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Armor.exe


Umbra

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No, it's not Armor monsters.

 

Armor EXE

LIGHT

Rock

4 / 2400 / 1800

When this card destroys a monster by battle, your opponent discards 1 card for each monster they control. If this card is used for a Synchro Summon, discard your entire hand. During each of your End Phases, remove 1 Spell Counter from your side of the field OR destroy this card.

 

Armor EXE | Sword

LIGHT

Rock / Synchro

4 / 2800 / 2500

“Armor EXE” + 1 Equip Spell Card

When this card is Synchro Summoned, your opponent discards 1 card for each monster they control. When this card destroys a monster by battle, you can add 1 Monster with a lower ATK than the destroyed monster in your Graveyard to your hand. During each player's End Phase, remove 2 Spell Counters from your side of the field OR destroy this card. When this card is removed from the field, Special Summon 1 “Armor EXE” from your Graveyard.

 

Executioner's Armor

Equip Spell

The equipped monster's effect is negated. If the equipped monster destroys a monster by battle, draw cards equal to the destroyed monster's Level - the equipped monster's Level OR 1, whichever is higher.

 

Armor EXE | Staff

LIGHT

Rock / Synchro

4 / 2400 / 3000

“Armor EXE” + 1 Normal Spell Card

When this card is Synchro Summoned, add 1 Spell Card in your opponent's Graveyard to your hand. If you do not activate it during this turn, it is destroyed. When this card battles your opponent's monster, halve that monster's ATK during damage calculation. During each player's End Phase, remove 2 Spell Counters from your side of the field OR destroy this card. When this card is removed from the field, Special Summon 1 “Armor EXE” from your Graveyard.

 

Exellent Strike

Spell Card

Select 1 monster you control. The selected monster's effect is negated. Any Battle Damage the selected monster inflicts during this turn is doubled.

 

Armor EXE | Wand

LIGHT

Rock / Synchro

4 / 2700 / 2800

“Armor EXE” + 1 Quick-Play Spell Card

When this card is Synchro Summoned, place 1 Spell Counter on a card you control. While this card is face-up on the field, if a Spell Counter(s)is removed from your side of the field by a card effect, place 1 Spell Counter on a card on your side of the field. Once during your opponent's turn, when they activate a Spell or Trap Card, negate that effect and destroy the card. During each player's End Phase, remove 2 Spell Counters from your side of the field OR destroy this card. When this card is removed from the field, Special Summon 1 “Armor EXE” from your Graveyard.

 

Exequial Sense

Quick-Play Spell

Activate only when a monster is sent to the Graveyard. Draw 1 card.

 

Donning EXE

Spell Card

Send 1 “Armor EXE” you control to the Graveyard. Special Summon 1 “Armor EXE” Synchro Monster from your Extra Deck. (This Special Summon is treated as a Synchro Summon.)

 

Red Rebirth

Trap Card

Activate only when a “Armor EXE” monster you control is destroyed. Special Summon it during your next Standby Phase.

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These are rather interesting. I'd like to know how the Synchros get out without the use of Donning EXE (or do they)?

EDIT: Excellent Strike seems a bit OP'd. Forbidden Chalice gives less of a bonus and is still considered all right.

 

They work as normal Synchros, really. You send the Synchro Material listed on the Synchro Monster from your side of the field to the Graveyard, and make the levels add up. 4 + 0 = 4.

 

And you have to consider that it's just the Battle Damage, not the ATK, that is doubled, and that the monster's effect is negated permanently.

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These are rather interesting. I'd like to know how the Synchros get out without the use of Donning EXE (or do they)?

EDIT: Excellent Strike seems a bit OP'd. Forbidden Chalice gives less of a bonus and is still considered all right.

 

They work as normal Synchros' date=' really. You send the Synchro Material listed on the Synchro Monster from your side of the field to the Graveyard, and make the levels add up. 4 + 0 = 4.

 

And you have to consider that it's just the Battle Damage, not the ATK, that is doubled, and that the monster's effect is negated permanently.

[/quote']

 

You should make the Synchros require more monster material, and add another drawback to EXE. Other than that, Genma likes. 8/10.

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