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Death Knights


Umbra

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Let's lack creativity!

 

Basically, the Death Knights are an archetype of Warrior-type monsters who gain effects based on the amount of Runes they have charged.

 

Death Knight Meguun

EARTH

Warrior

4 / 1500 / 1300

When this card is Summoned or flipped face-up, place 4 Rune Counters on it. (max. 6) This card gains 100 ATK for each Rune Counter on it. Once per turn, you can activate one of the following effects:

• Remove 2 Rune Counters from this card. Increase this card's ATK by 400 points, until the End Phase.

• Remove 4 Rune Counters from this card. Discard 1 card, and draw 1 card.

• Remove 6 Rune Counters from this card. Special Summon 1 Level 2 or lower monster from your Graveyard and equip it to this card. While equipped with a monster by this effect, this card can attack twice during the same Battle Phase. Only 1 monster can be equipped to this card at a time.

During each of your Standby Phases, place 2 Rune Counters on this card.

 

Ice Prison

Continuous Trap

Activate only by removing 2 Rune Counters from a “Death Knight” monster you control. Select 1 monster your opponent controls and equip it with this card. The equipped monster is changed to Attack Position and has it's ATK reduced to 0. Any Battle Damage the controller of the equipped monster takes from a battle with the equipped monster is increased by 400 points. During each of your End Phases, remove 2 Rune Counters from a “Death Knight” monster you control. If you do not, destroy this card.

 

Death Knight Thanôn

FIRE

Warrior / Tuner

3 / 1300 / 1200

When this card is Summoned or flipped face-up, place 4 Rune Counters on it. (max. 4) This card gains 100 ATK for each Rune Counter on it. Once per turn, you can activate one of the following effects:

• Remove 2 Rune Counters from this card. Inflict 500 damage to the opponent.

• Remove 4 Rune Counters from this card. Destroy 1 monster on the field.

During each of your Standby Phases, place 2 Rune Counters on this card.

 

Netherwind Drake Hatchling

DARK

Dragon

2 / 500 / 300

If you control a face-up “Death Knight” monster, you can Special Summon this card from your hand. You can Tribute this card to place 2 Rune Counters on a face-up “Death Knight” monster you control. When a “Death Knight” monster you control would be attacked, you can Special Summon this card from your Graveyard and redirect the attack to this card. If this card is removed from the field after it has been Special Summoned by this effect, it is placed on the bottom of your Deck.

 

Death Knight Guruhn

WIND

Warrior

6 / 1900 / 1700

If this card is Tribute Summoned, the monsters used as Tribute must have been Normal Summoned. When this card is Summoned or flipped face-up, place 8 Rune Counters on it. (max. 8) This card gains 100 ATK for each Rune Counter on it. Once per turn, you can activate 1 of the following effects:

• Remove 2 Rune Counters from this card. Until your next Standby Phase, when this card battles, you can return the attacking monster to it's original owner's hand after damage calculation.

• Remove 6 Rune Counters from this card. Special Summon up to 3 Level 2 or lower non-Tuner monsters from your Graveyard. The monsters Summoned by this effect cannot be used as Tribute and are destroyed during the End Phase.

During each of your Standby Phases, place 2 Rune Counters on this card + 1 Rune Counter for each monster this card has destroyed by battle since your previous Standby Phase.

 

Plague Strike

Spell Card

Activate 1 of the following effects:

• Remove 2 Rune Counters from a face-up “Death Knight” monster you control. Destroy 1 Level 4 or lower monster on the field.

• Remove 5 Rune Counters from a face-up “Death Knight” monster you control. Destroy 1 card on the field.

 

Unholy Rune

Equip Spell

Equip only to a “Death Knight” monster. Place 4 Rune Counters on this card. (max. 4) Once per turn, if you would remove Rune Counters from the equipped monster, you can remove the same amount of Rune Counters from this card instead. During each of your Standby Phases, place 1 Rune Counter on this card.

