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Custom Archetype Duelist Competition, fourth edition!!


Kale

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i will join:

Character name: Big Bob

apperance: a fat, ugly, red headed man.

Personality: often a jerk, is obsessed with dueling and is quite intimidating.

Bio: a jerk who won't stop talking about duel monsters. Hardly anyone duels him because they pretty much know that they are going to lose.

Deck: Fiends of hell

Big Bob uses this deck because these monsters fit his intimidating personality

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Decklist:

Extra Deck:

Flamm

Tempesta

Monsters:

Indomitable General Blazzx2

Infernorx3

Lord of Flamex2

Manzarax3

Marlith x3

Reaperx2

Succubusx3

Traps:

Raging Hell

Hell opens

Spells:

scorching plains of death

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Ill Enter...

 

[spoiler=Character Information]

Name: Sylver

Age: 19

Build: Medium built, silver hair and a straight face.

Info: Tech Wiz, Inventor.

Son of one of the greatest inventors of his time. Sylver is a genius in his own right and has been inventing since his early teens. He specializes in integrating technology into everyday life with maximized customization and one day hopes to change the world with his ideas. His uncle who was a famous card creator gained inspiration from his brother and nephew and created the BIO-KROSS archetype to offer the level of customization they so strongly believe in. Sylver was hesitant at first to get into dueling but his uncle's dying wish was for sylver to enter dueling tournaments and carry on his legacy through the final set of cards he created i.e Bio-Kross. This would also help people to understand more about Sylver's ideas and hopefully one day his dreams can be realized. Sylver has since become very fond of the Bio-Kross monsters and has risen through the ranks and has become an excellent duelist.

 

 

THE ARCHETYPE

My archetype will be known as "Bio-Kross". It is a set the is designed around cards that are ok by themselves but their real strength comes into play when more of them are on thee field. Their effects center around awarding each other with different abilities and manipulating battle position. The set monsters comprises of effect, fusion, ritual and synchro monsters and has an unorthodox method of delivering and utilizing each monster type and has a very unique card designed specifically for multitasking purposes (i.e fusion, ritual and synchro summoning.)

 

This card is what the archetype is built around and arguably the most useful card in the deck.

[spoiler=Bio-Kross - Polytunoxx]

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[spoiler=Lore]

Once per turn during the start of your Main Phase 1, you can Special Summon this card face-up in your Spell & Trap Card Zone as a Continuous Spell Card or as a Ritual Card. While this card is treated as a Continuous Spell Card, you can send Fusion Material Monsters that are listed on a "Bio-Kross" Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. This is treated as a Fusion Summon. While this card is treated as a Ritual Spell Card, it can be used to Ritual Summon any "Bio-Kross" monster. You must also Remove from Play "Bio-Kross" monsters whose total Levels equal 8 or more from the field or your Graveyard. When a monster is Fusion Summoned or Ritual Summoned using this card's effect, return this card to your hand.

 

 

 

 

BIO-KROSS

[spoiler=Effect Monsters]

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While at least 1 other "Bio-Kross" monster exists on your side of the field, your opponent cannot select this card as an attack target. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross - Spinaloxx" gain the following effect: When this card is selected as an Attack Target you can pay 300 LP to switch it to Defense Position.

 

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While you control a Defense Postion monster this card cannot be selected as an Attack Target. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross - Devanoxx" gain the following effect: While this card is in Defense Position its original DEF becomes 2000.

 

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When this card is summoned you can discard 1 card to add 1 "Bio-Kross" monster from your Deck to your hand. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross - Vulcanaxxe" gains the following effect: During your Battle Phase increase the ATK of this card by 300 during the Damage Step.

 

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When this card is destroyed as a result of battle you can Special Summon 1 level 4 or lower "Bio-Kross" monster from your Deck in face-up Attack Position. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross - Guldanoxx" gain the following effect: If this monster attacks a Defense Position monster, destroy the monster immediately with this effect. (Damage calculation applied normally).

 

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If all monsters in your Graveyard are Machine-Type, you can Special Summon this card from your Hand. If this card is used for a Synchro Summon its name is treated as "Bio-Kross - Polytunoxx". As long as this card is on the field "Bio-Kross" monsters are affected by their own effects.

 

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This card is treated as Machine-Type when it is in the Graveyard. This card cannot be Special Summoned. During the Battle Phase you can tribute this card to increase the ATK and DEF of all "Bio-Kross" monsters by 800 until the End Phase. If you do "Bio-Kross" monsters cannot declare an attack this turn. You can activate this effect during either players' turn.

