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The Neglected Type


Bringerofcake

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Ok... Everyone's been getting support lately. Plants, Fish, even Reptiles to some extent. But, there is one type that hasn't gotten much love in the form of Archetypes. That would be the Thunder-type. While there are some good monsters that are Thunder-type, and they do have one archetype (Batterymen), I feel the need to make another Thunder Archetype. Here are the results:

 

Ryoma-ru Kirena

LIGHT

Thunder/Tuner

4/1800/400

If this card is used for the Synchro Summon of a non-LIGHT monster, halve its Level. When this card declares an attack, you can Special Summon a Level 4 or lower "Ryoma-ru" monster from your hand.

 

Ryoma-ru Haar

LIGHT

Thunder

4/1300/300

If this card is Special Summoned from your hand by the effect of a "Ryoma-ru" monster, increase its original ATK by 800. If this card is in your Graveyard during your Draw Phase, you can skip your draw to add it to your hand.

 

Ryoma-ru Nikton

DARK

Thunder

4/1600/400

When this card is Normal Summoned, add a "Ryoma-ru" monster from your Deck to your hand. When this card declares an attack, Special Summon a Level 4 or lower "Ryo-maru" monster from your hand. Then deal damage to your opponent equal to half that monster's DEF.

 

Ryoma-ru Lansed

LIGHT

Thunder

4/1800/1000

If this card is Special Summoned from your hand by the effect of a "Ryoma-ru" monster, deal 900 damage to your opponent and it cannot attack this turn. If this card is Normal Summoned, you can add a "Ryoma-ru" monster from your Deck to your hand.

 

Ryoma-ru Teznak

DARK

Thunder

3/1100/600

If this card is Special Summoned from your hand by the effect of a "Ryoma-ru" monster, it is treated as a Tuner monster as long as it is face-up on the field. When this card is used for a Synchro Summon, add a Level 3 or lower Thunder-type monster from your Deck to your hand, besides "Ryoma-ru Teznak".

 

Ryoma-ru Yomira

DARK

Thunder

1/?/?

If this card is Special Summoned from your hand by the effect of a "Ryoma-ru" monster, select a monster on the field. This card's original ATK and DEF are treated as half of that monster's ATK, and this card cannot attack this turn. Once per turn, during your Main Phase, you can deal damage to your opponent equal to this monster's ATK.

 

Ryoma-ru Horukan

DARK

Thunder

3/1500/200

If this card is Special Summoned by the effect of a "Ryoma-ru" monster, deal 600 damage to your opponent. When this card is Normal Summoned, you can add a "The Great Temple of Rangiki" from your Deck or Graveyard to your hand.

 

Ryoma-ru Deskini

LIGHT

Thunder

6/2200/2000

When this card is Tribute Summoned, deal 600 damage to your opponent. When this card declares an attack, Special Summon up to 2 Level 4 or lower "Ryoma-ru" monsters from your hand. Those card(s) cannot attack this turn.

 

Ryoma-ru Amplifier

LIGHT

Thunder/Union

2/800/500

You can Special Summon this card from your hand if you control a "Ryoma-ru" monster. Once per turn, you can equip this card to a Thunder-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, when that monster declares an attack, your opponent takes 400 damage. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

 

Kami no Ryo - Rangiki

LIGHT

Thunder

10 4000/4000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Lightning's Lament". Once per turn, you can Tribute a Thunder-type monster (except "Kami no Ryo - Rangiki) to deal damage to your opponent equal to its ATK. You cannot attack with this card the turn you activate this effect. If this card is destroyed, your opponent takes 2000 damage.

 

Static Accumulation

Normal Spell

Add a Level 4 or lower "Ryoma-ru" monster from your Deck to your hand. It cannot be Special Summoned during this turn's Battle Phase.

 

Lightning Strike!

Continuous Spell

Each time a monster is Special Summoned from your hand, your opponent takes 600 damage.

 

Manufacted Lightning

Quick-play Spell

You can only activate this card while you control a "Ryoma-ru" monster. Deal 1000 damage to your opponent.

