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Straight as an Arrow [Archers]


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Archers are unique. Their effects are based off of cards not on the field; but more often, in the hand.

 

Snipe Archer

EARTH

Level: 4

[Warrior/Effect]

Once per turn, you can select 1 random Monster card in your opponent's hand. That monster is Special Summoned to your opponent's side of the field and battles with this card. After this effect is applied, return that face-up monster to its owner's hand. If you activate this card's effect, this card cannot attack this turn.

ATK/ 1700

DEF/ 1200

 

Stronghold Archer

EARTH

Level: 4

[Warrior/Effect]

If an "Archer" Monster you control is attacked, you can discard this card to change that monster to face-up Defence Position. During Damage Calculation, it gains 1000 DEF for every Monster your opponent controls. Return the attacking monster to the owner's hand after Damage Calculation.

ATK/ 0

DEF/ 2000

 

Swift Archer

EARTH

Level: 3

[Warrior/Effect]

When your opponent declares a direct attack, you can discard this card to select 1 "Archer" Monster in your Graveyard. Inflict Battle Damage to the attacking Monster equal to the selected monster's ATK. Then, end the Battle Phase.

ATK/ 1500

DEF/ 1200

 

RULING: Battle Damage is inflicted, and monsters are destroyed by battle.

 

Supply Archer

EARTH

Level: 4

[Warrior/Effect]

When you take Battle Damage, you can discard this card to select 2 "Archer" Monsters in your Graveyard whose total ATK is less than the damage you took, and return them to your hand.

ATK/ 0

DEF/ 0

 

Quickbow Archer

EARTH

Level: 5

[Warrior/Tuner]

You can discard this card during your opponent's turn. When this card is sent directly from your hand to the Graveyard, draw 1 card.

ATK/ 2300

DEF/ 2000

 

Darkbolt Archer

DARK

Level: 8

[Warrior/Ritual/Effect]

This card can only be Ritual Summoned with the Ritual Spell Card, "Ritual of Darkbolt". When this card is Ritual Summoned, you can discard 1 "Archer" Monster and draw 2 cards. If this card attacks, your opponent cannot activate Spell or Trap cards until the end of the Damage Step.

ATK/ 3000

DEF/ 2500

 

Chou Darkbolt Archer

DARK

Level: 10

[Warrior/Fusion/Effect]

"Darkbolt Archer" + "Darkbolt Archer"

This card cannot be Special Summoned from the Extra Deck except by Fusion Summon. When this card is Special Summoned, you can return 3 "Archer" Monsters in your Graveyard to your Deck and draw 1 card. If your hand contains no cards when this card is Special Summoned, draw 2 cards instead. Your opponent cannot activate Spell or Trap cards during the Battle Phase. When this card is destroyed and sent to the Graveyard, you can return all of its Fusion Material Monsters from your Graveyard to your hand.

ATK/ 4000

DEF/ 3000

 

Ritual of Darkbolt

Ritual Spell

This card is used to Ritual Summon Darkbolt Archer". You must also Tribute Monsters whose Levels equal 8 from your field or your hand. You can remove from play 2 "Archer" Monsters in your Graveyard to return this card from your Graveyard to your hand.

 

Twin Arrow

Normal Trap

Activate only during a turn where an "Archer" Monster you control was destroyed. Add 2 "Archer" Monsters from your Graveyard to your hand.

 

Bolt of Revenge

Normal Trap

Activate only when an "Archer" Monster you control is destroyed by battle. Destroy the monster that destroyed it, and Special Summon 1 "Archjer" monster from your DEck with a lower level than the monster destroyed by this effect.

 

More to come.

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Didn't you, or someone, once post an Archer archtype here before? One that revolved around the Archers equipping arrows or something to the opponent? Ah, the good ol' days... which were awful because Our Almighty Lord Crab Helmet didn't post here, of course.

 

For the first card, how do you do the random selection? Couldn't they declare only 1 card was a monster, when they had a weaker one? Or couldn't you pick a Spell if you pick from them all? Do you see the hand, then separate the monsters? I'd say pick a random card, and apply the effect only if it's a monster.

 

Well, the monsters are overall interesting. I'm not sure if I'd want to use Snipe outside of a side... if even there. There's too many 1800 ATK+ beatsticks... And Stronghold seems much worse than similar cards, by not working when attacking or destroying the monster... I don't think these really have any way to be viable right now, but I'll withhold overall judgment until the set's finished.

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For the first card' date=' how do you do the random selection? Couldn't they declare only 1 card was a monster, when they had a weaker one? Or couldn't you pick a Spell if you pick from them all? Do you see the hand, then separate the monsters? I'd say pick a random [b']card[/b], and apply the effect only if it's a monster.

 

They separate all monster s from the rest of their hand (thus you'd get to check and verify that they had taken all monsters), then the selection occurs.

 

Anyway, I'll add a couple of monsters.

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Didn't you' date=' or someone, once post an Archer archtype here before? One that revolved around the Archers equipping arrows or something to the opponent?

[/quote']

 

That would be me.

 

On the cards themselves, I don't really see a coherent theme, other than discarding themselves. It's more similar to how archetypes used to be, before they had synergy.

 

The S/Ts solve the problem a little, especially Twin Arrow, but I'd expect some synergy among the monsters as well.

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Didn't you' date=' or someone, once post an Archer archtype here before? One that revolved around the Archers equipping arrows or something to the opponent?

[/quote']

 

That would be me.

 

On the cards themselves, I don't really see a coherent theme, other than discarding themselves. It's more similar to how archetypes used to be, before they had synergy.

 

The S/Ts solve the problem a little, especially Twin Arrow, but I'd expect some synergy among the monsters as well.

 

They're designed after older themes; that's why they have a Ritual Monster. And soon, a Fusion Monster or two.

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