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Battle Of The Types! - FULL!


Daigusto Sphreez

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Yes... 200th post on this thread! Let's make it good:

 

[spoiler=Card]226908.jpg[spoiler=Lore]●While in attack position: During each of your Standby Phases, inflict 500 points of damage to your opponent for each equip card you control. Each time this card deals damage by that effect, it gains 300 ATK.●While in defense position: You can pay 500 Life Points to tribute this face-up card to Special Summon 1 monster with "Morphtronic" in it's name, or is called "Power Tool Dragon" from your hand or Graveyard, ignoring all summoning conditions. That card's effect is negated.

 

 

[spoiler=How it fits]Most, if not all, Morphtronics use the different battle positions thing, so I stayed with that. I also took into account how Morphtronics rely on equips to win. They usually have a name and picture of an existing technology, like Celfon (cellphone) and Remoten (remote). Well, mine is the web. The picture is an improved-on Google Chrome logo, so I think it fits. It also supports Morphtronics with it's second effect.

 

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Well here's mine:

 

[spoiler=Card]

StrikeWarriorS.jpg

 

"Strike Synchron" + 1 or more non-Tuner monsters

Once per turn, during your Main Phase, you can halve this card’s ATK until the end of your opponent’s next turn. If this card destroys a monster by battle while this card’s ATK is halved by its own effect, you can destroy 1 Set Spell or Trap Card your opponent controls. (Your opponent cannot activate a card(s) in response to the activation of this effect.)

 

 

[spoiler=How it Fits]Strike Warrior, along with its respective "Synchron" if I had made one, is a new addition to Yusei Fudo's Warriors Archetype. By Warriors, I mean like Junk Warrior, Turbo Warrior, Nitro Warrior, etc. As always, a key element in defining this card as one of the Warriors is of course its name and the tuner needed to Synchro Summon it. Warriors tend to have effects that doesn't neccessarily create a link, but is just rather helpful. Strike Warrior is created for the purpose of getting rid of any unwanted face-downs that may pose a threat to your combos or attacks and such. Another good thing about it is that your opponent cannot counter its effect with card effects. It's balanced thanks to its drawback which includes having to halve its ATK and having to actually destroy a monster to activate its effect. Also, Warriors tend to not have long and elaborate effects so I think the length of this effect is good. Overall, I think it would make a great addition to the Warriors archetype.

 

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212347ra.jpg

Once per turn, if this card is face-up on the field, you may place it in your Field Spell Card Zone. While this Card is face-up in your Field Spell Card Zone, all "Flamvell" monsters gain 200 ATK. If a FIRE-Attribute monster with 200 DEF were to be destroyed by battle, you may remove from play one FIRE-Attribute monster with 200 DEF to negate the attack and inflict 300 points of direct damage to your opponent's Life Points.

Flamvell monsters are FIRE monsters with a regular burn/swarm stratagey that foucus around monsters with 200 DEF.

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Well here's mine:

 

[spoiler=Card]

StrikeWarriorS.jpg

 

"Strike Synchron" + 1 or more non-Tuner monsters

Once per turn, during your Main Phase, you can halve this card’s ATK until the end of your opponent’s next turn. If this card destroys a monster by battle while this card’s ATK is halved by its own effect, you can destroy 1 Set Spell or Trap Card your opponent controls. (Your opponent cannot activate a card(s) in response to the activation of this effect.)

 

 

[spoiler=How it Fits]Strike Warrior, along with its respective "Synchron" if I had made one, is a new addition to Yusei Fudo's Warriors Archetype. By Warriors, I mean like Junk Warrior, Turbo Warrior, Nitro Warrior, etc. As always, a key element in defining this card as one of the Warriors is of course its name and the tuner needed to Synchro Summon it. Warriors tend to have effects that doesn't neccessarily create a link, but is just rather helpful. Strike Warrior is created for the purpose of getting rid of any unwanted face-downs that may pose a threat to your combos or attacks and such. Another good thing about it is that your opponent cannot counter its effect with card effects. It's balanced thanks to its drawback which includes having to halve its ATK and having to actually destroy a monster to activate its effect. Also, Warriors tend to not have long and elaborate effects so I think the length of this effect is good. Overall, I think it would make a great addition to the Warriors archetype.