 

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This card is treated as Machine-Type while in the Graveyard. Once per turn, during your Main Phase, you can equip this card to a "Bio-Kross" monster as an Equip Spell Card OR unequip the Union equipment and Special Summon this card in face-up Attack Position. Increase the ATK of the monster equipped with this card by 1000. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

 

 

[spoiler=Fusion Monsters]

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"Bio-Kross - Spinaloxx" + 1 "Bio-Kross" monster.

This card can only be Fusion Summoned by the effect of "Bio-Kross - Polytunoxx". Once per turn you can change the Battle Position of 1 monster on the field. When this card destroys a monster and sends it to the Graveyard, destroy all face-up Defense Position monsters your opponent controls whose DEF is lower than the ATK of the destroyed monster. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross Spinaborg Ex" gain the following effect: When this Attack Position card is selected as an Attack Target change this card and the attacking monster to Defense Position.

 

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"Bio-Kross - Devanoxx" + 2 "Bio-Kross" monsters.

This card can only be Fusion Summoned by the effect of "Bio-Kross - Polytunoxx". While you control another "Bio-Kross" monster this card cannot be selected as an Attack Target or targeted by card effects. Once per turn you can return all "Bio-Kross" monster on the field except this card to your hand to destroy all Spell and Trap cards your opponent controls. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross Andro-Ceptor" gain the following effect: While this card is in Defense Position its original DEF becomes 2500.

 

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"Bio-Kross - Vulcanaxxe" + 1 "Bio-Kross" monster.

This card can only be Fusion Summoned by the effect of "Bio-Kross - Polytunoxx". Once per turn you can discard 1 Spell or Trap card to add 2 "Bio-Kross" monsters from your deck to your hand. Once per turn if this card would be destroyed by battle you can discard 1 card from your hand instead. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross Armouraxxe" gains the following effect: During your Battle Phase increase the ATK of this card by 500..

 

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"Bio-Kross - Guldanoxx" + 1 "Bio-Kross" monster.

This card can only be Fusion Summoned by the effect of "Bio-Kross - Polytunoxx". Once per turn you can Special Summon 1 "Bio-Kross" monster from your Hand or Graveyard in face-up Attack Position. When this card is removed from the field you can add 1 "Bio-Kross - Polytunoxx" from your deck or Graveyard to your hand. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross Guilnoxx" gain the following effect: If this monster attacks a Defense Position monster, destroy the monster immediately with this effect.

 

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1 "Bio-Kross" monster + 1"Bio-Kross" monster.

This card can only be Fusion Summoned by the effect of "Bio-Kross - Polytunoxx". When this card is Fusion Summoned Successfully you can Special Summon 1 "Bio-Kross" monster from your hand except "Bio-Kross - Polytunoxx". While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross Mecha Valiant" gain the following effect: When this card destroys a monster as a result of battle, you can destroy 1 face-down Spell or Trap Card on the field.

 

 

 

[spoiler=Synchro Monsters]

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"Bio-Kross - Polytunoxx" + 1 or more non-Tuner monster(s).

When this card declares an attack negate the effect of all cards except this card and the Attack Target until the end of the damage Step. This card cannot attack your opponent Directly. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross Metal Dragunoxx" gain the following effect: When this card destroys a monster as a result of battle inflict damage to your opponent equal to the level of this card x300.

 

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"Bio-Kross - Polytunoxx" + 1 non-Tuner monster.

Once per turn you can send 1 "Bio-Kross" monster from your Deck to the Graveyard to destroy 1 monster on the field. When this card is removed from the field you can add 1 "Bio-Kross" card from your Deck to you hand. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross Galdanoid" gain the following effect: This card cannot be destroyed by a monster whose level is lower than this card. (Damage Calculation is applied normally.)

 

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1 Effect "Bio-Kross" monster + 1 Fusion "Bio-Kross" monster + 1 Ritual "Bio-Kross" monster + 1 Synchro "Bio-Kross" monster.

This card can only be Fusion Summoned by the effect of "Bio-Kross - Polytunoxx". Once per turn if this card would be destroyed it is not. During each of your End Phases destroy all other cards you control on the field. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross Overlord - Solarisis" gain the following effect: This card can attack your opponent Directly.

 

 

 

[spoiler=Ritual Monsters]

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This card can only be Ritual Summoned with the effect of "Bio-Kross - Polytunoxx". This card is unaffected by the effects of all Spell Cards except "Bio-Kross" Spell Cards. When this card is Ritual Summoned successfully, you can add 1 "Bio-Kross" card from your Graveyard to your hand. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross Bionic Anubis" gain the following effect: Once per turn if this card would be destroyed by a card effect, it is not destroyed.

 

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This card can only be Ritual Summoned with the effect of "Bio-Kross - Polytunoxx". Increase the ATK of this card by 300 for each "Bio-Kross" monster on the field. If a "Bio-Kross" monster you control would be destroyed as a result of battle you can destroy 1 other "Bio-Kross" monster with a different name instead. While this card is face-up on the field all face-up "Bio-Kross" monsters except "Bio-Kross Divanoxx" gain the following effect: When this card inflicts Battle Damage to your opponent, Draw 1 card.

