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(*)Nuclear(*)Winterland(*)


notcleverusername

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This is a winter/holiday theme as it was created in December. I decided to be a little silly with it for various reasons.
[spoiler=Theme]This archetype is based on "nuclear winter", which I came up with thanks to showering, like many of my ideas. The monsters are all based on radioactive mutants who share names with classic holiday and/or wintery icons. The randomness aspect is due to spontaneous mutations from radiation. Names are made to sound stereotypically Russian. Some of them have a known factual basis as they are pulled from a Google baby names site.


[spoiler=Thematic Structure]The archetype is structured around the number 6. The maximum result of a die roll is 6; each main monster is assigned a focus on one of the 6 Turn Phases; each main monster gets one of the 6 Attributes. I probably should have tried to make the S/Ts match 1 of In retrospect, I should've made the 7th monster, the boss monster and an anomaly, DIVINE. It would have maximized the silliness. Although, now that I've looked at it again, dual FIRE/WATER is pretty silly too.
Every monster has a coin flip and a die roll effect that is tied to their Turn Phase. Also, the level 5 and 6 can be Special Summoned by effects tied to die roll and coin flip respectively. Wendigo, the aforementioned anomaly, can be used during any Turn Phase.
Rather than the usual approach of certain results being good and others being extremely bad, I made all results good.



[spoiler=The Setting]
Nuclear Winterland
Field Spell
The original ATK and DEF of all monsters except "Wasteland(*)Yvendigo" are halved. Face-up monsters on the field with effects that roll a six-sided die (or dice) or flip a coin (or coins) gain the appropriate effects.

  • Die or Dice: Once per turn, if you roll a die (or dice) for this card's effect, you can choose to re-roll the di©e. After you roll a di©e for this card's effect, this card gains ATK and DEF equal to the total result x50 until the end of the turn.
  • Coin: Once per turn, if you flip a coin (or coins) for this card's effect, you can choose to redo the coin toss(es). After you flip a coin(s) for this card's effect, this card cannot be destroyed by card effects until the end of the turn.

 



[spoiler=The Monsters]
Radioactive(*)Rudolf
Level 1 DARK Beast
500/100
Once per Battle Phase, at the start of the Battle Phase: Roll a six-sided die, then all monsters your opponent controls lose ATK and DEF equal to the result x100. Once per Battle Phase, if this card attacks or is attacked: Flip a coin. If it is Heads, add 1 level 6 or lower "(*)" monster from your Deck to your hand. If it is Tails, add 1 "(*)" Spell/Trap card from your Deck to your hand. If this card is destroyed by your opponent (by battle or by card effect): You can Set 1 "Rudolf(*)s Reckless Ride" from your Graveyard or directly from your Deck.
Rudolph the red-nosed workhorse. It beams radiation from its glowing nose to weaken its opponents. The denizens of the wasteland depend on it to ferry them to and fro, but its travel schedule is unpredictable thanks to its dementia.
(Battle Phase - DARK - coin flip edited to trigger on attacks)

Snowlem(*)Frotsky
Level 2 FIRE Aqua
700/700
Once per turn, during either player's Main Phase 1: You can target 1 other face-up monster on the field; flip a coin. If it is Heads, that target's effects are negated until the end of the turn. If it is Tails, it cannot declare an attack this turn. Once per turn, during your Main Phase 1: You can roll a six-sided die, then Special Summon 1 "(*)" monster from your hand whose Level is less than or equal to the result. If this card is destroyed by your opponent (by battle or by card effect): You can Set 1 "Frotsky(*)s Final Freeze" from your Graveyard or directly from your Deck.
Frosty the Snowman with a freeze ray built into its body, as well as a variety of other technological enhancements. The radiation that emits from the Magical Hat that forms his power core attracts nearby members of the wasteland to him.
(Main Phase 1 - FIRE - coin flip effect edited to always have a result)