 

Rune of Blood

Spell Card

Place 2 Rune Counters on a face-up “Death Knight” monster you control. You can remove from play this card in your Graveyard to place 1 Rune Counter on a face-up “Death Knight” monster you control.

 

Blood Barrier

Continuous Trap

When a face-up “Death Knight” monster or a face-up “Blood Barrier” you control would be destroyed, you can remove 2 Rune Counters from a face-up “Death Knight” monster you control to negate the destruction and destroy the card that would have destroyed a card. (IFFY)

 

Death Knight Al'haruu

WATER

Warrior

5 / 1800 / 1300

You can Special Summon this card from your hand by removing 4 Rune Counters from a “Death Knight” monster you control. When this card is Summoned, place 4 Rune Counters (max. 8) on this card. This card gains 100 ATK for each Rune Counter on it. Once per turn, activate one of the following effects:

• Remove 2 Rune Counters from this card. Place 2 Rune Counters on a “Death Knight” monster you control, except “Death Knight Al'haruu”.

• Remove 4 Rune Counters from this card. Select 1 “Death Knight” monster you control, except “Death Knight Al'haruu”. Until the End Phase, when Rune Counters would be removed from the selected monster, reduce the amount of Rune Counters removed by 2.

During each of your Standby Phases, place 2 Rune Counters on this card.

 

Rotgnaw Ghoul

EARTH

Zombie

1 / 300 / 200

You can remove 2 Rune Counters from a face-up “Death Knight” monster you control to Special Summon this card from your Graveyard. You can remove from play 1 Spell Card in your Graveyard to place 1 Rune Counter on a face-up “Death Knight” monster you control. When this card is removed from the field, place 1 Rune Counter on a face-up “Death Knight” monster you control.

 

Blightfeeder Ghoul

DARK

Zombie

2 / 600 / 500

You can remove 2 Rune Counters from a face-up “Death Knight” monster you control to Special Summon this card from your Graveyard. This card gains 200 ATK for each monster in your opponent's Graveyard. When this card is removed from the field, remove 2 Rune Counters from a face-up “Death Knight” monster you control and Special Summon this card.

 

Frost Wyrm

DARK

Dragon

8 / 1800 / 1300

If you control a face-up “Death Knight” monster, you can Normal Summon this card without Tribute. Once per turn, you can equip this card to a face-up “Death Knight” monster you control, OR Special Summon this card in face-up Attack Position. Any amount of Rune Counters can be placed on the equipped monster. While this card is equipped to a monster, the equipped monster gains the following effects:

• This card can attack your opponent directly.

• When this card inflicts Battle Damage to your opponent, place 1 Rune Counter on this card.

• You can Tribute 1 “Frost Wyrm” equipped to this card to destroy all face-down Spell or Trap Cards on the field.

When the equipped monster would be destroyed, you can destroy this card instead.

 

Death Knight Olun

LIGHT

Warrior

7 / 2000 / 2300

When this card is Summoned or flipped face-up, place 8 Rune Counters on this card. (max. 8) This card gains 100 ATK for each Rune Counter on it. Once per turn, activate 1 of the following effects:

• Remove 2 Rune Counters from this card. Your opponent discards 1 card.

• Remove 4 Rune Counters from this card. Destroy 2 cards on the field.

• Remove 8 Rune Counters from this card. Destroy this card and all cards your opponent controls. During the turn you used this effect, you cannot declare an attack.

During each of your Standby Phases, place 2 Rune Counters on this card.

 

Runic Empowerment

Continuous Spell Card

Increase the ATK of all “Death Knight” monsters you control by 300 points for each Rune Counter on them. When a “Death Knight” monster you control battles, after damage calculation remove 2 Rune Counters from each “Death Knight” monster you control.

 

Undying One

Trap Card

Activate when a Warrior-type monster you control is destroyed. Special Summon 1 “Death Knight” monster with the same Level as the destroyed monster from your hand or Graveyard.