 

 

 

[spoiler=Support]

SPELLS:

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Add to your hand 1 Level 8 or lower Ritual Monster Card from your Deck. Then you can pay 800 LP to add to your hand 1 "Bio-Kross - Polytunoxx" from your Graveyard. This card cannot be activated if there is a monster in your graveyard that is not Machine-Type.

 

TRAPS:

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Ativate when a "Bio-Kross" monster(s) you control is destroyed by a card effect and sent to the graveyard. Destroy monster(s) your opponent controls equal to the number of "Bio-Kross" monster destroyed. This card cannot be activated if there is a monster in your graveyard that is not Machine-Type.

 

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Tribute 1 Machine-Type monster you control to destroy 2 Spell or Trap cards on the field. If all monsters in your Graveyard are Machine-Types, Draw 1 card.

 

 

 

[spoiler=Deck List]

Monsters:

3x Bio-Kross - Polytunoxx

2x Bio-Kross - Vulcanaxxe

2x Bio-Kross - Guldanoxx

2x Kross Cannon Android

2x Cyber Dragon

1x Bio-Kross - Spinaloxx

1x Bio-Kross: The Experiment

1x Chaos Sorcerer

1x Bio-Metallic Dragon Knight

1x Jade Knight

 

Spells:

2x Kross Dimension

2x Solidarity

1x Dark Hole

 

 

Trap:

2x Bio Genetic Offering

2x Kross Demolition

1x Mirror Force

1x Beckoning Light

 

Extra Deck:

1x Bio-Kross Spinaborg Ex

1x Bio-Kross AndroCeptor

2x Bio-Kross Armouraxxe

2x Bio-Kross Guilnoxx

1x Bio-Kross Mecha Valiant

2x Bio-Kross Metal Dragunoxx

1x Bio-Kross Galdanoid

1x Bio-Kross Overlord - Solarisis

 

**INCOMPLETE**

 

 

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I'll enter here

 

(thankfully I discovered this a day before closing...I always wanted to send my archetype to someone to view ^^)

 

I'm new here to the forums, but let's make a good contest here people, and may the archetype that deserves wins!

 

[spoiler=Character description]

 

Name: Matthew Goldstain

 

Gender: Male

 

Age: around 15~17 years

 

Favorite color: Red

 

Personality: A peaceful and caring teenager, works hard to make everybody around him as happier as he can. Even having his hard times and get a real explosive mood at those times, he always judges himself to see if all the decisions he took were right after all. In the inside, he is a little timid and hardly talks to someone more than 5 or 10 minutes, but tries to keep his friends with everything he can.

Besides dueling, Likes to sleep a lot and, when not lazy to do stuff, likes to take a stroll to the streets and see what's going on on the present days.

Hates bad food, rainy days and people who don't care about anyone but themselves.

 

Apparence: Moderate height and weight, blue eyes, short blonde hair, skin slightly dark, no beard or moustache. All other aspects aren't relevant to the appearance to this character.

 

Character story: When he was a little kid, he was considered a genius at dueling to everyone considering the cards he used and the level of his opponents. Living with a poor family in the suburbs, Matthew saved most of his money buying cards that would make his deck stronger, trying to learn the most from his losses. That way, the years passed and when Matthew reached 14, he completed a year without losing a single duel, dueling almost everyday.

One day, while trading cards with his neighboors he met a girl the same age as his, starting a strong bond that quickly developed into a love story. So, their relation gone from simply card-traders to boyfriend and girlfriend in a little more than a year.

Life was wonderful to him those days, founding his love while doing something he liked so much. But, unfortunately to him, things changed dramatically: One day, he returned later than usual to his house because of the rain and the street's festival. When he returned, he found both his father and mother lying dead on the house, along with a note on their bodies, written by no one other than his girlfriend, saying she needed to solve bussiness that way to not get Matthew envolved. It was a very tough day for him. The next day, Matthew packed his things and went to his grandfather's house, hoping to have a another place to live since he was still young enough to work. There, his grandfather knew such thing would happen sooner or later and explains that Matthew's father had some debts with mafia families of the city some days before his death. Matthew felt sad since his father never told such thing to him, despite not having age enough to understand the full extension of the situation he was in. Matthew's grandfather tries his best to comfort his grandson, and by so, gave a special deck of cards to him.

The years passed again and Matthew slowly got his interests back to dueling, starting to duel again in different regions of the city he lived.

In the current date, Matthew, a full-fledged and mature duelist, got some breathing room in his routine and no longer suffers from his past that much. He got new friends along the way and wants to uncover a lot of misteries about the murderer of his parents, trying to know why they were killed and avoiding that more people suffer like he suffered.