 

Static Strike

Normal Spell

You can only activate this card if you control a Thunder-type monster. Destroy a Defense Position monster on the field, and deal damage to your opponent equal to half its DEF.

 

The Great Temple of Rangiki

Field Spell

Each time a monster is Special Summoned from the hand, put a Charge Counter on this card. Once per turn, you can remove any number of Charge Counters from this card to deal damage to your opponent equal to the number of Charge Counters removed x500. If this card would be removed from the field, you can remove a Charge Counter instead.

 

Ryoma-ru Battle Training

Normal Spell

You can only activate this card by targeting a non "Ryoma-ru" monster you control. Tribute that monster to Special Summon a "Ryoma-ru" monster with an identical Level from your Deck. It cannot attack this turn.

 

Ryoma-ru Auto-Cannon

Continuous Spell

When a "Ryoma-ru" monster is Special Summoned from your hand by the effect of another "Ryoma-ru" card, deal damage to your opponent equal to its Level x100.

 

Thunderclap

Counter Trap

You can only activate this card while you control a Thunder-type monster. Negate the activation and effect of a card or Summon and destroy it.

 

Lightningrod

Continuous Trap

Select 1 monster your opponent controls. All Thunder-type monsters you control can only select that monster as an attack target. If that monster battles a Thunder-type monster, neither monster is destroyed by the battle, and neither player takes Damage from it. If the monster is removed from the field, you can select another monster controlled by your opponent as a target. Otherwise, destroy this card.

 

Call of the Cloud

Normal Trap

Return a Thunder-type monster on the field to the owner's hand.

 

Song of the Storm

Normal Trap

During this turn, when your opponent takes effect damage, except by the effect of "Song of the Storm", they take 500 more damage.

 

Lightning's Lament

Counter Trap

You can only activate this card while "Call of the Cloud" and "Song of the Storm" exist in your Graveyard. Negate the activation and effects of all other cards in the current chain. Then Special Summon "Kami no Ryo - Rengiki" from your hand or Deck. It cannot attack this turn. Your opponent cannot activate cards in response to this card's activation and effect.

 

Lightning Soul

Normal Trap

Tribute a Thunder-type monster you control. Destroy 2 cards on the field.

 

Ryoma-ru Jiksene

DARK

Thunder/Synchro

5/2300/1300

1 Tuner + 1 or more non-Tuner Thunder-type monsters

When this card is Special Summoned, deal 400 damage to your opponent. When this card declares an attack, you can Special Summon a "Ryoma-ru" monster from your hand. It cannot attack this turn.

 

Ryoma-ru Masthein

LIGHT

Thunder/Synchro

7/2700/1300

1 Tuner monster + 1 or more non-Tuner Thunder-type monsters

When this card is Synchro Summoned, deal 600 damage to your opponent. When this card declares an attack, you can Special Summon a "Ryoma-ru" monster from your hand. Then deal damage to your opponent equal to its DEF. That monster cannot attack this turn.

 

Ryoma-ru Kelgiken

LIGHT

Thunder/Synchro

8/3100/2700

1 "Ryoma-ru" tuner + 1 or more Thunder-type non-Tuner monsters

When this card is Synchro Summoned, deal 700 damage to your opponent. When a "Ryoma-ru" monster is Special Summoned from your hand, this card gains 400 ATK. Once per turn, during your Main Phase, you can deal damage to your opponent equal to the difference between this card's current ATK and its original ATK.

 

Ryoma-ru Jikez

DARK

Thunder/Synchro

7/2700/1600

"Ryoma-ru Teznak" + 1 or more Thunder-type non-Tuner monsters

When this card is Synchro Summoned, deal 700 damage to your opponent. When this card destroys a monster by battle, deal damage to your opponent equal to its ATK or DEF, whichever is higher.

 

Ryoma-ru Zanurak

LIGHT

Thunder/Synchro

8/3000/1900

1 "Ryoma-ru" Tuner monster + 1 or more non-Tuner "Ryoma-ru" monsters

When this card is Synchro Summoned, deal 800 damage to your opponent. When this card attacks a Defense Position monster, your opponent takes damage equal to the total of half that monster's DEF plus half this card's ATK.

