Jump to content

Half-arsed Attempt At New Effect Monster Class


Recommended Posts

Basically a rip-off TRIBUTE to the Flash mechanic from MTG. Whole gimmick is that you can bring these guys out during your opponent's turn instead of laying monsters out as per usual to get creamed during your opponent's Main Phase 1. One for each type except Divine-Beast, plus a support monster called Gemini WARP Summoner. This is of course assuming there's not some crazy-ass ruling let's you Normal Summon once per turn during your own turn only...

 

Space-Time Magician

Level 8

Dark/Spellcaster/Warp

2500/2000

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. Once per turn, you can Special Summon 1 Flash monster from your graveyard in face-up Attack Position. During the End Phase, return the monster summoned by this effect from your field to your hand.

 

D.D. Dinosaur

Level 8

Fire/Dinosaur/Warp

2800/2100

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. Once per turn, you can select 1 face-up Attack Position monster and change it to face-down Defense-Position. If this card is Removed From Play, remove from play all Defense-Position monsters your opponent controls.

 

Flash Dragon

Level 7

Light/Dragon/Warp

2300/1900

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. When your opponent activates a Spell or Trap card, you can return this face-up card from your field to your hand. If this card was returned to the hand by it's own effect, you can Normal Summon or Set once more this turn.

 

Final Kraken

Level 7

Water/Aqua/Warp

2400/0

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. You can discard 1 card to change the Battle Position of one monster on the field. You can activate this effect during your opponent’s Battle Phase.

 

Claymore Golem

Level 6

Earth/Rock/Warp

1200/2000

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. Once per turn, this card is not destroyed as a result of battle.

 

Rapid Blast Centaur

Level 6

Fire/Beast-Warrior/Warp

2000/500

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. Once per turn, inflict 800 damage to your opponent.

 

Lightning Viper

Level 5

Light/Reptile/Warp

1800/1000

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. Whenever a card on the field is destroyed by a Card Effect you can select 1 face-up monster your opponent controls and lower it’s ATK by 1000.

 

Rhino Raider Rider

Level 5

Earth/Beast/Warp

1500/1000

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. If this card attacks a Defense-Position monster it gains 1500 ATK during the Damage Step. When this card attacks, neither player can activate Set Spell or Trap cards.

 

Afterimage of the Six Samurai

Level 4

Water/Warrior/Warp

?/?

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. When you Normal Summon this card, select 1 “Six Samurai” monster in your graveyard. This card’s original ATK and DEF become the same as the selected card.

 

Overpsy Nurse

Level 4

Dark/Psychic/Warp

800/1400

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. If you pay life points to activate the effect of a Psychic-type monster, you can tribute this card instead.. One time only, reduce 1 amount of Effect Damage you would receive to 0.

 

Chromic Angel

Level 4

Light/Fairy/Warp

300/1600

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. When this card is Normal Summoned successfully, remove the top 6 cards of your deck from play. For every monster with a different Attribute removed from play by this effect, this card gains 500 ATK.

 

Pale Bishop Archfiend

Level 4

Dark/Fiend/Warp

1700/1100

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the opponent's card. If this card would be destroyed as a result of battle, you can change it to Defense-Position to negate it’s destruction.

 

Deepsea Destroyer

Level 4

Water/Sea-Serpent/Warp

1450/1450

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. This card gains 500 ATK whilst it is the only monster on the field.

 

Flash Raima

Level 4

Earth/Thunder/Warp

0/2000

You can Normal Summon this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. If you Tribute Summon a Warp monster, you can treat this card as 2 Tributes.

 

Unseen Dryad

Level 3

Dark/Plant/Warp

1000/1000

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. Your opponent gains control of this card when it is Summoned. Whilst this card is face-up on the field, this card’s owner can Normal Summon up to 2 Warp monsters per turn.

 

Winter Day Butterfly

Level 3

Wind/Insect/Warp

700/0

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. When this card is Normal Summoned, this card becomes an Equip Card equipped to a monster your opponent controls. The equipped monster has it’s ATK reduced to 0 and cannot change it’s Battle Position. If the equipped monster is removed from the field, you can return this card to your hand.

 

Axelbatross

Level 3

Wind/Winged-Beast/Warp

1400/700

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. When this card is Normal Summoned successfully, it is treated as a Tuner monster whilst it remains face-up on the field.

 

Lancer Trout

Level 3

Water/Fish/Warp

1000/800

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. During your opponent’s Battle Phase, you can tribute this card to destroy up to 2 Spell or Trap cards your opponent controls.

 

Spiral Fortress Vandrill

Level 2

Earth/Machine/Warp

1200/0

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. Once per turn, you can switch the ATK and DEF of a monster that battles this card.

 

Lava Larva

Level 1

Fire/Pyro/Warp

0/0

You can Normal Summon or Set this card during your opponent's turn. If you do, you cannot Normal Summon or Set during your next turn. During your Standby Phase you can send this face-up card to the graveyard to Special Summon up to 2 Pyro-type monsters from your hand.

 

Cosmic Reaper

Level 1

Dark/Zombie/Warp

0/0

You can Normal Summon this card during your opponent's turn. If you do, you cannot Summon monsters during your next turn. When this card is Normal Summoned during your opponent’s turn, destroy 1 monster your opponent controls. When this card is destroyed as a result of battle, you can add 1 Warp monster from your graveyard to your hand.

 

Warp Summoner

Level 4

Light/Spellcaster/Effect

1900/1000

Whilst this card remains face-up on the field, negate the effect of Warp monsters that prevents you from Normal Summoning or Setting monsters during your turn.

Link to comment

you forgot the quotations.

Example: "Warp" monster

but everything else seems to be perfect.

9/10

 

No he didn't; they don't need to be there. You put quotes for Archetypes, not subtypes.

 

Warps are an interesting idea. You made them quite well too! I give 9 out of 10 as well.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...