 

 

All Hail the Guren Look Alike! :D

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neither does mine... :/ but I've tried and if it doesnt qualify than I have nothing...

 

[spoiler= Fish]

302788.jpg

 

This card can only be Ritual Summoned with a "Gishki" Ritual Spell Card. Once per turn you can discard 2 cards to add 1 "Gishki" Ritual Spell Card from your Deck to your Hand and 1 "Gishki" Ritual Monster Card from your Deck to your Hand. During either player's Damage Step, when a face-up "Gishki" monster you control battles, you can send 1 "Gishki" Ritual Monster card from your hand to the Graveyard to have that monster gain 2000 ATK until the End Phase. When this card is destroyed, you can add up to 5 Level 4 or lower "Gishki" monster from your Graveyard to your Deck

 

 

[spoiler= Explination] The Gishki's or Ritua's in Japan are a group of WATER monsters that rely on Ritual Summons. My cards first effect which lets it gain access to 2 key cards in this cards archetype supports them greatly as it sets up an easy Ritual Summon at a fair cost. The second effect is to keep the Ritua's on the field as they are weak after activating their effects on summon eg. Level 4 and lower Gishki monsters (Chain, Vanity etc.) The AK increase is high because the cost is one Ritual monster which are vital for this Deck and so a big cost for a big boost is my reasoning. My last effect recycles Gishki's as many activate effects upon summon, thus by recycling them lets them activate again. Detailed Enough?

 

 

Isn't that a picture of Kairyu-Shin?

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Ehhh, it's worth a shot...

To continue with my whole "Playability > Creativity" philosophy, here's a rather simple card to tie in with "Flamvells".

I thought Flamvells needed another big beater, so...

 

[spoiler=Flamvell Scorching Draconius]

 

99600i.jpg

 

Lore:

1 FIRE Tuner + 1 or more non-Tuner monsters

This card gains 500 ATK for each "Flamvell" monster used as Synchro-material to Synchro Summon this card. Once per turn, you can remove from play 1 FIRE monster in your Graveyard to give this card 1 additional attack this turn. You can Tribute this card to Special Summon up to 2 FIRE monsters from your Graveyard with 200 DEF to your side of the field.

 

 

 

[spoiler=Debreifing it...]

Well, Flamvell Scorching Draconius is your typical Level 8 Flamvell Synchro. Its mere 1800 ATK can be raised to up to 2800, if Synchro Summoned using Flamvell monsters. Its crippling 200 DEF is used to fit in with other Flamvell cards. Its first effect allows it to gain one extra attack per turn as long as you remove a FIRE monster in your Graveyard from play. Its second effect is "absolute" support for the Flamvells. Using the Flamvells' signature 200 DEF, Flamvell Scorching Draconius is able to give itself up to Special Summon up to 2 lower-league Flamvell monsters in your Graveyard. However, these monsters usually don't stay long, because if your revive a Tuner and a non-Tuner, you'll be on path for another Synchro Summon!

 

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Card coming soon.

 

EDIT: your avatar JUST changed, btw.

 

Here's the card:

 

[spoiler=The card] 59945u.jpg

lore: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except from your hand when you have 7 or more "Ice Barrier" monsters with different names on the field or in your Graveyard. This card cannot activate its effects the turn it is Summoned.

-Remove up to 2 "Ice Barrier" Monsters in your Graveyard from play. Until the end of your turn, it gets the removed monsters' effects.

-Discard all of the cards in your hand. This card gains 1000 ATK for each "Ice Barrier" monster you discarded until the End Phase.

 

 

[spoiler=reason it helps] Ice Barrier cards are very useful in supporting each other, but they aren't very good in giving that last final push at the end of the game. Only 5 Ice Barrier cards have more than 2200 ATK and none have 3000 or more. 3 of these cards are Synchros and the other 2 need 2 Tributes. This card, however, can take advantage of all of the cards in the graveyard and their useful effects for 1 more turn and use that along with its 3000 ATK to make the winning move. I admit that this card is strong and in real life might be semi-limited or even limited, but I'm attempting to make a good card, not a card that purposely makes itself more mediocre in order to be "balanced". Also, some cards like Brionac, whose effects might make Keshet broken for a turn, have the cost of removing themselves from the game permanently as he's Limited to 1 per deck.

 

 

Also, Keshet means rainbow in Hebrew, so i can haz bonus points?

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