 

Ryoma-ru King Zigniston

LIGHT

Thunder/Synchro

9/3500/3000

1 "Ryoma-ru" Tuner monster + 1 or more non-Tuner "Ryoma-ru" monsters

This card can only be Special Summoned by Synchro Summon. Other "Ryoma-ru" monsters you control gain 200 ATK. When a monster is Special Summoned from the hand by the effect of a card on the field, deal 500 damage to your opponent. When this card is destroyed by battle, add a Thunder-type monster from your Deck or Graveyard to your hand.

Right, rate and comment, usual fare. And there will be more to come.

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Thunder Blackwings?

 

[spoiler=Review]

Ryoma-ru Kirena

LIGHT

Thunder/Tuner

4/1800/400

If this card is used for the Synchro Summon of a non-LIGHT monster' date=' halve its Level. When this card declares an attack, you can Special Summon a Level 4 or lower "Ryoma-ru" monster from your hand.

[b']First of all, I love the names. They're all very original. And this one's a pretty useful tuner, and it's almost splashable in everyrthing. The Special Summon effect is cool too.[/b]

 

Ryoma-ru Haar

LIGHT

Thunder

4/1300/300

If this card is Special Summoned from your hand, increase its original ATK by 800. If this card is in your Graveyard, you can skip your next Draw Phase to add it to your hand.

And from here, we understand that the "Ryoma-ru" quickly search each other and Special Summon each other to swarm the field. I haven't seen the synchros, but this seems like a Thunder version of Blackwings. This one's pretty good, bring out a 2100 beatstick, if it's dead, just bring it back!

 

Ryoma-ru Nikton

DARK

Thunder

4/1600/400

When this card is Normal Summoned, add a "Ryoma-ru" monster from your Deck to your hand. When this card declares an attack, Special Summon a Level 4 or lower "Ryo-maru" monster from your hand.

Well, I guess this is pretty much what the archetype revolves around. It searches, and special summons. Cool.

 

Ryoma-ru Lansed

LIGHT

Thunder

4/1800/1000

If this card is Special Summoned from your hand, it can attack twice during a Battle Phase. If this card is Normal Summoned, you can add a "Ryoma-ru" monster from your Deck to your hand.

This is cool too. High attack, twice striker, and it searches. Just good.

 

Lightning Strike!

Continuous Spell

Each time a monster is Special Summoned from your hand, your opponent takes 300 damage.

I wouldn't use this in a deck that revolves around these cards. 300 is low.

 

Static Strike

Normal Spell

You can only activate this card if you control a Thunder-type monster. Destroy a Defense Position monster on the field.

Smashing Ground. Shield Crash.

 

Thunderclap

Counter Trap

You can only activate this card while you control a Thunder-type monster. Negate the activation and effect of a card or Summon and destroy it.

Now this is good. It's like a Pollinosis for Thunders, which is, like kind of like a solemn. Good one.

 

Lightning Barrier

Normal Trap

You can only activate this card if you control a Thunder-type monster during your opponent's Battle Phase. Destroy all of your opponent's monsters in Attack Position.

It's a thunder Mirror Force, and it doesn't need an attack. Bannable.

 

Right, rate and comment, usual fare.

 

 

I'd say that most of the spells and traps are useless, and the monsters work like an even more aggressive style of Blackwings, but they're only more limited. They need synchros.

I'd say, mostly unoriginal.

But it could be better.

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Thunder Blackwings?

 

[spoiler=Review]

Ryoma-ru Kirena

LIGHT

Thunder/Tuner

4/1800/400

If this card is used for the Synchro Summon of a non-LIGHT monster' date=' halve its Level. When this card declares an attack, you can Special Summon a Level 4 or lower "Ryoma-ru" monster from your hand.

[b']First of all, I love the names. They're all very original. And this one's a pretty useful tuner, and it's almost splashable in everyrthing. The Special Summon effect is cool too.[/b]

 

Ryoma-ru Haar

LIGHT

Thunder

4/1300/300

If this card is Special Summoned from your hand, increase its original ATK by 800. If this card is in your Graveyard, you can skip your next Draw Phase to add it to your hand.

