Jump to content

Hey, Boys and Girls! It's Time For A MISSILE RODEO!


Recommended Posts

The cards are in the below spoiler-box, and a good rule of thumb for them is to picture them grabbing hold of, or even straddling, a missile thick as a small tree, above a gaping canyon or set against the sky. That's right, these are [i]missile-riding daredevils for whom the thrill of jumping from rocket to rocket is the ultimate drug![/i] Otherwise known as 'crazy people', but one oughtn't tell them that.

[spoiler="Listen to the below song while reading these for the appropriate mood."][size="3"][font="Lucida Console"]Missile Rodeo
FIELD SPELL
When a monster declares an attack, flip a coin. If heads, the attacking monster gains 500 ATK until the end of the Damage Step. If tails, re-declare the attack. If you get tails 3 times in a row by this card's effect, return the attacking monster to the owner's hand.

Missile Herd
CONTINUOUS SPELL
While this card is face-up on your side of the field, its name and the name of any Field Spell that is active is also treated as "Missile Rodeo". During your Main Phase, you may select 1 monster you control and flip a coin 3 times. If you get Heads 2 or more times, increase the ATK of that monster by 500. If you get Tails 2 or more times, return that monster to its owner's hand.

Missile Stampede
QUICK-PLAY SPELL
Activate only while the field is "Missile Rodeo". Pay 500 Life Points. Both players discard their entire hand and inflict 500 damage to their opponent for each card they discarded. If activated in response to an attack declared between two monsters, instead of inflicting damage, each player decreases the ATK and DEF of their opponent's monster instead.

Missile Clown
Level 3 - WIND - Warrior/Effect
atk 1500 def 1800
When this card is returned to its owner's hand, halve the ATK and DEF of 1 face-up monster your opponent controls.

Missile Dodger
Level 4 - WIND - Warrior/Effect
atk 1700 def 800
Declaring an attack with this monster does not trigger the effect of "Missile Rodeo". If the field is "Missile Rodeo", this card is unaffected by Trap Cards during the Battle Phase.

Missile Turtle
Level 5 - WIND - Aqua/Effect
atk 2000 def 2000
While this card is face-up on the field, when a player's monster is returned to their owner's hand, the controller of that monster takes 500 damage.

Missile Joker
Level 3 - WIND - Fiend/Effect
atk 1000 def 100
The controller of this card can flip a coin whenever their opponent flips a coin for a card effect. If they get the same result, that coin toss is performed again.

Missile Cowboy
Rank 3 - WIND - Warrior/Xyz/Effect
atk 2000 def 1000
2 Level 3 Monsters
When this card would be returned to the Extra Deck by the effect of "Missile Rodeo", detach a Xyz Material Monster from this card instead. If this card's ATK is increased by the effect of "Missile Rodeo", it is unaffected by the effects of Trap Cards until the end of the Battle Phase.

Missile Cowgirl
Rank 3 - WIND - Warrior/Xyz/Effect
atk 2000 def 1000
2 Level 3 Monsters
When this card would be returned to the Extra Deck by the effect of "Missile Rodeo", detach a Xyz Material Monster from this card instead. When this card is attacked while the field is "Missile Rodeo", you may trigger the effect of "Missile Rodeo" as well.

Missile GAZER
Level 4 - WIND - Fairy/Effect
atk 1500 def 1000
This card cannot be Normal Summoned or Set. When a "GAZER" Monster is returned from the field to your Deck, you may Special Summon this card from your Deck. During your Main Phase 2, you may return this face-up card to its owner's Deck. While the field is "Missile Rodeo", once per turn you may select 1 face-up monster on the field and decrease its ATK by 500.[/font][/size][/spoiler]

[spoiler="The below song"][media]http://www.youtube.com/watch?v=YoX4Q--cFNU[/media][/spoiler]

The "Missile Rodeo" archetype was concieved by, of all things, listening to a DDR song: Jet World (or is it JET WORLD?). Somehow, listening to it, I get this mental image of a great big canyon with missiles coming out of it in droves, and these crazy daredevils grabbing hold of them and leaping about them in some sort of parody of gymnastics and parkour, with the goal being either to see who can stay around the longest, or who can get to the other side of the canyon, without getting blown to Kingdom Come. I guess it helps that I mishear the spoken words as "Get up" and "fall" instead of "Yeah" and "wow" or whatever they're supposed to be.