 

About the deck archetype: The Fate Squadron : Matthew's deck archetype, the Fate Squadron, is a type of deck that I created after I saw the E-hero and D-hero archetypes, because like the E-hero fusion monsters and some D-hero monsters, they effects vary a lot so it can fix in a way to counter different strategies instead of just using a specific method like removing cards from play or negate cards activations. That said, Fate Squadron cards, besides supporting themselves like preventing from being destroyed or special summoning others from the grave, have a nice range of ATK/DEF power and effects, but mostly countering cards effects, deck searching, destroying opponent's monsters and spells/traps and the special summon of monsters of the same archetype. The main atributes are earth and lightand main type is warrior. No fusion monsters and just few synchro/tuners.

 

The archetype and personality relation: To Matthew, his monsters are like his most dear friends and have a lot of meaning to him since he received that deck after his parents died. So, all cards of this archetype revolves around his own monsters in order to keep them on the field no matter what cards the opponent may use, and for that, his cards protects his monsters. Again comparing to his personality, some cards give his monsters a brief boost or has an outstanding effect (with an equally drawback), and it reflects the times Matthew gets things over his head: he may make mistakes on those times that can't be fixed, but on the other hand, those times don't last much longer, and after those times he can breathe deeply and think about an appropriate way to deal with the situation.

 

 

 

[spoiler=Cards]

[spoiler=Monsters]

Fate Squadron - Army Knight

ATK: 1000

DEF: 1200

Level: 3

Type: Warrior/Effect

Atribute: Earth

Effect: You cannot normal summon this card if you already have special summoned this turn. When this card is normal summoned, you can select up to 2 copies of "Fate Squadron - Army Knight" in your deck or graveyard and special summon them to your side of the field. If you activate this effect, you can't special summon this turn.

 

Fate Squadron - Elite Knight

ATK: 2000

DEF: 2000

Level: 5

Type: Warrior/Effect

Atribute: Earth

Effect: This card cannot be special summoned except by a card that has "Fate" on its name. This card can only be tribute summoned if the tributed monsters has "Fate" in its name. This card can be normal summoned using 3 tributes. If this card is summoned that way, it is unaffected by spell and trap cards during battle phase and permanently gains 1000 ATK points.

 

Fate Squadron - Super Knight

ATK: 3000

DEF: 2200

Level: 8

Type: Warrior/Effect

Atribute: Earth

Effect: This card cannot be special summoned except by a card that has "Fate" on its name. This card can only be tribute summoned if at least one of the tributed monsters have "Fate" in its name. This card's summoning cannot be negated. If this card is removed from the field, select 1 level 4 or lower warrior-type monster in either players graveyard and special summon it on your side of the field.

 

Fate Squadron - Sacred Shaman

ATK: 600

DEF: 1800

Level: 3

Type: Warrior/Effect

Atribute: Light

Effect: When this card is normal summoned or flipped summoned, you can change it to defense mode. If you have no other monsters on your side of the field, you can tribute this card to special summon a level 5 or lower "Fate Squadron" monster from your deck.

 

Fate Squadron - Chainmaster

ATK: 1700

DEF: 1600

Level: 4

Type: Warrior/Effect

Atribute: Earth

Effect: If you control another "Fate Squadron" monster while this card is in face-up attack position, once per turn, you can negate an opponent's monster effect. The monster that had its effect negated cannot conduct battle during that turn.

 

Fate Squadron - Armorshift

ATK: 500

DEF: 1000

Level: 2

Type: Warrior/Tuner/Effect

Atribute: Light

Effect: If this card is face-up on the field, "Fate Squadron" monsters can't be targeted to your opponent's magic and trap cards effects. If this card is sent to the graveyard along with at least 1 "Fate Squadron" monster, remove this card from play and special summon all "Fate Squadron" monsters that were sent to the graveyard along with this card, except "Fate Squadron - Armorshift".

 

Fate Squadron - Lost Survivor

ATK: 1800

DEF: 100

Level: 4

Type: Warrior/Effect

Atribute: Earth

Effect: If a "Fate Squadron" monster you control is sent to the graveyard, you can special summon this card from your hand or graveyard. If this card is special summoned, select 1 spell or trap card in your deck that includes "Fate Squadron" in its name or description and add it to your hand. If this card is destroyed and sent to the graveyard, return it to your deck instead (your deck is then shuffled).

 

Fate Squadron - General Leveler

ATK: 2300

DEF: 1800

Level: 6

Type: Warrior/Effect

Atribute: Light

Effect: This card cannot be special summoned. This card can only be tribute summoned if the tributed monsters has "Fate" in its name.Once per turn, you can select 1 level 6 or lower "Fate Squadron" EARTH monster in your graveyard and special summon it. Afterwards, select 1 "Fate Squadron" monster in your deck and send it to the graveyard.

