cards. While you have no cards in your Spell/ Trap Zone, negate the effects of monsters destroyed by battle with this card, including in the Graveyard. You can only activate 1 "Melglypherous Emperor" per turn.


 


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Once per turn: you can send 1 face-up Normal Spell Card you control to the Graveyard; Activate 2 "Melglypherous" Normal Spell Cards from your Graveyard, except the one sent to activate this card's effect. You can only activate 1 "Melglypherous Swarm" per turn.


 


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Once per turn, if you Special Summon a "Melglypherous" card from your Spell/ Trap Card Zone: you can target that card; add 1 "Melglypherous" card with a different name from your Deck to your hand, but it cannot be activated this turn. You can only activate the effect of "Melglypherous Flight Path" once per turn.


 


[spoiler=What's all this mean]


Flavor time!


 


Melliferous is an adjictive that describes anything that makes honey. So, I thought it appropriate that these be made insects to reflect that. Each one is named with a certain insect in mind. Let's see if you can guess what each one is~


 


aaand that's all I got right now. Might add more in here later once I put more thought into it all. Have fun here~


 


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first things first - shouldn't these be continuous, like the trap monsters are? otherwise (i think) they'd leave the field once they resolved their spell effects to become monsters, as they're still treated as spells. not sure though.

the first one is cool, not too hard to remove, but a potent effect against the right deck.

the second one is a nice consistency booster

queen is a nice boost, makes everything a little harder to remove, but still alright, i think.

screamer is a nice way to get over things. not to much i would change, except maybe bump goliath and queens level?

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first things first - shouldn't these be continuous, like the trap monsters are? otherwise (i think) they'd leave the field once they resolved their spell effects to become monsters, as they're still treated as spells. not sure though.

the first one is cool, not too hard to remove, but a potent effect against the right deck.

the second one is a nice consistency booster

queen is a nice boost, makes everything a little harder to remove, but still alright, i think.

screamer is a nice way to get over things. not to much i would change, except maybe bump goliath and queens level?

 

Well, there are a few normal spells that stay on the field without leaving (Swords of Revealing Light, that Gold Sarc thing that isn't gold sarc and banishes the thing face-down), So I think I'm alright, though some clarifying text might do me some good. That, and MST and the like won't "Negate" normal spells. 

 

As for the Levels, I think I'll stick with the 3 and 4 thing I got goin. Who knows, maybe it'll be important (I.E. Synchros?). I didn't really intend for these to be Xyz-based anyways, just a fun little thing that was unique 

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Well, there are a few normal spells that stay on the field without leaving (Swords of Revealing Light, that Gold Sarc thing that isn't gold sarc and banishes the thing face-down), So I think I'm alright, though some clarifying text might do me some good. That, and MST and the like won't "Negate" normal spells. 

 

As for the Levels, I think I'll stick with the 3 and 4 thing I got goin. Who knows, maybe it'll be important (I.E. Synchros?). I didn't really intend for these to be Xyz-based anyways, just a fun little thing that was unique 

i was more saying for balance, then anything else.

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