Ririkun Posted December 23, 2009 Report Share Posted December 23, 2009 A versatile archetype that is good at attacking and defending against your opponent while you maintain field presence and stop your opponent from doing anything. Think of battle ships, tanks, gundams (lol really), and aircraft. Most effects rely on EX Armor cards to work. Combines many aspects with great defense and attack, destruction effects and especially STUN effects. Let me know what you guys think and whether I should add more. Added a brand new Fusion Monster as well. EX Armor Archetype - All MACHINE EX Armor DreadnaughtLevel 6 [DARK]Atk) 1200 Def) 2600You can only control 1 "EX Armor Dreadnaught" monster. If you control a "EX Armor" monster, you can Special Summon this card from your hand. This card can attack your opponent directly. You may switch this card to Defense Position at the end of the Damage Step. When this card is destroyed by a card effect, you can add 1 "EX Armor" monster from your deck to your hand. EX Armor Shining CavalierLevel 4 [LIGHT]Atk) 1800 Def) 1500When this card destroys a monster by battle, you can Special Summon 1 level 4 or lower"EX Armor" monster with 1500 ATK or less from your deck in face up Defense Position. EX Armor Steel CentuarLevel 4 [EARTH]Atk) 500 Def) 2300When this card is Normal Summoned or Flip Summoned, it is changed to Defense Position. Once per turn (during either player's turn), you can remove from play 1 "EX Armor" card in your graveyard to Negate the activation of a Spell or Trap card and destroy it. EX Armor Airwing ForceLevel 4 [WIND]Atk) 1300 Def) 1200 This card cannot be selected as an attack target if you control another "EX Armor" card. Once per turn, if you control another "EX Armor" monster, you can destroy 1 Spell or Trap card on the field. EX Armor Flame HawkLevel 4 [FIRE]Atk) 1400 Def) 2000When this card is Normal Summoned or Flip Summoned, it is changed to Defense Position. Once per turn, you can increase the ATK of another "EX Armor" monster you control by 1400 until the End Phase. EX Armor Battalion ShipLevel 4 [WATER]Atk) 1600 Def) 1000If you control a "EX Armor" monster other than "EX Armor Battalion Ship", you can Special Summon this card from your hand. This card gains 100 ATK for every face up "EX Armor" card on the field. You can tribute this card to Negate the Special Summon of 1 of your opponent's monsters, and destroy it. EX Armor Cistema Overlord - NEWLevel 10 [DARK] FUSIONAtk) ? Def) ?"EX Armor Cistema Core" + 3 "EX Armor" monstersThis card can only be Special Summoned from your Extra Deck by sending the above cards to the graveyard. (You do not use "Polymerization".) This card gains 800 ATK and DEF for every "EX Armor" monster in your graveyard. This card gains the effects of all the monsters used to Special Summon it. When this card is destroyed, you can add 1 "EX Armor Cistema Core" from your graveyard to your hand. EX Armor Spells and Traps EX Armor Cistema Core[Continous Spell]All "EX Armor" monsters you control gain 200 ATK and DEF. When an "EX Armor" monster is Normal Summoned, place 1 Armor Counter on this card (max 2). If an "EX Armor" monster would be destroyed by a card effect, you can remove 1 Armor Counter to negate the activation of the card and destroy it. When this card is sent to the graveyard, draw cards equal to the number of Armor Counter(s) on this card. EX Armor Express Lane[Normal Spell]Pay 800 Life points. Add 1 "EX Armor" monster with 2000 DEF or less from your deck to your hand. EX Armor Reconnaissance Operation - NEW[Normal Spell]Activate only if you control at least 1 "EX Armor" monster. Discard 1 card and check your opponent's hand and field. Your opponent cannot activate any Trap Cards until the End Phase. EX Armor Secret Mechanism[Counter Trap]Activate only if you control at least 1 "EX Armor" monster. Negate the activation of an Effect Monster's Effect and destroy it. EX Armor Union Strike[Normal Trap]Activate only if you control at least 2 "EX Armor" monsters. Pay 800 Life Points and destroy 2 cards on the field. Final Summary/Explanation of the CardsFlame Hawk and Airwing Force works well with Battalion Ship and Dreadnaught as a combo because they can bring lots of havoc when together. Steel Centuar is a great meatshield and can really stop your opponent's spells and traps. Shining Cavalier is a great beatstick that allows for swarm. As for Spells and Traps, Cistema Core and Secret Mechanism contribute to locking down your opponent's card effects (STUN), Express Lane is Reinforcements, but with a small cost. Reconnisance allows for one safe turn from destruction and allows you check everything your opponent has. Finally, Union Strike is another version of Icarus Attack, because destroying cards is fun. (: New fusion monster is EX Armor Cistema Overlord, if brought out with the right cards, can pretty much win the game for you, but of course you can't always bring it out. Also, it works well because you have to send Cistema Core to the graveyard, meaning you get to draw cards as well. Link to comment
Twig Posted December 25, 2009 Report Share Posted December 25, 2009 Awesome. I don't see any mistakes. 10/10 Link to comment
duel tester Posted December 28, 2009 Report Share Posted December 28, 2009 what he said ^ 10/10 just add a few more cards like fusions and synchros.and more traps and spells Link to comment
Ririkun Posted December 31, 2009 Author Report Share Posted December 31, 2009 Thanks you guys, and added a new Fusion card. Wanted to make something godly, so thats what I came up with, though of course It's requirement is hard to fufill. New Spell Card as well for more support. Link to comment
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