 

Fate Squadron - Mindtouch

ATK: 800

DEF: 0

Level: 1

Type: Warrior/Tuner/Effect

Atribute: Earth

Effect: If this card would be selected as an attack target or targeted by your opponent's card effect, change the target to any face-up valid card on the field (you can only activate this card effect once per turn). As long as you control 2 or more "Fate Squadron" monsters, this card cannot be destroyed by battle.

 

Fate Squadron - Desperate Engineer

ATK: 100

DEF: 1900

Level: 1

Type: Warrior/Tuner/Effect

Atribute: Light

Effect: As long as this card is in your graveyard, this card is treated as a level 2 monster. You can remove this card in your graveyard from play along with 1 "Fate Squadron" non-tuner monster in your graveyard to special summon a "Fate Squadron" synchro monster from your extra deck whose level is equal to the level of the monsters removed from play by this effect.

 

 

Fate Squadron - Armored Vanguard

ATK: 2600

DEF: 2600

Level: 6

Type: Warrior/Synchro/Effect

Atribute: Earth

Effect: 1 "Fate Squadron" tuner + 1 or more "Fate Squadron" non-tuner monsters

When this card is synchro summoned , place all monsters on the field in attack mode (if the monster is set face-down, flip it without applying its effects). If this card battles a face-up attack position monster, battle damage is doubled.

 

Fate Squadron - Holy Ace

ATK: 3000

DEF: 2400

Level: 8

Type: Angel/Synchro/Effect

Atribute: Light

Effect: 1 "Fate Squadron" tuner + 1 or more "Fate Squadron" non-tuner monsters

When this card is synchro summoned when you have no other cards on your field, destroy all of your opponent's spell and trap cards. When this card is synchro summoned while you have no cards in your hand and you don't control any other monsters, destroy all of your opponent's monsters.

 

 

Fate Squadron - Demonic Bomber

ATK: ?

DEF: ?

Level: 6

Type: Fiend/Synchro/Effect

Atribute: Earth

Effect: 1 "Fate Squadron" tuner + 1 "Fate Squadron" non-tuner monsters

This card ATK and DEF becomes equal to the sum of the ATK points of the monsters used to synchro summon this card. If this card is removed from the field, select 1 spell or trap card in your opponent's field or hand and remove it from play.

 

 

 

 

 

[spoiler=Spells]

 

Battlefield HQ

Type: Field-Spell

Effect: Whenever a "Fate Squadron" monster is summoned, it isn't affected by your opponent's card effects until your the End Phase. During your End Phase, either discard a card from your hand or reduce your life points by 500, otherwise, destroy this card along with all monsters on your side of the field.

 

Fate Supremacy

Type: Normal Spell

Effect: Activate only if you don't control any monsters on the field. Special Summon 1 "Fate Squadron" monster from your graveyard.

 

Third Fate - Transport to Emergency

Type: Normal Spell

Effect: Tribute 1 "Fate Squadron" monster you control. Add 1 "Fate" card from your deck to your hand. Additionally, you can send the card added by this effect to the graveyard to destroy 1 card on the field.

 

Fourth Fate - Extra Courage

Type: Normal Spell

Effect: Send 1 card from your hand to the graveyard. Apply 1 of the following effects according to the card type discarded by this effect.

- Monster: Increase the ATK of a "Fate Squadron" monster by half of the ATK of the discarded monster.

- Spell: Destroy 1 face-down card on your opponent's field

- Trap: Remove 2 cards in your opponent's graveyard. Afterwards, draw 1 card.

 

The Fifth Fate!

Type: Normal Spell

Effect: Activate by removing from play one copy of each "First Fate - Factory of Fear", "Second Fate - Ambush Assault", "Third Fate - Transport to Emergency" and "Fourth Fate - Extra Courage" from your graveyard. Send to the graveyard all cards on the field and in both players hand. After that, special summon 1 "Fate Squadron" monster from your deck to your side of the field.

 

Draw of Fate

Type: Normal Spell

Effect: Draw 1 card. If it's a card with "Fate" in its name or description, add it to your hand and draw once more. If it's not, discard it.

 

Time Mine

Type: Continuous Spell

Effect: Whenever a "Fate Squadron" monster is sent to the graveyard by battle or by a card effect, your opponent loses 500 life points. If this card is destroyed after activating its effect 3 or more times, your opponent loses 1000 life points.

 

 

 

[spoiler=Traps]

 

First Fate - Factory of Fear

Type: Normal Trap

Effect: Activate only when a "Fate Squadron" monster is destroyed by battle. Special summon, from your deck, 1 level 4 or lower "Fate Squadron" monster to your side of the field.

