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Brute Force


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"Brute", as the name implies, revolves around mostly high attacking monsters. The Brutes are a skilled army who pillage and plunder throughout many parts of the lands. From the soils of the earth, to the depths of the sea, Brutes are around to show who is boss. Most Brutes have a base attacking power of 2000! But this set isn't just a beatdown set. They come with nasty effects that supress the ability and flexibility of a skilled player. But these effects come at a price, however, as only 1 Brute is normally summoned per turn. You won't be doing swarming any time soon, but don't let that steer you away from this set.

Basic Strategy of the Archtype: The start-up to this deck can be somewhat slow, but after a few turns it can be quite difficult to manage for your opponent. You could pick between the six elemental Brutes and create different lockdowns based on what your opponent runs. Brute Soldier and Storm Brute can create a very nice lockdown in witch your opponent will basically won't be able to Special Summon anything. And chances are that your opponent can't use their more powerful attacking monsters that need to be Special Summoned, leaving you free to pick off those weak little guys that start a chain of a great deck. The Elemental Brutes are straightfoward, leaving you ready to limit your opponent's spell and trap cards, or stop your opponent from developing a strategy in his hand or graveyard.

There are plently of other cards, but I don't want to be blabbing on. It's better seen if you look at the cards for yourself.

These are just a few cards for now. I will try to add more soon. For now, enjoy. [img]http://public.yugiohcardmaker.net/public/style_emoticons/default/smile.gif[/img]

Brute Soldier
Warrior/Effect
Lv4
Earth
Effect: This card cannot be Special Summoned. You cannot declare an attack with this card the turn it is summoned. Your opponent cannot Special Summon from their hand or deck.
2000/200

Magma Brute
Warrior/Effect
Lv4
Fire
Effect: This card cannot be Special Summoned. You cannot declare an attack with this card the turn it is summoned. Once per turn, you can negate one of your opponent's trap cards, and destroy it.
2000/200

Marine Brute
Warrior/Effect
Lv4
Water
Effect: This card cannot be Special Summoned. You cannot declare an attack with this card the turn it is summoned. Once per turn, you can negate one of your opponent's spell cards, and destroy it.
2000/200

Storm Brute
Warrior/Effect
Lv4
Wind
Effect: This card cannot be Special Summoned. You cannot declare an attack with this card the turn it is summoned. Your opponent cannot Special Summon from their graveyard or removed-from play zone.
2000/200

Great Brute
Warrior/Effect
Lv4
Light
Effect: This card cannot be Special Summoned. You cannot declare an attack with this card the turn it is summoned. When this card destroys a face-up monster your opponent controls by battle, discard 1 card from their hand.
2000/200

Shadow Brute
Warrior/Effect
Lv4
Dark
Effect: This card cannot be Special Summoned. You cannot declare an attack with this card the turn it is summoned. When this card destroys a face-up monster your opponent controls by battle, remove from play the top two cards of their deck.
2000/200

Elite Brute
Warrior/Effect
Lv8
Earth
Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you control 2 or more face-up "Brute" monsters. Once per turn, you can select one face-up Attack position monster you control. It can attack your opponent directley this turn. If you activate this effect, other monsters you control cannot attack this turn. 3000/0

Mini-Brute
Warrior/Effect
Lv2
Earth
Effect: You can Normal Summon this card in face-up defence position. If you do, Add one "Brute" monster from your deck to your hand.
0/2000

General Brute
Warrior/Effect
Earth
Lv4
Effect: Once per turn, by paying 700 life points, you can ignore the summoning conditions of 1 level 4 or lower "Brute" monster in your hand, and Special Summon it.
1900/100

Guard Brute
Warrior/Effect
Earth
Lv4
Effect: Once per turn, if a "Brute" monster you control would be destroyed by battle, it isn't. (Damage calculation is applied normally)
0/2300

Attack!
Quick-Play Spell Card
Effect: Select one face-up "Brute" monster you control. This turn, it's effects are negated and gains 300 ATK. During the End Phase of the turn you attacked, the targeted monster cannot attack during your next turn.