 

Retribution of Lich Lord

Trap Card

Activate only when a “Death Knight” monster you control is attacked. Destroy the attacking monster and inflict damage to your opponent equal to the destroyed monster's ATK.

 

Frost Barrage

Spell Card

Activate only if you control a face-up “Frost Wyrm”. Destroy 2 cards on the field.

 

Castle Acherus

Field Spell

“Death Knight” monsters you control cannot be destroyed by battle. During each of your End Phases, place 1 Rune Counter on this card for each “Death Knight” monster you control. When this card would be removed from the field, you can remove 2 Rune Counters from this card instead.

 

Death Knight Basaaka

FIRE

Warrior

10 / 2700 / 2300

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 “Death Knight” monsters you control. When this card is Summoned, place 10 Rune Counters on it (max.10). Increase this card's ATK by 100 points for each Rune Counter on it. Once per turn, you can activate one of the following effects:

• Remove 6 Rune Counters from this card. During this turn, this card can attack each monster your opponent controls once.

• Remove 20 Rune Counters from your side of the field. Destroy all cards your opponent controls.

During each of your Standby Phases, place 2 Rune Counters on this card.

 

Massive Bone Golem

EARTH

Zombie

10 / 0 / 3000

If you control a face-up “Death Knight” monster, you can Special Summon this card in face-up Defense Position from your hand. When a “Death Knight” monster you control would be destroyed, destroy this card instead. You can remove from play this card in your Graveyard to Special Summon 1 “Massive Bone Golem” or up to 2 “Ghoul” monsters from your Graveyard in face-up Defense Position.

 

Prosperity

Continuous Spell

When a player would draw a card during the Draw Phase, they can draw 2 cards instead. If they do, they must select 1 card drawn by this effect and shuffle it back into their Deck.

 

Zero Rule

Equip Spell

This card is always equipped to the monster with the lowest ATK on the field. The equipped monster can attack directly and is unaffected by Trap Cards.

 

Endless Dungeon

Field Spell

When a monster is destroyed or removed from play, place 1 Crawler Counter (max. 2) on this card. You can remove 2 Crawler Counters from this card to Special Summon 1 monster from your Graveyard. It is destroyed during the End Phase.

 

Painful Revival

Continuous Trap

When a monster you control is destroyed, you can take damage equal to the destroyed monster's original ATK to Special Summon it to your side of the field.

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Nice set, aside from Spell Counters, there really isn't any other counter-based Archetype. I like how they gain effects depending on the number of counters, making them more useful at some times and less so at others. The only problem I had was with Death Knight Guruhn-

 

• Remove 2 Rune Counters from this card. Until your next Standby Phase, when this card battles, you can return the attacking monster to it's original owner's hand after damage calculation.

 

Does that mean it returns itself to its hand if it declares an attack? Or simply does it mean that if an opponent's monster attacks it, they go back to the hand?

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It's what I called overpowered.

 

Death Knight Meguun

4 / 1500

When this card is Summoned or flipped face-up, place 6 Rune Counters on it. (max. 6) This card gains 100 ATK for each Rune Counter on it.

 

 

As far as I can read, that starts as a 2100 ATK level 4 monster, the card then goes on to list POSITIVE effects.

The Archtype is good, but I'd say take out the ATK boost from the counters to balance it, other than that, the set is 100% awesome as a whole.

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It's what I called overpowered.

 

Death Knight Meguun

4 / 1500

When this card is Summoned or flipped face-up' date=' place 6 Rune Counters on it. (max. 6) This card gains 100 ATK for each Rune Counter on it.

 

 

As far as I can read, that starts as a 2100 ATK level 4 monster, the card then goes on to list POSITIVE effects.

The Archtype is good, but I'd say take out the ATK boost from the counters to balance it, other than that, the set is 100% awesome as a whole.

[/quote']

 

I agree, but somehow I get the feeling that was the point.

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