 

Second Fate - Ambush Assault

Type: Normal Trap

Effect: Activate only if a "Fate Squadron" monster is selected as an attack target. Destroy the attacking monster. During your next turn, you can't activate spell cards.

 

Twisted Hand Clock Distortion

Type: Normal Trap

Effect: Activate only if you have no other cards in your spell/trap zone. Skip this turn's battle phase. During the next turn, the turn player must enter his/her battle phase and conduct battle with all his/her monsters (If the turn player has 1 or more set or face-up defense position monsters when entering Battle Phase, they're all flipped/changed to attack position. If the turn player enters his/her battle phase without monsters, he/she take damage equal to the ATK of all his/her opponent's face-up monsters)

 

Fate Overdrive

Type: Continuous Trap

Effect: When a "Fate Squadron" monster you control battles a defense-position monster, apply one of the following effects before damage calculation:

- If the attacking monster has ATK points higher than the defending monster's DEF points, inflict battle damage to your opponent equal to the difference between the attacking monster's ATK and the defending monster's DEF.

- Destroy the defending monster without applying damage calculation.

During your End Phase, destroy all monsters on your side of the field.

 

White Power Convertion

Type: Normal Trap

Effect: Send to the graveyard "Fate Squadron" monsters on your side of the field monsters until they combined levels are 6 or higher. Special summon a synchro monster in your extra deck whose level equals the combined level of the monsters sent to the graveyard via this card's effect and with ATK equal or lower than the combined ATK points of these same monsters (This special summon is treated as a synchro summon. If the synchro monster has "?" ATK points, it is treated as 0 ATK points)

 

 

 

 

 

[spoiler=Deck List Used]

 

Example of deck that could be used with some real cards:

 

3Fate Squadron - Army Knight

1Fate Squadron - Elite Knight

1Fate Squadron - Super Knight

1Fate Squadron - Sacred Shaman

1Fate Squadron - Chainmaster

1Fate Squadron - Armorshift

2Fate Squadron - Lost Survivor

1Fate Squadron - General Leveler

2Fate Squadron - Mindtouch

2 Fate Squadron - Desperate Engineer

2 Gigantes

1 Gellenduo

1Alector, Sovereign of Birds

 

3Fate Squadron - Armored Vanguard

3Fate Squadron - Holy Ace

3Fate Squadron - Demonic Bomber

2Stardust Dragon

1Black Rose Dragon

1Red Archfiend Dragon

1Black Winged Dragon

1Goyo Guardian

 

2Battlefield HQ

1Fate Supremacy

1Third Fate - Transport to Emergency

1Fourth Fate - Extra Courage

1The Fifth Fate!

2Draw of Fate

1Time Mine

1Emergency Provisions

1Terraforming

 

1First Fate - Factory of Fear

1Second Fate - Ambush Assault

1Twisted Hand Clock Distortion

1Fate Overdrive

1Mirror Force

2Spiritual Earth Art - Kurogane

1Forced Requisition

1Blast with Chain

 

 

 

[spoiler=Card Images Description]

*Warning: Personal comments included*

First I apologize my poor drawing skills...if they were better I could try to make something as my cards' art =(

I'll try my best to make a description of my cards' illustration here (or at least this was when I thought about my own cards):

 

Fate Squadron - Army Knight

Imagine something like Tech Genus Bladegunner but a little simpler and with more...human traces. White armor and a common "sword" on the right hand.

 

Fate Squadron - Elite Knight

Same as above but with more armor and sword details, acessories and on a different pose.

 

Fate Squadron - Super Knight

Again, even more armor details, and very exquisite sword and on a pose similar to Mystic Swordsman LV7

 

Fate Squadron - Sacred Shaman

Take E-HERO Necroid Shaman's picture and add some more human traces and some gold lines around his body

 

Fate Squadron - Chainmaster

Take Amazoness Chainmaster (can be a woman image if wished) but with some kind of military/naval uniform. Spear she's holding is attached to a very long iron chain.

 

Fate Squadron - Armorshift

I thought somewhere about a mixture of Spirit of the Six Samurai and...black smith kotetsu ><'

 

Fate Squadron - Lost Survivor

something like D.D. Survivor but without looking like a mummy and the background being a desert wasteland.

 

Fate Squadron - General Leveler

hmmm...Freed the Matchless General look maybe? but intead of looking old and thinking, newer and in an powerful pose, like Vision Hero Trinity (without helmet and less armor)

 

Fate Squadron - Mindtouch

imagine a human sitting on the ground in a dark background, with his silhouette barely appearing, looking with red eyes and a fearing way forward.

