Zkaiser Posted March 5, 2011 Report Share Posted March 5, 2011 This archetype was born when I found out that you cannot stack piercing damage. An order of spiritualistic monks who all use lances, both physical and psychical in nature. They are on a mission to retrieve to the special Arcane Lance which was stolen from them by the Red Cloak Brigade. [spoiler=Monsters]Astral Lancer FIRE/3/Psychic/Tuner Once per turn, when a monster you control declares an attack targeting a Defense Position monster your opponent controls, you can activate this effect. If you do, during this battle, if the ATK of the attacking monster is greater than the DEF of the Defense Position monster it battles, inflict the difference as Effect Damage to your opponent. If this card is added to your hand by a card effect, you can Special Summon this card. 700/1700 Rain Lancer WATER/2/Psychic/Tuner You can discard this card to select 1 face-up "Lancer" monster you control. This turn, if that monster battles , if the ATK of the attacking monster is greater than the DEF of the Defense Position monster it battles, inflict the difference as Effect Damage to your opponent. You can tribute 1 monster you control to return this card in your Graveyard back to the owner's Deck. 700/700 Speed Lancer WIND/2/Psychic/Tuner If this card is used as a Synchro Material Monster for a "Lancer" Synchro Monster, during battle between that Synchro Monster and a Defense Position monster whose DEF is lower than the ATK of that Synchro Monster, inflict the difference as Effect Damage to your opponent. By paying 1000 life points you can Synchro Summon using this face-up card you control as a Synchro Material Monster. This effect can be used during either player's turn. 0/700 Soul Lancer LIGHT/4/Psychic/Tuner If your opponent takes damage while this card is attacking, you can select 1 "Lancer" Monster in your Graveyard and Special Summon it in face-up Attack Position. Then, take Damage equal to that monster level x 500. 1700/700 Cloaked Lancer EARTH/4/Psychic/Tuner When this card battles a monster whose Defense is lower than this card's ATK, inflict the difference as battle damage to your opponent's Life Points. If this card inflicts damage via this effect the opposing monster is destroyed after Damage Calculation. If this card is used for the Synchro Summon of a "Lancer" Synchro monster the other Material Monsters can be monsters in your hand. 1700/700 Progress Lancer FIRE/3/Psychic/Tuner When this card is Special Summoned, you can halve its ATK to add 1 "Lancer monster from your Deck to your hand. If this card is used as a Synchro Material monster for a "Lancer" Synchro monster you can subtract an amount of levels equal to this card's level from face-up monsters you control. 1800/700 Master of Arms - Double Lancer WATER/6/Psychic/Synchro/Tuner 1 Tuner + 1 or more monsters When this card is Synchro Summoned you can add 1 Level 3 or Lower "Lancer" monster in your Graveyard to your hand for each tuner used to Synchro Summon this monster. During battle between this monster and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. 2100/1400 Supreme Master of Arms - Ashura Lancer LIGHT/9/Psychic/Synchro/Tuner 1 "Lancer" Synchro Tuner + 1 or more monsters When this card is Synchro Summoned, you can remove any number of Lancer monsters in your Graveyard from play to add an equal number of "Lancer" monsters from your Deck to your hand. This card cannot inflict Battle Damage. If this card is used as a Synchro material monster, double that monster's ATK. 3500/2100[/spoiler][Spoiler=Spells] Piercing Lancing Grounds Field Once per turn, select 1 "Lancer" monster you control. This turn you can reduce the selected monster's ATK to 0 to reduced the DEF of 1 monster your opponent control by an amount equal to the selected monsters original ATK until the End Phase of this turn. This effect can be used during either player's turn. Lancing Soul Quick-Play Select 1 face-up Attack Position "Lancer" monster you control and 1 face-up monster your opponent controls. Inflict the difference between your selected monster's ATK and their Select monster's DEF to your opponent's Life Points. Your selected monster cannot attack this turn and both selected monsters cannot battle each other until the End Phase of next turn. You can only activate 1 "Lancing Soul" per turn. Bigger Lancing Quick-Play Increase the ATK of 1 face-up "Lancer" monster by 1000. This turn when that monster attacks a Defense Position monster and your opponent takes damage from any source, you can draw 1 card for every 500 damage dealt.[/spoiler][spoiler=Traps]Prime Formation Normal Change all monsters you control to face-up Attack Position and all monsters your opponent controls to face-up Defense Position (Your opponent's Flip Effects are not activated.) Once this turn, during battle between a "Lancer" monster you controls and a Defense Position monster whose DEF is lower than the ATK of that monster, inflict the difference as Effect Damage to your opponent.[/spoiler] Link to comment
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