Ambush!
Equip Spell Card
Effect: Equip this card to a face-up "Brute" monster you control. It's original ATK is doubled. The equipped monster cannot attack directly. During each of your End Phases, you take damage equal to the original ATK of the equipped monster.

Defend!
Normal Trap Card
Effect: Only activate when a "Brute" monster you control is attacked by one of you opponent's monsters. Select one face-up 'Brute" monster on your side of the field. It is changed into defence position, and it's original defense becomes 3000. During your next turn, the selected monster cannot attack your opponent.

Brute Force!
Normal Spell Card
Effect: All Face-up "Brute" monsters you control can attack your opponent directly this turn. During the End Phase, switch all monsters that attacked this turn into face-up defence position.

Block!
Counter Trap Card
Effect: Activate only if you control a face-up "Brute" monster when your opponent activates a Spell Card, Trap Card or Effect Monster's effect that would destroy a card(s). Negate the card's activation and destroy it.

Breaker!
Quick-Play Spell Card
Effect: If you battled with one of your opponent's monsters this turn, and the monster was not destroyed by battle after the damage step, destroy that card, and inflict 800 damage to your opponent.

Squash!
Normal Trap Card
Effect: You could halve the ATK and DEF of monster card your opponent controls up to the number of Face-up "Brute" monsters you control. This effect lasts until the End Phase.

Brutal Battle
Field Spell Card
Effect: All face-up "Brute" monsters gain 200 ATK. If your opponent controls a monster, "Brute'" monsters can attack the turn they are summoned. Once per turn, if a "Brute" monster would be destroyed by battle, it isn't. (Damage calculation is applied normally)

A Sinister Plan
Normal Spell Card
Effect: This turn, if you control 3 or less face-up "Brute" monsters, you can negate the effects of your opponent's Spell, Trap, or Effect Monster's effect cards.

Front Lines
Normal Spell Card
Effect: Add one "Brute" monster from your deck to your hand.

[b][size=5]Discuss[/size][/b]
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Okay, you have a freaking sweet concept here. However, I think there should be at least 1 card that allows you to get more than 1 Brute out a turn. I know swarming is NOT what this set is going for, but just 1 card that allows extra Normal Summons, or ignoring of summon conditions wouldn't kill you, would it?

As is, given the attacking and summoning restrictions, I don't think this set is very powerful, sorry.

Shadow Brute's effect actually helps your opponent. There are a ton of cards that target the graveyard compared to what target the deck. Milling the deck is normally a good thing for the recipient. As such, the effects of this card are all drawbacks. Removing cards from the grave, however, would be nice.

Elite Brute seems underpowered. Giving up 1 Brute to NS him, he can't attack when he's summoned, he needs a LP cost to attack, no effect and his attack is less than double an ordinary Brute. I'd just summon another Brute and try to lock down my opponent, thank you very much.

I get that Attack! is supposed to let me attack on the first turn, but I think -1 is enough drawback for the effect, switching positions kinda kills it.

Ambush! would be nice if it weren't for destroying the monster. If you don't want the set to swarm, try to preserve what's already on the field.

Defend!.... eh. Keeps it on the field, but ruins its attacking capabilities. Better than nothing, but you can do better.
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General Brute, if I'm correct, can get Elite Brute out very easily. If this was not your intention, you should say it can only summon Brutes of a certain level.

Elite Brute, this is better... sort of. I get a lot more attack than an ordinary Brute, meaning I can destroy a lot of things in battle, and fewer drawbacks. But I wouldn't tribute a Brute for it, seeing as though I lose the effect of that Brute.

Attack! got a nice buff. Lets me get the job done when I want it done. Still could be better, but eh.

Defend! is much better, though it could be better, again. It provides much needed protection, without stopping my lockdown stategy.

Ambush! is... well, it would backfire easily. This set's greatest weakness is the lack of destruction effects, if my opponents plays Marshmallon I'd lose FAST. Even worse if they played Blackwing Armor Master, who takes no Battle Damage.

Brute Force! is nice, seems appropriately balanced, but only one card to bypass monsters seems too little.

Block! is kinda unoriginal, but eh.

Overall, some destruction effects and you're good.
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