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Core Chimail Support - Stabilization in Progress


Zkaiser

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Monsters:

 

 

Core Chimail Protector

WATER/3/Plant-Effect/800/2200

This card's is treated as a Warrior-Type monster while it is in the Graveyard. While this card is equipped to a monster, LIGHT and DARK monsters cannot declare an attack. If you control a face-up "Core Chimail" monster, you can Special Summon this card from your Graveyard. If this card was Summoned this way, remove it from play when it is removed from the field. When this card is removed from play add 1 other of your removed from play "Core Chimail" monsters to your hand.

 

Core Chimail Pangaea

FIRE/6/1800/2500

Psychic/Effect

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. This card cannot be Special Summoned. When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, by discarding 1 "Iron Core of Core Chimail" you can Special Summon 1 Level 4 or lower "Core Chimail" monster from your Deck. This card cannot be destroyed by monster effects.

 

Core Chimail Paradox

WIND/4/1900/800

Psychic/Effect

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Psychic-Type monster in your hand. Any effect of increasing the ATK or DEF your opponent's monsters is negated and changed to decrease by the same amount.

 

Core Chimail Scissor Knight

WATER/3/1600/1200

Warrior/Effect

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Warrior-Type monster in your hand. During your Draw Phase, you can return this card in your Graveyard to your hand by paying 500 Life Points.

 

Core Chimail Ally

FIRE/4/1900/1400

Machine/Effect

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Machine-Type monster in your hand. When a card is sent from your opponent's Deck to the Graveyard increase this card's ATK by 100. You can decrease this card's ATK by 500 to change 1 face-up Attack Position LIGHT or DARK monster on the field to face-up Defense Position.

 

Core Chimail Speeder Mk-2

WATER/3/Machine-Effect/1200/2200

You can discard this card to the Graveyard to add 1 "Core Transport Unit" from your Deck to your hand.

 

Core Chimail Convoy

FIRE/6/Warrior-Effect/2400/1200

You can Special Summon this card from your hand if your opponent has at least 2 more monsters on the field than you do. When this card is Normal Summoned you can return up to 3 "Iron Core of Core Chimail"s in your Graveyard to your Deck to send cards your opponent controls to the Graveyard equal to the number of card's returned.

 

 

Spells:

 

 

Malicious Core of Core Chimail

Normal Spell

This card's name is treated as "Iron Core of Core Chimail." During your Draw Phase, if this card is in your Graveyard, you can send 1 "Koa'ki Meiru" monster from your hand to your Graveyard to add this card to your hand. If this card is sent from your hand to the Graveyard by a "Core Chimail" monster, return 1 card your opponent controls to the top of the owner's Deck.

 

Stable Core of Core Chimail

Normal Spell

This card's name is treated as "Iron Core of Core Chimail." During your Draw Phase, if this card is in your Graveyard, you can add this card to your hand instead of drawing. When this card is sent from your hand to the Graveyard by a "Core Chimail" monster, Draw 1 card.

 

Core Chimail Mining Drill

Continuous Spell

Each time you discard a card during your End Phase place 1 Drill Counter on this card. By sending this card to the Graveyard, draw a number of cards from your Deck and/or add "Core Chimail" Cards in your Graveyard equal to the number of Drill Counters on this card.

 

Core Chimail Factory

Field Spell

During each of your End Phases, destroy this card unless you send 1 "Core Chimail" monster from your hand to the Graveyard or reveal 1 Field Spell Card in your hand. You do not have to pay maintenance for "Core Chimail" monsters. Once per turn, you can Normal Summon 1 "Core Chimail" monster in addition to your Normal Summon or Set for the turn. If this face-up card would be destroyed you can discard 1 "Iron Core of Core Chimail" instead.

 

Core Filtration System

Continuous Spell

An opponent's monster that battles with a "Core Chimail" monster you control is changed to face-down Defense Position at the end of the Damage Step.

 

Resources from the Different Dimension

Normal Spell

Return 1 of your removed from play "Core Chimail" cards to your Graveyard. Draw 2 cards.

 

 

Traps:

 

Core Chimail Retrieval Program

Normal Trap

This card can be activated during the End Phase in which it is Set. Return 1 "Iron Core of Core Chimail" from your Graveyard to your hand and return this card to your hand instead of sending it to the Graveyard.

 

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Pangaea? What does this guy have to do with Dinosaurs? These seem great' date=' but Retrieval Program is broken. Take out the first part and it's fine. 8.5/10.

[/quote']

 

Pangaea is when all of the continents were one. Since all of the Core Chimails are of nature attributes and this guy can bring all of the Core Chimails together I think the name fits.

 

Also, what's so broken about Core Retrieval Program?

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Pangaea? What does this guy have to do with Dinosaurs? These seem great' date=' but Retrieval Program is broken. Take out the first part and it's fine. 8.5/10.

[/quote']

 

Pangaea is when all of the continents were one. Since all of the Core Chimails are of nature attributes and this guy can bring all of the Core Chimails together I think the name fits.

 

Also, what's so broken about Core Retrieval Program?

 

Pangaea does fit, but Program... well, let's see, it can be played the turn you set it, retrieve a core, then out itself back in your hand. Anybody else see the huge problem with that process?

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Well it can only be played during the End Phase in which it is set. I basically made it so that Powerhand would finally have a decent reveal option. The only real problem I see with it is that it will probably never touch the Graveyard. That's not broken in my opinion. But I have a hard time seeing extremely broken combos with the cards I make so maybe you can point out it's problems.

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Well it can only be played during the End Phase in which it is set. I basically made it so that Powerhand would finally have a decent reveal option. The only real problem I see with it is that it will probably never touch the Graveyard. That's not broken in my opinion. But I have a hard time seeing extremely broken combos with the cards I make so maybe you can point out it's problems.

 

It becomes 2 for 1 on any Core Chimail. Discard 1 for a monster, use this and recover it, then pay for another monster. Normally that wouldn't be so bad, but with Ghoulungulate in the house this thing can maintain an entire field with the help of one monster.

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  • 1 month later...

Yes, that was intentional. Rather than having extra Cores I would just like a Core with an effect. That way it's still searchable by the already established means and would completely take away Core Chimail's weakness by giving them access to 9 Cores. If I were to make an extra Core it wouldn't be as easy to retrieve as a regular one.

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  • 2 months later...
  • 1 month later...
  • 1 month later...

I JUST NOTICED THAT URKNIGHT IS PANGAEA!! Maybe Konami stalks these boards :ninja:

 

Also, a new broken KM:

 

Core Chimail Protector

WATER/3/Plant-Effect/800/2200

This card's is treated as a Warrior-Type monster while it is in the Graveyard. While this card is equipped to a monster, LIGHT and DARK monsters cannot declare an attack. If you control a face-up "Core Chimail" monster, you can Special Summon this card from your Graveyard. If this card was Summoned this way, remove it from play when it is removed from the field. When this card is removed from play add 1 other of your removed from play "Core Chimail" monsters to your hand.

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