 

Fate Squadron - Desperate Engineer

the image I got is strange...maybe a mix between Ancient Gear Engineer and the image of Riryoku field

 

Fate Squadron - Armored Vanguard

Maybe a mix between the looks of Fate Squadron Elite Knight with Fate Squadron Armorshift in an attacking pose

 

Fate Squadron - Holy Ace

An armored knight on the sky with his hands stretched, showing the sun shining. The armored knight's armor resembles an airplane like heavy mech support plataform

 

Fate Squadron - Demonic Bomber

A variation on the infamous Flying Fortress SKY FIRE

 

Battlefield HQ

something like...Skyscrapper but with a radar base in the middle and in daylight

 

Fate Supremacy

Imagine a monster (human or not, your choice) blocking his eyes from a shining light on the background that slightly reveals a Fate Squadron monster (again, your choice of what monster to be)

 

Third Fate - Transport to Emergency

An red cross helicopter crossing the city, with some "T"s painted in red on that helicopter.

 

Fourth Fate - Extra Courage

Something like Paralyzing Potion's art bt with a blue liquid and a label with an "E" on it

 

The Fifth Fate!

Simplified versions of all the cards used to activate this card on the corners. In the background, you can see a planet falling apart and liberating some white rays that links to the cards on the corners

 

Draw of Fate

Shows a normal duelist with a duel disk about to draw a card with a face of despair, begging to draw the card he/she needs. On the background, it shows a semi-invisible hand stretching its fingers in the direction of the duelist 's deck.

 

Time Mine

Think about Guard Mines's art with a clock in the background.

 

First Fate - Factory of Fear

Picture a little kid on his knees, showing only his back, before an enormous factory with equally huge iron gates in front of him. In the gate, you can clearly read a big white "F" on it

 

Second Fate - Ambush Assault

Remember the frightned guy in Snake Deity's Command? instead of an (archeologist?) it's a knight facing another knight, bigger and stronger, about to give a finishing blow with his sword. You can see an "A" on the chest of that bigger knight in a dark yellow color.

 

Twisted Hand Clock Distortion

Think on Tour of Doom's art. Instead of holding a scythe, he twists the pointers of a big clock.

 

Fate Overdrive

Solar Recharge Art but with a clock on the warrior's chest

 

White Power Convertion

Draw some kind of machine with lots of steam exiting from its inside and a visor showing the gauge going fast too the white zone of a scale that goes from orange to white.

 

 

 

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Is it too late to join? If not, do you accept written cards and / or support cards for an existing archetype? I hope this won't count as trolling...I just didn't see these answers and I wasn't sure if I should PM you or post...

Today is the last day, Written Cards are most likely excepted, but images help her describe the cards more easily in her fan fic and whatnot. For the Deck List, yes existing cards as allowed. You better hurry though, like I said, today is the last day.

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Ok I just saw this and it looks really cool, I already have an archytype so:

 

[spoiler=monsters (effect)]324853g.jpg

[spoiler=lore]When this card is Normal Summoned without a tribute, pay 1000 life points. Then send one Normal- Type "Aqualord" monster from your Deck to your Graveyard or destroy this card. This card's ATK and DEF are equal to the number of Normal- Type "Aqualord" monsters removed from play x400. If this card is selected as an attack target, you can remove from play one Normal- Type "Aqualord" monster from your Graveyard to negate the attack and end the Battle Phase.

324853.jpg

[spoiler=lore]When this card is Normal Summoned without a tribute, pay 1000 life points. Then send 1 "Aqualord" Normal- Type monster from your Deck to your Graveyard or destroy this card. This cards ATK and DEF are equal to the number of Normal- Type "Aqualord" monsters in your Graveyard x400. You can remove from play one Normal- Type "Aqualord" monster from your Graveyard to destroy one attacking monster your opponent controls.

 

324853r.jpg

[spoiler=lore]When this card is Normal Summoned without a tribute, pay 1000 life points. Then send one Normal- Type "Aqualord" monster from your Deck to your Graveyard or destroy this card. This card's ATK and DEF are equal to the number of Normal- Type "Aqualord" monsters in your Graveyard x300. When this card attacks, you can remove from play one Normal- Type "Aqualord" monster in your Graveyard from play to cut this card's attack in half until the end of the turn and make this card's attack a direct attack.

 

324853.jpg

[spoiler=lore]When this card is Normal Summoned without a tribute, pay 1000 life points. Then send one normal- type "Aqualord" monster from your deck to your Graveyard or destroy this card. This card's ATK and DEF are equal to the number of normal- type "Aqualord" monsters removed from play x300 When this card is destroyed, you can remove from play one normal- type "Aqualord" monster from your Graveyard to gain life points equal to it's ATK.

 

324853l.jpg

[spoiler=lore]When this card is in your deck, it is treated as a Normal- Type monster. When this card is sent from your deck to the Graveyard, add one "Atlantis- City Under the Sea" from your Deck or Graveyard to your hand.

