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Oppressors and such.


Docomodake

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Oppressor M

WIND / Beast-Warrior / Level 4 / 1900 / 500

This card's Special Summon cannot be negated. Either player can discard 1 card to negate a Special Summon of a monster and destroy it.

 

Oppressor S

WIND / Beast-Warrior / Level 3 / 200 / 2100

This card's Special Summon cannot be negated. You can pay 1000 Life Points to negate the activation of a Normal or Quick-Play Spell Card and destroy it.

 

Oppressor T

WIND / Beast-Warrior / Level 4 / 1800 / 1100

This card's Special Summon cannot be negated. When a Trap Card is activated it is negated and destroyed and this card loses 600 ATK.

 

Oppressor D

WIND / Beast-Warrior / Level 3 / 1600 / 1000

This card's Special Summon cannot be negated. Neither player can draw cards outside of their Draw Phase. Instead of drawing a card in the Draw Phase, either player can activate a card or effect that would allow them to draw 1 or more cards.

 

Oppressor E

WIND / Beast-Warrior / Level 6 / 0 / 0

This card's Special Summon cannot be negated. This card cannot be destroyed by battle while it has 0 ATK. When this card is Summoned, all Synchro monsters on the field lose 1000 ATK points and this card gains ATK points equal to the total amount lost. You can have this card lose 1000 ATK points to negate the Summon of a Synchro monster and return it to the Extra Deck.

 

Make Way for the Elite

Normal Spell Card

This card's activation cannot be negated. Return 1 monster you control to the deck. Special Summon 1 "Oppressor" monster from your deck.

 

Elite United Power

Quick-Play Spell Card

Activate this card when a card's activation or a Summon is negated. Special Summon 1 "Oppressor" monster from your Deck when the chain resolves.

 

Rise to Power

Normal Spell Card

Return 3 "Oppressor" monsters in your Graveyard or removed from play to your Deck. Draw 1 card. Cards drawn by this effect are not considered drawing a card outside of the Draw Phase.

 

Fall from the Top

Quick Play Spell Card

Send up to 2 "Oppressor" monsters from your Deck to your Graveyard.

 

Humble Servant

WIND / Beast-Warrior / Level 1 / 100 / 100

You can discard this card in your hand to add 1 "Oppressor" monster in your Graveyard to your hand. When you Normal Summon this card, Special Summon 1 "Oppressor" monster in your hand; its effect is negated and this card gains ATK equal to the Special Summoned monster's Level x300. When this card is destroyed, destroy the Special Summoned monster.

 

Oppressor G

WIND / Beast-Warrior / Level 4 / 1950 / 0

This card's Special Summon cannot be negated. You can discard 1 card to negate the effect of a monster that sends 1 or more cards from their deck to the Graveyard and destroy it.

 

Oppressor R

WIND / Beast-Warrior / Level 3 / 1300 / 1400

This card's Special Summon cannot be negated. Negate the activation of any card effect that adds 1 or more cards from the Deck to either player's hand and destroy it. (This does not include drawing cards.)

 

Oppressor K

WIND / Beast-Warrior / Level 4 / 1800 / 300

This card's Special Summon cannot be negated. Neither player's monsters can be destroyed by card effects; either player can discard 1 card to negate this effect until the card with the destruction effect resolves.

 

Internchangable

WIND / Beast-Warrior / Level 2 / 1400 / 750

When this card is Normal Summoned, send 2 "Oppressor" monsters from your Deck to your Graveyard and select 1 of those monsters; this card's effect becomes the selected monster's effect. Once per turn, you can select an "Oppressor" monster in your Graveyard and return it to your Deck; this card's effect becomes the selected monster's effect.

 

Oppressor Z

WIND / Beast-Warrior / Level 1 / 0 / 0

This card's Special Summon cannot be negated. Once per turn, you can remove from play 2 "Oppressor" monsters in your Graveyard and select 1 of them. This card's ATK/DEF becomes equal to the selected monster's ATK and DEF, respectively. In addition, this card gains the effect of the other removed monster.

 

Oppressor's Jackpot

Normal Spell Card

Discard cards up to to the number of "Oppressor" monsters you control (max. 2). Draw cards equal to the number of discarded cards +1. Cards drawn by this effect are not considered drawing a card outside of the Draw Phase.

 

Chance Recruitment

Normal Spell Card

Roll a die, and pick up a number of the top cards of your Deck equal to the result. Select 1 "Oppressor" monster among these cards and add it to your hand. If there are no "Oppressor" monsters among these cards, shuffle them back into the deck.

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Opressor M seems to be like the most broken one to me, as its a 1900 atk royal oppression, perfect and splashable in many decks, especially oppression gadgets.

 

Also, you should just take out the fact their Special Summons can't be negated, they don't get Special Summoned much anyway right, besides call of the haunted or the humble servant. unless you make more support cards for it. Tone some down a bit, notably M,S and T, and D is kinda wierd to me o,o. I like the archetype though, it has lots of potential and creativity.

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Opressor M seems to be like the most broken one to me' date=' as its a 1900 atk royal oppression, perfect and splashable in many decks, especially oppression gadgets.

 

[b']It doesn't negate effects that SS monsters so it misses some timing. TKR isn't splashed in practically any deck and it works just like OM, and Oppression Gadgets sucks.[/b]

 

Also, you should just take out the fact their Special Summons can't be negated, they don't get Special Summoned much anyway right, besides call of the haunted or the humble servant.