The main focus for these guys is to take advantage of Missile Rodeo's effect. For Turtle and Clown, the name of the game is to work off cards being returned -- in Turtle's case, the enemy's, but in the Clown's case itself -- while Joker lets you attempt to lock down the opponent's chance of getting the good effect, though it can be applied to other card flip effects. As for the Xyz's, their "Xyz Material removing" effect is to protect themselves from the negative effect of Missile Rodeo, while they have an extra effect that gives them some potency mainly while Missile Rodeo is out. [b]3rd EDIT: I ended up finding out the proper OCG for this sort of thing, so I ended up changing the Exceed Monsters into Xyz Monsters. Feeling alright~[/b]

The "GAZER" monster, on the other hand, is my way of tying this in with an old card project of mine that I might bring back, but the basic gist of him is that he's one of several monsters that works by Special Summoning out when a different GAZER returns to the user's Deck. This particular one isn't that special, pretty much a variant for exclusive use with or against "Missile Rodeo". If you're wondering what it looks like, if you ever saw the child form of the Spirit of Fire, from Shaman King, that's what inspired the Level 4 and lower versions of the GAZER archetype -- so picture it with yellow flesh and orange eyes and you might as well have the finished product, barring some stylistic tweaks.

EDIT: It's a little late at the moment, but later I might add in little in-italics lines under each card telling what I think would be on the picture for each card.

[b]2nd EDIT: The views and possibly criticism on the effects or the OCG would be very much appreciated, as they will allow me to become better at this.[/b]
Link to comment
Rodeo is bad. It's just a 500 ATK boost for very monster on the field. I cba to do pobability stuff, but the chance of 3 tails is pretty small.

Herd is cool sidedeck card in evrything and is ok here, Stampede is Royal Tribute on crack with a "No Solemn Warnings" clause, which the deck needs.

The monsters are pretty eh. Even if the field spell actually goes off no ss effects to make up for the annoying loss of tempo that you get makes me raeg. Rodeo.dek is worse than most casual themed decks irl.
Link to comment
[quote name='marcher boyz' timestamp='1306921454' post='5246106']
Rodeo is bad. It's just a 500 ATK boost for very monster on the field. I cba to do pobability stuff, but the chance of 3 tails is pretty small.
[/quote]
Well, that's what you get when you try to make it not end up broken. However, there's at least -one- monster that can potentially make the tails come up a little more often (Joker).
[quote name='marcher boyz' timestamp='1306921454' post='5246106']
Herd is cool sidedeck card in evrything and is ok here, Stampede is Royal Tribute on crack with a "No Solemn Warnings" clause, which the deck needs.
[/quote]
Well, I'm glad I seemed to do something right by you. I don't quite get what you mean by the '"No Solemn Warnings" clause', though, if you could explain that to me I'm pretty sure it'd come in handy for future archetypes.

[quote name='marcher boyz' timestamp='1306921454' post='5246106']
The monsters are pretty eh. Even if the field spell actually goes off no ss effects to make up for the annoying loss of tempo that you get makes me raeg. Rodeo.dek is worse than most casual themed decks irl.
[/quote]
Well, the Special Summoning bit, I'd expected to be taken care of by outside cards. It [i]is[/i] possible to use Marauding Captain for at least 3 of them, for example. If a Special Summoning effect's explicitly needed in-archetype, I might toss in another card or so to add it in.
Link to comment
[quote name='Baroque in Paradise' timestamp='1306928198' post='5246247']Well, that's what you get when you try to make it not end up broken. However, there's at least -one- monster that can potentially make the tails come up a little more often (Joker).[/quote]

Yes. It's still inconsistent and skilless.

[quote name='Baroque in Paradise' timestamp='1306928198' post='5246247']Well, I'm glad I seemed to do something right by you. I don't quite get what you mean by the '"No Solemn Warnings" clause', though, if you could explain that to me I'm pretty sure it'd come in handy for future archetypes.[/quote]

Yes. Stampede burns you if you try to plus with it, so you won't have the lp to pay for warnings. idk, it was early.

[quote name='Baroque in Paradise' timestamp='1306928198' post='5246247']Well, the Special Summoning bit, I'd expected to be taken care of by outside cards. It [i]is[/i] possible to use Marauding Captain for at least 3 of them, for example. If a Special Summoning effect's explicitly needed in-archetype, I might toss in another card or so to add it in.[/quote]

I didn't think of Captain, but the field spell is just too inconsistent for self-bouncing being a problem. I'm wrong here, unless Rodeo has the proability of a bounce increased, or you play begone knave or something.
Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...