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Locks better be trollin'


.Nu-13

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Keycrafter | *2 | LIGHT
[Warrior/Effect]
You can discard this card to add 1 "Lock" monster from your Deck to your hand.
ATK/500 DEF/500

Lock Lizard | *3 | LIGHT
[Reptile/Tuner]
When this card is Summoned and you control no other monsters, you can have your opponent discard 1 card from their hand. Then, Special Summon 1 "Lock Token" to your side of the field. (Rock-Type/LIGHT/Level 2/ATK 0/DEF 0). This card and "Lock Token" cannot be used as Synchro Material Monsters, except for the Synchro Summon of a "Lock" monster.
ATK/1100 DEF/200

Lock Snake | *4 | LIGHT
[Reptile/Effect]
If your oppoent has no cards in their hand, this card's original ATK becomes 1900. Once per turn, if you control another "Lock" monster, you can draw 1 card.
ATK/900 DEF/1000

Lock Butterfly | *1 | LIGHT
[Insect/Effect]
During your opponent's Draw Phase, you can Special Summon this card from your Graveyard. If this card is Special Summoned this way, as long as this card remains face-up on the field, during each of your opponent's End Phase, you can have your opponent discard 1 card.
ATK/100 DEF/100

Lock Platypus | *4 | LIGHT
[Aqua/Tuner]
You can Normal Summon this card in face-up Defense Position. Once per turn, you can have your opponent discard 1 card from their hand. You cannot declare an attack this turn.
ATK/800 DEF/2000

Lock Salamandra | *4 | LIGHT
[Insect/Effect]
Each time your opponent discards a card by the effect of "Lock" card, inflict 200 damage to your opponent and place 1 Lock Counter on this card for each card discarded. When this card is destroyed, you can Special Summon 1 "Lock" monster from your Graveyard with Level equal to or lower than the number of Lock Counters on this card.
ATK/1700 DEF/1000

Lock Flea | *1 | LIGHT
[Insect/Effect]
When this card is destroyed by battle, you can equip this card from your Graveyard as an Equip Spell Card to the monster that destroyed this card. The controller of the equipped monster must discard 1 card during each of their Standby Phases. If the controller of the equipped monster has no cards in their hand, destroy this card.
ATK/0 DEF/0

Lock Scorpion | *5 | LIGHT
[Rock/Effect]
When this card destroys an opponent's monster by battle, if your opponent has no cards in their hand, inflict 1000 damage to your opponent.
ATK/2100 DEF/1200

Lock Rhino | *6 | LIGHT
[Beast-Warrior/Effect]
Once per turn, if your opponent has no cards in their hand, you can have your opponent draw 1 card. If you do, this card gains 1000 ATK, until the End Phase.
ATK/1400 DEF/400

Lock Sheep | *4 | LIGHT
[Beast/Effect]
When this card is summoned, you can change it to Defense Position, and inflict 200 damage to both players for each card in both players' hands. If a player has no cards in their hand, treat them as having 5 cards in their hand during the resolving of this effect.
ATK/800 DEF/1800

Lock Cobra | *4 | LIGHT
[Reptile/Effect]
When an activation of a Spell or Trap card you control is negated, you can Special Summon this card from your hand or Graveyard. When this card is Special Summoned this way, you can have your opponent discard a card and you draw 1 card.
ATK/100 DEF/1600

Lock Eagle | *5 | LIGHT
[Winged Beast/Synchro/Effect]
1 "Lock" Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned, you can have your opponent discard a number of cards in their hand equal to the number of monsters you control. During the End Phase of this turn, your opponent draw the same number of cards they discarded by this effect.
ATK/2400 DEF/900

Lock Phoenix | *8 | LIGHT
[Winged Beast/Synchro/Effect]
1 "Lock" Tuner + 1 non-Tuner "Lock" monster
This card cannot be Special Summoned except by Synchro Summon or by its own effect. Once per turn, you can have both players discard all cardsd from their hands. If you do, the effects of all "Lock" monsters are negated, until the End Phase. You cannot conduct your Battle Phase this turn. When this card on the field is destroyed and sent to the Graveyard, during the End Phase, you can remove from play 1 "Lock" Tuner monster from your Graveyard to Special Summon this card.
ATK/2000 DEF/2000

Lock's Analyze
Continuous Spell Card
Each time either player discards a card(s) from their hand, place 1 Lock Counter on this card. (Max. 4) You can send this face-up card to the Graveyard to activate 1 of the following effects:
• Have your opponent discard a card from their hand for each 2 Lock Counters on this card.
• Draw a number of cards equal to the number of Lock Counters on this card.

Broken Chain
Quick-Play Spell Card
Discard 2 cards. Special Summon 1 Level 4 or lower "Lock" monster from your hand or Deck. Then, you can have your opponent discard 1 card.

Wondrous Key
Normal Spell Card
Add 1 "Lock" monster from your Deck to your hand. You cannot Summon or Set it this turn.

The Miracle Gate
Normal Trap Card
Activate this card only while your opponent has no cards in their hand and you take Battle Damage. Select 1 "Lock" Synchro or Fusion Monster in your Extra Deck. Send, from your hand or Deck, Synchro or Fusion Material monsters listed on that monster to the Graveyard, and Special Summon that monster from your Extra Deck. (This Special Summon is treated as Synchro or Fusion Summon)

Shining Lock
Counter Trap Card
Activate this card only by chaining it to the activation of a Spell or Trap you control. Pay 1000 Life Points. Negate the effect of that card, and destroy it. Then, you can have your opponent discard 2 cards from their hand.
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Hmm...maybe you could create some cards which harm your opponent when they discard cards. E.g.

Lock Salamander| *4| LIGHT

[Insect/Monster/Effect]

When your opponent discards card(s) due to the effect of a 'Lock' card, deal 200 points of damage for each card discarded, and place 1 'Lock counter' on this card. When this card is destroyed, special summon a monster from your graveyard with a level equal to the amount of lock counters on this card.
Atk: 1700 Def: 1000
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Hey, not bad :) Added with minor OCG fix

Lock Salamandra| *4 | LIGHT
Insect/Effect
Each time your opponent discards a card by the effect of "Lock" card, inflict 200 damage to your opponent and place 1 Lock Counter on this card for each card discarded. When this card is destroyed, you can Special Summon 1 "Lock" monster from your Graveyard with Level equal to or lower than the number of Lock Counters on this card.
ATK/1700 DEF/1000

Any comments on the cards/idea?

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Uuuuh, uuuuh! First post in Written Cards, this is where the serious Card Makers go, right? Ehm, yeah, sorry... you wanted a comment, didn't you?

First of all: I like the idea. All cards have a common theme and even a build-in strategy that tags along... you could call it the "Reversed-0-Hand-Combo"... or you could name it whatever you want :lol: As single cards, they aren't too powerful, but as a Archetype, they work really well together and bring the opponent in quite a desperate situation, just how it should be.

I can't really argue about balancing, but again, kudos for creating a working, innovative and overall pretty interesting archetype. I'd want to play it myself (as a sucker for Iron Chain Burn Decks), and that's usually a good sign :)

Oh, and this set needs more targets in your Extra Deck, so please continue the great work ;)

So long,

Spoon

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