Dead(*)Moroz
Level 3 WIND Zombie
1100/1300
During your Main Phase 2, if you control a "(*)" monster: You can Special Summon this card (from your hand), and if you do, flip a coin. If it is Heads, Special Summon 1 level 6 or lower monster from your Graveyard, except "Dead(*)Moroz". If it is Tails, Set 1 "(*)" Spell/Trap card from your Graveyard to your field. Once per turn, either player's Main Phase 2, you can: Roll a six-sided die, then Special Summon 1 "Snow(*)Maiden Token" (Zombie-type/EARTH/Level ?/ATK ?/DEF ?). Its level is equal to the result and its ATK and DEF are equal to the result x300. If this card is destroyed by your opponent (by battle or by card effect): You can Set 1 "Moroz(*)s Mailman Madness" from your Graveyard or directly from your Deck.
Based on Ded Moroz, the Russian version of Santa according to Wikipedia. He is a bloated corpse that was reanimated from radioactive energy collecting in his body. The radiation he emits can be used to jumpstart other denizens of the wasteland that are "hibernating" when they have run out of energy. He is accompanied by Snegurochka, a part of his body that detached from him and gained sentience due to radiation poisoning.
(Main Phase 2 - WIND - no changes)

Homely(*)Himalayeti
Level 4 EARTH Beast-Warrior
1900/500
Once per turn, during your opponent's Standby Phase: Flip a coin. If its is Heads, your opponent cannot target "(*)" cards you control or in your Graveyard for effects until the end of the turn. If it is Tails, your opponent cannot target cards they control or in their Graveyard for effects until the end of the turn. During your Standby Phase: Roll a six-sided die and apply the appropriate result.

  • 1-2: Add 1 "(*)" card from your Graveyard to your hand.
  • 3-4: This card can attack twice during the Battle Phase this turn.
  • 5-6: Until your opponent's next End Phase, replace this effect with "Once per turn, when a card or effect is activated: You can negate the activation."

If this card is destroyed by your opponent (by battle or by card effect): You can Set 1 "Himalayeti(*)s Hunting Hand-me-down" from your Graveyard or directly from your Deck.
Yeti, also known as an abominable snowman, although I edited the name because I already had to deal with another y alliteration. No one knows if it was a human or a beast before it mutated into the monstrosity it is now. It emits so much energy that it affects communications and vision around it. It exhibits canine behaviors, such as digging holes, hunting, and playfulness.
(Standby Phase - EARTH - no changes)

Apokalipsis(*)Yolka
Level 5 LIGHT Plant
900/2500
If you activate a card or effect on the field that rolls 1 six-sided die: You can call odd or even, and if you call it correctly, Special Summon this card from your hand. Once per turn, during your End Phase: Roll a six-sided die, excavate that many cards from the top of your opponent's Deck, banish 1 excavated card, then return the rest to the top and/or bottom of your opponent's deck in any order. Once per turn, during the End Phase: Flip a coin and apply the appropriate effect.

  • Heads: Destroy 1 monster your opponent controls.
  • Tails: Destroy 1 Spell/Trap card your opponent controls.

If this card is destroyed by your opponent (by battle or by card effect): You can Set 1 "Yolka(*)s Yuletide Yizkor" from your Graveyard or directly from your Deck.
Based on the New Year's Tree, Russia's equivalent of the Christmas Tree, but it heralds the end of times instead of a new beginning (Apokalipsis is Russian for Apocalypse, according to Goog Translate). It appears to be a cyborg plant whose only purpose is to destroy, and the gamma rays it fires from its "branches" suggest a possible cause for the wasteland's existence.
(End Phase - LIGHT - no changes.)

Ψney(*)Dzhek
Level 6 WATER Psychic
2300/1300
If you activate a card or effect on the field that flips 1 coin: You can call it, and if you call it correctly, Special Summon this card from your hand. During your Draw Phase, before your Normal Draw: Roll a six-sided die. Look at cards from the top of your Deck equal to the result, then place them on the top and/or bottom of your Deck in any order. After your normal Draw, you can: Flip a coin and apply the appropriate effect.

  • Heads: Draw 1 card.
  • Tails: Send the top card of your Deck to the Graveyard.

You can only use each of this effect of "Ψney(*)Dzhek" once per turn. If this card is destroyed by your opponent (by battle or by card effect): You can Set 1 "Dhzek(*)s Dzhreary Dzhenerosity" from your Graveyard or directly from your Deck.
Based on Jack Frost, known as "Morozko" by the Russians. "Dzhek" means Jack in Russian, according to Goog Translate, while "Iney" means Frost, with the first letter replaced by the Greek letter Psi as a reference to a manga psychic. Dzhek was an ordinary human before he succumbed to radiation that altered his brain, allowing him to randomly see glimpses of the future. His efforts to affect the future sometimes lead to even more destruction.
(Draw Phase - WATER - no changes.)

