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A Speed Revolution-Introducing the "Sonic" Archetype


karmusic1392

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The idea behind the "Sonic" monsters is that they cannot be Normal Summoned or Set, but instead are Special Summoned just like you would Normal Summon any other monster. All the monsters are WIND and are Level 4 or lower, and many have similar Levels and can increase the Levels of others, making it easy to play the boss Exceed Monsters, the "Sonic Accels". They also focus on heavy field swarming and lowering the Atk/Def of your opponent's more powerful monsters to make for big pushes. Before you go thinking that this is too broken, however, there are two large drawbacks to using these monsters; they return to your hand or Extra Deck at the end of every turn, and are removed from play if they are ever sent to the Graveyard. There are Support Cards, however, that address these drawbacks as well. I'm really trying to make these cards balanced and keep with the overall theme, and I think they're pretty fair because a well-placed Royal Oppression or Kristya can wreck them more than most decks. Other suggestions are appreciated, though.


Sonic Warrior
WIND
Level 4
[Warrior/Effect]
This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you control no monsters, or if you control only “Sonic” monsters. Once per turn, you can lower the Atk and Def of 1 monster your opponent controls by 300 points until the End Phase. When this card destroys an opponent’s monster in battle that had its or Def lowered this turn, inflict 500 damage to your opponent. During the End Phase, return this card from the field to its owner’s hand. When this card is sent to the Graveyard, it is removed from play.
Atk/1800 Def/500

Sonic Gardna
WIND
Level 4
[Warrior/Effect]
This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you control no monsters, or if you control only “Sonic” monsters. During your opponent’s turn, if a monster your opponent controls declares an attack, you can Special Summon this card from your hand. As long as this card remains on the field, your opponent cannot select another “Sonic” monster you control as an attack target. An opponent’s monster that battles with this Defense Position card loses 500 Atk until the End Phase. During the End Phase, return this card from the field to its owner’s hand. When this card is sent to the Graveyard, it is removed from play.
Atk/300 Def/1900

Sonic Oracle
WIND
Level 4
[Psychic/Effect]
This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you control no monsters, or if you control only “Sonic” monsters. Once per turn, you can pay 500 Life Points to select 1 removed from play “Sonic” monster. This card gains all effects of the selected “Sonic” monster until the End Phase. When this card is removed from play, draw 1 card. During the End Phase, return this card from the field to its owner’s hand. When this card is sent to the Graveyard, it is removed from play.
Atk/1400 Def/1600

Sonic Blaster
WIND
Level 3
[Machine/Effect]
This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you control no monsters, or if you control only “Sonic” monsters. Once per turn, you can Tribute 1 “Sonic” monster you control to lower the Atk and Def of 1 monster your opponent controls by an amount equal to half the Tributed monster’s Atk until the End Phase, and inflict 500 damage to your opponent. During the End Phase, return this card from the field to its owner’s hand. When this card is sent to the Graveyard, it is removed from play.
Atk/1300 Def/700

Sonic Arrow
WIND
Level 1
[Machine/Effect]
This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you control no monsters, or if you control only “Sonic” monsters. This card can attack your opponent directly. When this card is Summoned from your hand, you can Special Summon 1 removed from play “Sonic” monster to your side of the field. During the End Phase, return this card from the field to its owner’s hand. When this card is sent to the Graveyard, it is removed from play.
Atk/300 Def/100

Sonic Booster
WIND
Level 2
[Machine/Effect]
This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you control no monsters, or if you control only “Sonic” monsters. Once per turn, you can increase the Level of 1 other “Sonic” monster you control by any number until the End Phase, as long as that number is not greater than the number of other “Sonic” monsters you control. During the End Phase, return this card from the field to its owner’s hand. When this card is sent to the Graveyard, it is removed from play.
Atk/800 Def/400

Sonic Speeder
WIND
Level 2
[Machine/Effect]
This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you control no monsters, or if you control only “Sonic” monsters. Tribute this card to reveal a number of cards from the top of your deck equal to the number of other “Sonic” monsters you control, and Special Summon any “Sonic” monsters revealed in this way to the field. Any other revealed cards are returned to the bottom of the deck. During the End Phase, return this card from the field to its owner’s hand. When this card is sent to the Graveyard, it is removed from play.
Atk/600 Def/200