 

"Make Way for the Elite", "Elite United Power", "Humble Servant". Also, they were made to get around Royal Oppression and its cronies. <_<

 

unless you make more support cards for it. Tone some down a bit, notably M,S and T, and D is kinda wierd to me o,o. I like the archetype though, it has lots of potential and creativity.

 

Oppressor T will be eratta'd.

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Opressor M seems to be like the most broken one to me' date=' as its a 1900 atk royal oppression, perfect and splashable in many decks, especially oppression gadgets.

 

[b']It doesn't negate effects that SS monsters so it misses some timing. TKR isn't splashed in practically any deck and it works just like OM, and Oppression Gadgets sucks.[/b]

 

Also, you should just take out the fact their Special Summons can't be negated, they don't get Special Summoned much anyway right, besides call of the haunted or the humble servant.

 

"Make Way for the Elite", "Elite United Power", "Humble Servant". Also, they were made to get around Royal Oppression and its cronies. <_<

 

unless you make more support cards for it. Tone some down a bit, notably M,S and T, and D is kinda wierd to me o,o. I like the archetype though, it has lots of potential and creativity.

 

Oppressor T will be eratta'd.

 

Alright then, good luck w/ making it balanced.

And Oppression Gadgets are good, or well just a gadget deck, maybe you haven't seen them competitively? They can still do well even if the opponent doesn't Special Summon with an extreme amount of monster removal, hand advantage, and Tragoedia can be a pain as well. :)

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Opressor M seems to be like the most broken one to me' date=' as its a 1900 atk royal oppression, perfect and splashable in many decks, especially oppression gadgets.

 

[b']It doesn't negate effects that SS monsters so it misses some timing. TKR isn't splashed in practically any deck and it works just like OM, and Oppression Gadgets sucks.[/b]

 

Also, you should just take out the fact their Special Summons can't be negated, they don't get Special Summoned much anyway right, besides call of the haunted or the humble servant.

 

"Make Way for the Elite", "Elite United Power", "Humble Servant". Also, they were made to get around Royal Oppression and its cronies. <_<

 

unless you make more support cards for it. Tone some down a bit, notably M,S and T, and D is kinda wierd to me o,o. I like the archetype though, it has lots of potential and creativity.

 

Oppressor T will be eratta'd.

 

Alright then, good luck w/ making it balanced.

And Oppression Gadgets are good, or well just a gadget deck, maybe you haven't seen them competitively? They can still do well even if the opponent doesn't Special Summon with an extreme amount of monster removal, hand advantage, and Tragoedia can be a pain as well. :)

 

I'll reiterate: Oppresion Gadgets sucks.

Link to comment

Opressor M seems to be like the most broken one to me' date=' as its a 1900 atk royal oppression, perfect and splashable in many decks, especially oppression gadgets.

 

[b']It doesn't negate effects that SS monsters so it misses some timing. TKR isn't splashed in practically any deck and it works just like OM, and Oppression Gadgets sucks.[/b]

 

Also, you should just take out the fact their Special Summons can't be negated, they don't get Special Summoned much anyway right, besides call of the haunted or the humble servant.

 

"Make Way for the Elite", "Elite United Power", "Humble Servant". Also, they were made to get around Royal Oppression and its cronies. <_<

 

unless you make more support cards for it. Tone some down a bit, notably M,S and T, and D is kinda wierd to me o,o. I like the archetype though, it has lots of potential and creativity.

 

Oppressor T will be eratta'd.

 

Alright then, good luck w/ making it balanced.

And Oppression Gadgets are good, or well just a gadget deck, maybe you haven't seen them competitively? They can still do well even if the opponent doesn't Special Summon with an extreme amount of monster removal, hand advantage, and Tragoedia can be a pain as well. :)

 

I'll reiterate: Oppresion Gadgets sucks.

 

You think that. Meanwhile, I'll be winning games at +6 advantage with them while laughing in the face of some meta player who doesn't know what just happened..

Link to comment

Opressor M seems to be like the most broken one to me' date=' as its a 1900 atk royal oppression, perfect and splashable in many decks, especially oppression gadgets.

 

[b']It doesn't negate effects that SS monsters so it misses some timing. TKR isn't splashed in practically any deck and it works just like OM, and Oppression Gadgets sucks.[/b]

 

Also, you should just take out the fact their Special Summons can't be negated, they don't get Special Summoned much anyway right, besides call of the haunted or the humble servant.

 

"Make Way for the Elite", "Elite United Power", "Humble Servant". Also, they were made to get around Royal Oppression and its cronies. <_<

 

unless you make more support cards for it. Tone some down a bit, notably M,S and T, and D is kinda wierd to me o,o. I like the archetype though, it has lots of potential and creativity.

 

Oppressor T will be eratta'd.

 

Alright then, good luck w/ making it balanced.

And Oppression Gadgets are good, or well just a gadget deck, maybe you haven't seen them competitively? They can still do well even if the opponent doesn't Special Summon with an extreme amount of monster removal, hand advantage, and Tragoedia can be a pain as well. :)

 

I'll reiterate: Oppresion Gadgets sucks.

 

You think that. Meanwhile, I'll be winning games at +6 advantage with them while laughing in the face of some meta player who doesn't know what just happened..

 

It's just too inconsistent, even with Trago.

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