And from here, we understand that the "Ryoma-ru" quickly search each other and Special Summon each other to swarm the field. I haven't seen the synchros, but this seems like a Thunder version of Blackwings. This one's pretty good, bring out a 2100 beatstick, if it's dead, just bring it back!

 

Ryoma-ru Nikton

DARK

Thunder

4/1600/400

When this card is Normal Summoned, add a "Ryoma-ru" monster from your Deck to your hand. When this card declares an attack, Special Summon a Level 4 or lower "Ryo-maru" monster from your hand.

Well, I guess this is pretty much what the archetype revolves around. It searches, and special summons. Cool.

 

Ryoma-ru Lansed

LIGHT

Thunder

4/1800/1000

If this card is Special Summoned from your hand, it can attack twice during a Battle Phase. If this card is Normal Summoned, you can add a "Ryoma-ru" monster from your Deck to your hand.

This is cool too. High attack, twice striker, and it searches. Just good.

 

Lightning Strike!

Continuous Spell

Each time a monster is Special Summoned from your hand, your opponent takes 300 damage.

I wouldn't use this in a deck that revolves around these cards. 300 is low.

 

Static Strike

Normal Spell

You can only activate this card if you control a Thunder-type monster. Destroy a Defense Position monster on the field.

Smashing Ground. Shield Crash.

 

Thunderclap

Counter Trap

You can only activate this card while you control a Thunder-type monster. Negate the activation and effect of a card or Summon and destroy it.

Now this is good. It's like a Pollinosis for Thunders, which is, like kind of like a solemn. Good one.

 

Lightning Barrier

Normal Trap

You can only activate this card if you control a Thunder-type monster during your opponent's Battle Phase. Destroy all of your opponent's monsters in Attack Position.

It's a thunder Mirror Force, and it doesn't need an attack. Bannable.

 

Right, rate and comment, usual fare.

 

 

I'd say that most of the spells and traps are useless, and the monsters work like an even more aggressive style of Blackwings, but they're only more limited. They need synchros.

I'd say, mostly unoriginal.

But it could be better.

 

I need to agree with everything said by both of you. Thunder deserves love, but not in the form of an existing archetype re-written. Sorry Cakeman, I gotta agree with EnkoMaun about these, much as I like 'em. 7/10.

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They're very nice it's just that we don't need Thunder BW's. I think that the idea of swarming and beating the crap outta your opponent is nice. but maybe you should make these monsters swarm for a different purpose, like for burn capabilities or lock down capabilities. (These changes to the Archetype can easily be made.) I do think thunder deserves some love but i have to agree with EnkoMaun and Darkdust

 

7.5/10

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i like the idea of the cards there is only one card i have a problem with and this is a big issue i keep thinking about. ryoma-ru haar is broken beyond time. by the way the text is written you can add it to your hand by simply declaring your going to skip your next draw phase. this blows open all of the broken discard cards sky high and states that you will never again draw just to destroy the field.

 

example: i summon snipe hunter and my opponent doesnt destroy it. i discard ryoma-ru haar to destroy a card. drat i miss. oh wait. i skip my "next" draw phase to add him back to my hand. try it again. drats i miss. i add him back to my hand. my "next" draw phase will be skipped.need i go on?

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Hmm, I like them, and they are quite many. But, apart from sustaining each other and being good cards, what makes these card an archetype? Do they share a common concept? I'm inclined to say no. Look at all other archetypes and you'll see that they share a certain ability (ancient gear-ignore traps while attacking; crystal beasts-turn to continuous spell cards, dark world-special summon when discarded; cyber fairies-gamble; cloudians-invulnerable in attack position). It is true that being so different the Ryoma-ru monsters can look like gravekeepers or blackwings, which are too archetypes, but the point is that a Ryoma-ru based deck would use only Ryoma-ru themed monsters, which is bad.

 

But the card themselves can be rated 9-10/10

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