Sonic Accel Commander
WIND
Level 4
[Warrior/Exceed/Effect]
2 Level 4 “Sonic” monsters
This card is unaffected by the effects of your opponent’s Spell and Trap Cards during the turn it is Summoned. As long as this card has Exceed Material Monsters, all other “Sonic” monsters you control gain 300 Atk. Once per turn, you can remove 1 Exceed Material Monster from this card to Special Summon 1 “Sonic” monster from your deck with a Level equal to the Level of the removed monster. During the End Phase, return this card from the field to the Extra Deck. When this card is sent to the Graveyard, it is removed from play.
Atk/2300 Def/1500

Sonic Accel Striker
WIND
Level 3
[Machine/Exceed/Effect]
2 Level 3 “Sonic” monsters
This card is unaffected by the effects of your opponent’s Spell and Trap Cards during the turn it is Summoned. Once per turn, you can lower the Atk and Def of 1 monster your opponent controls by 300 points until the End Phase. During your Battle Phase, you can remove 1 Exceed Material Monster from this card to allow this card to attack all monsters your opponent controls that have had their Atk or Def lowered this turn once each. During the End Phase, return this card from the field to the Extra Deck. When this card is sent to the Graveyard, it is removed from play.
Atk/1900 Def/1000

Sonic Accel Warlock
WIND
Level 4
[Spellcaster/Exceed/Effect]
2 Level 4 “Sonic” monsters
This card is unaffected by the effects your opponent’s Spell and Trap Cards during the turn it is Summoned. Once per turn, you can remove 1 Exceed Material Monster from this card to select 1 monster your opponent controls that had its Atk or Def lowered this turn. Add 1 removed from play “Sonic” monster to your hand with an Atk equal to or lower than the amount the selected monster’s Atk or Def decreased this turn (you cannot add the removed Exceed Material Monster to your hand). During the End Phase, return this card from the field to the Extra Deck. When this card is sent to the Graveyard, it is removed from play.
Atk/1700 Def/1300

Sonic World
[Field Spell Card]
All “Sonic” monsters gain 200 Atk, and all non-“Sonic” monsters lose 200 Atk. The effects of “Sonic” monsters that would return them to the hand or Extra Deck during the End Phase are negated. When this card is removed from the field, inflict 500 damage to its controller.

Disruptor Wave
[Quick-Play Spell Card]
Activate only if you control a “Sonic” monster. Pay 500 Life Points to select 1 monster your opponent controls that had its Atk or Def lowered this turn and negate all effects of that monster until the End Phase.

Sonic Cyclone
[Quick-Play Spell Card]
Activate only when you Special Summon a “Sonic” monster. Pay 500 Life Points to add 1 “Sonic” monster from your deck to your hand with a Level lower than the Summoned “Sonic” monster. Only 1 “Sonic Cyclone” can be activated per turn.

Overbooster
[Normal Spell Card]
Remove 1 “Sonic” monster in your deck from play. During your next Standby Phase, Special Summon that “Sonic” monster. The “Sonic” monster Summoned in this way increases its Level by 1, and its effects are negated. Remove it from play during the End Phase.

Rapid Shotwing
[Quick-Play Spell Card]
Activate by selecting 1 “Sonic” monster you control. Pay 500 Life Points to decrease the Level of the selected “Sonic” monster by 1 until the End Phase, and have all monsters your opponent controls lose 100 Atk and Def for each “Sonic” monster you control until the End Phase.

Sonic Barrier
[Counter Trap Card]
Activate only when a monster your opponent controls declares an attack. Remove 1 “Sonic” monster in your hand from play to negate the attacks of all monsters your opponent controls this turn with a Level equal to or higher than the removed “Sonic” monster.

Sonic Burst
[Normal Trap Card]
Return 3 removed from play “Sonic” monsters to the deck to destroy up to 2 monsters your opponent controls that had their Atk or Def lowered this turn. “Sonic” monsters you control cannot attack during the turn you activate this card.
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