 

324853n.jpg

[spoiler=lore]When this card is in your Deck, it is treated as a Normal- Type monster. If this card is sent from the Deck to the Graveyard by the effect of a face up "Aqualord monster, Special Summon this card from your Graveyard.

 

324853f.jpg

[spoiler=lore]"Aqualord- Resu"+ 1 "Aqualord" Monster

This card's ATK and DEF are equal to the number of Normal- Type "Aqualord" monsters removed from play x1000.

 

 

 

[spoiler=monsters (normal)]

324853f.jpg

[spoiler=lore]A defender of Daras' base, he is always alert. He can sense movement in the waves around him.

 

324853a.jpg

[spoiler=lore]A highly adapted seabird, Yaes is a brilliant strategist. He once turned the sides in a war with odds 100 to 1.

 

324853x.jpg

[spoiler=lore]A sunken submarine mutated by the powers of Cesan, it began to grow grow to live on it's own. It is now a general in Cesan's army.

 

In an actual deck, I would play 3 of each.

 

 

[spoiler= spells]

324853xa.jpg

[spoiler=lore]You can Normal Summon a level 5 "Aqualord" monster from your hand without a tribute. Once per turn, when you remove from play one Normal- Type "Aqualord" monster in your Graveyard, you can send one Normal- Type "Aqualord" monster from your Deck to the Graveyard.

 

324853s.jpg

[spoiler=lore]Discard 2 cards. Gain life points equal to the number of Normal- Type "Aqualord" monsters removed from play x250.

 

324853y.jpg

[spoiler=lore]Pay 1000 life points. Tribute one face up monster you control and Special Summon 1 level 5 or higher "Aqualord" monster from your hand. This Special Summon is treated as a Normal Summon without a tribute.

 

324853d.jpg

[spoiler=lore]Pay any amount of life points in multiples of 300. Send cards from your Deck to the Graveyard equal to the amount of life points you paid divided by 300.

 

 

 

[spoiler=traps]

324853k.jpg

[spoiler=lore]Activate only during the Battle Phase. Pay 1500 life points. Search your deck for up to 3 level 5 or higher "Aqualord" monsters and add them to your hand. If you added 2 or more to your hand, end the current Battle Phase. Then, shuffle your deck.

 

324853a.jpg

[spoiler=lore]Pay 3000 life points. All face up "Aqualord" monsters gain ATK equal to half the ATK of all Normal- Type "Aqualord" monsters removed fro play until the end of the turn.

 

324853g.jpg

[spoiler=lore]Whenever a level 5 or higher "Aqualord" monster is successfully summoned to your side of the field, gain 500 life points.

 

324853y.jpg

[spoiler=lore]Discard all cards in your hand except for level 5 or higher "Aqualord" monsters. Negate and destroy 2 spell or trap cards.

 

 

 

Character:

Age: 13

Place of Birth: Neo Domino City

Bio: I was out riding my duel runner one day at night when a mysterious man named Ghost forced me into a crash. I flew out of the duel runner and into the water. There i discoverd atlantis, City under the sea. Here, there were wonderful creatures known as aqualords living in the city. They were at war with the ocean dragon lords. There, I was able to get into the secret hold where they held the duel monster cards of the Aqualords. They gave them to me, reconstructed my duel runner and went back to the surface. I dueled my way to the top of the Pros where I have become a known duelist.

Combos: I play Atlantis, city under the sea, summon an Aqualord and send a monster to the grave. Activate wave of power, remove from play more, then activate Hydro Guidance, and attack to win.

How the cards represent: I duel with the power of Aqua behind me because it seems calm at first but can be very dangerous. I am similar to that.

 

Okay I hope this is enough.

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@Phoenix19: running highlander? what's that? O_O'

If you meant I haven't put the cards, it's now there...umm, must I say I edited that post?

I just put written cards there because my original cards don't have a picture =/

 

my fingers are burning because of typing all night long...just hope my cards get acepted on this contest ^^

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@Phoenix19: running highlander? what's that? O_O'

If you meant I haven't put the cards, it's now there...umm, must I say I edited that post?

I just put written cards there because my original cards don't have a picture =/

 

my fingers are burning because of typing all night long...just hope my cards get acepted on this contest ^^

Highlander is when someone runs every card in a Deck / majority of the cards in a Deck at only one. They tend to do it in the Anime quite a lot, but in the actual Game, it is best to run cards in multiples if necessary (3 at most) to get the cards you may need faster.

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No problem, and the Deck List does not have the be full, it's just to help Kale understand how the Deck would work. You are allowed to use actual cards that are in the actual TCG as well. I also believe somewhere in one of her posts in the first page that at most, it would be best to post half a Deck (20 cards).

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