Wasteland(*)Yvendigo
Level 7 FIRE/WATER Reptile
2300/1300
You can only control 1 "Wasteland(*)Yvendigo". Must be Special Summoned from your hand (during either player's turn) by Tributing "(*)" monsters you control (min.2), and cannot be Special Summoned by other ways. If this card is Special Summoned this way: Flip coins equal to the number of Tributed monsters. Banish cards on the field up to the number of Heads and draw cards up to the number of Tails. Once per turn, during your turn, you can: Roll a six-sided die. Treat your opponent's Turn Phases as numbers 1-6, counting from the Draw Phase to the End Phase, and during your opponent's next turn, skip the Turn Phase that has the same number as the result (this is a Quick effect). If this card is destroyed by your opponent (by battle or by card effect): You can Special Summon 1 "(*)" monster from your Deck or Graveyard.
Based on the Wendigo, a sort of werewolf-like monster with an insatiable craving for human flesh. It appears from warp holes that occur whenever there is a large concentration of radiation in a small area. Though its existence is an enigma, its advanced spacetime manipulation techniques suggest it is from a distant time period in the future. For some reason, Dzhek feels a repulsive solidarity with it...
(Any Phase - FIRE/WATER - banishes and draws up to instead of mandatory amount)



[spoiler=Spells and Traps]
Rudolf(*)s Reckless Ride
Normal Trap
Roll a six-sided die, then Special Summon 1 "(*)" monster from your Deck whose level is equal to the result.

Frotsky(*)s Final Freeze
Normal Trap
If you control a "(*)" monster: Target 1 face-up monster your opponent controls; roll a six-sided die, then place Freeze Counters on that target equal to the result, and if you do, its effects are negated and it cannot attack or be used as Material for a Summon as long as it has an Freeze Counter. During each End Phase, remove 1 Freeze Counter from that target.

Moroz(*)s Mailman Madness
Normal Trap
If there is at least 1 face-up monster on each side of the field: Roll a six-sided die, then apply the appropriate result based on whether the number of face-up monsters on the field is less than, greater than, or equal to the result.

  • Less than: Special Summon a number of "Snow(*)Maiden Tokens" (Zombie-type/EARTH/Level 1/ATK 0/DEF 0) equal to the difference. (If there are not enough Monster Zones, Special Summon as many as possible)
  • Greater than: Change a number of face-up monsters on the field equal to the difference to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle position until your next End Phase.
  • Equal to: Special Summon 1 "(*)" monster from your hand.

Himalayeti(*)s Hunting Hand-me-down
Continuous Trap
Target 1 face-up monster you control with an effect that rolls a six-sided die and/or flips a coin; equip this card to that target. Once per turn: You can flip a coin and apply the appropriate result. (You can only apply 1 of these effects at a time).

  • Heads: The equipped monster gains 1000 ATK. When the equipped monster destroys an opponent's monster by battle: Draw 1 card.
  • Tails: The equipped monster is unaffected by your opponent's effects that do not target it. At the start of the Damage Step, if the equipped monster battles an opponent's monster: Banish that monster.

Yolka(*)s Yuletide Yizkor
Normal Spell
Banish any number of "(*)" monsters from your Graveyard; flip coins equal to the number banished, then destroy monsters your opponent controls equal to the number of Heads and Spell/Trap cards your opponent controls equal to the number of Tails, then if the number of Heads or Tails was greater than the number of destroyed cards, inflict 600 damage to your opponent for each surplus result.

Dzhek(*)s Dzhreary Dzhenerosity
Equip Spell
Equip to a monster with an effect that rolls a six-sided di©e and/or flips a coin(s). When the equipped monster activates its effect(s), you can choose the results of the roll or toss. If this card or a "(*)" monster equipped with this card would be destroyed by an opponent's card effect, roll a six-sided die, and if the result is 2-5, it is not destroyed. When an opponent's card effect resolves that targeted this card or a "(*)" monster equipped with this card at activation, you can flip a coin, and if it is Heads, negate that effect.

 

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