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Rubiatech


  

1 member has voted

  1. 1. Are these cards a decent archetype, keeping in mind out-of-archetype support?

    • Great, 'tis work man, keep it up!
      0
    • Good, they're an alright archetype~
      1
    • OK, they're alright. Middling quality.
      0
    • Meh, they could be a bit better . . .
      0
    • Blech, back to the drawing board!
      0


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I listened to a song today, about Char Aznable. With mental imagery of red mechs, all customized to do nifty stuff, flying through my head . . . I had to do [i]some[/i] cards, and these are the results.

[spoiler="The Cards"]Rubiatech Peon
Lv3 - FIRE - Machine/Tuner
atk 1500 def 1700
[i]A simple battle machine given a fresh coat of paint and a custom tune-up, it's ready to go three times faster than any other machine on the field.[/i]

Rubiatech Dive
Lv4 - FIRE - Machine/Effect
atk 1200 def 2000
Once per turn, during your Main Phase 1, you may remove this face-up monster from play. During your 2nd Standby Phase after activating this card's effect, Special Summon it and 1 Machine-Type monster from your Graveyard in face-up Attack Position.

Rubiatech Pyro
Lv4 - FIRE - Machine/Effect
atk 1600 def 1000
Once per turn, instead of attacking with this card, you may deal damage equal to half this monster's ATK to your opponent's Life Points.

Rubiatech Medi
Lv4 - FIRE - Machine/Effect
atk 1400 def 1800
Once per turn, instead of attacking with this card, you may gain 500 Life Points.

Rubiatech Pile
Lv4 - FIRE - Machine/Effect
atk 1500 def 1900
Once per turn, when this card attacks a face-up monster, if that monster has less DEF than this card's ATK, you may destroy it without calculating damage.

Rubiatech Ein-Buster
Lv7 - FIRE - Machine/Synchro/Effect
atk 2000 def 1800
"Rubian Peon" + 1 or more non-Tuner Monsters
Once per turn, when this card attacks a Defense Position monster, halve the DEF of that monster during the Damage Step.

Rubiatech Ein-Deeper
Lv7 - FIRE - Machine/Synchro/Effect
atk 1800 def 1400
"Rubian Peon" + 1 or more non-Tuner Monsters
Once per turn, during your Battle Phase, this card may attack your opponent's Life Points directly. Any battle damage this card deals by a direct attack is halved.

Rubiatech Zwei-Meister
Rank 3 - FIRE - Machine/Xyz/Effect
2 "Rubiatech Peon"s
atk 1500 def 1900
Once per turn, during either player's Battle Phase, you may detach 1 Xyz Material from this card to equip this card with "Rubian" 1 Equip Spell from your hand, then during the End Phase of that turn destroy that Equip Spell. If this card has no Xyz Materials, increase its ATK by 500 and halve its DEF.

Rubiatech Zwei-Finster
Rank 4 - FIRE - Machine/Xyz/Effect
2 Level 4 "Rubiatech" monsters
atk 1900 def 2000
Once per turn, during either player's Battle Phase, you may detach 1 Xyz Material from this card to double this card's ATK until the end of the Phase. If this card has no Xyz Materials, increase its ATK by 200 and halve its DEF.

Rubiatech Drei-Riese
Level 8 - FIRE - Machine/Fusion/Effect
"Rubiatech Peon" + 1 "Rubiatech Zwei" monster
atk 2400 def 2000
You may Special Summon this card by sending the appropriate Fusion Materials to your Graveyard while you control a "Rubian Hangar" (this is treated as a Fusion Summon). While this card is equipped with a "Rubian" Equip Spell, it gains the following effect: When this card would be destroyed by the effect of your opponent's Effect Monster or Spell Card, you may destroy 1 Equip Spell equipped to this card instead.

Rubian Armor Purge
QUICK-PLAY SPELL
Select 1 face-up "Rubiatech" monster you control. That card gains ATK equal to half its Original ATK this turn, and its DEF is halved. During the End Phase of this turn, switch that monster to Defense Position.

Rubian Boost Purge
QUICK-PLAY SPELL
Activate only during either player's Battle Phase. Select 1 face-up "Rubiatech" monster you control. Declare an attack with the selected monster. The selected monster cannot be used to declare an attack during your next Battle Phase.

Rubian Cannon Purge
QUICK-PLAY SPELL
Select 1 face-up "Rubiatech" monster you control. That card can attack your opponent's life points directly this turn, and its ATK is halved. Destroy all Equip Spells equipped to the target monster.

Rubian Thrust
EQUIP SPELL
Equip only to a "Rubiatech" monster you control. The equipped monster is unaffected by your opponent's Spell Cards. Destroy this card during the 3rd of your End Phases after its activation.

Rubian Sniper
EQUIP SPELL
Equip only to a "Rubiatech" monster you control. When the equipped monster attacks, Trap Cards cannot be activated until the end of the Damage Step.

Rubian Sabers
EQUIP SPELL
Equip only to a "Rubiatech" monster you control. The equipped monster gains 600 ATK, and is unaffected by the effects of monsters it destroys by battle.

Rubian Shield
EQUIP SPELL
Equip only to a "Rubiatech" monster you control. When the equipped monster would be destroyed, send this card to the Graveyard instead.

Rubian Hangar
CONTINUOUS SPELL
Once per turn, you may select 1 face-up "Rubiatech" monster you control. That card's ATK and DEF return to their original (printed) values, and you may return 1 Equip Spell equipped to it to your hand.

Rubian Launch
TRAP
Activate in response to an attack. Special Summon 1 "Rubiatech" monster from your hand. That card cannot attack during this Battle Phase, except by a card effect.[/spoiler]

[spoiler="The Way They Look"]Imagine a generic-looking humanoid suit in various positions relevant to the name; the Peon has a simple pistol, the Dive is equipped with swimming apparatus and a harpoon, the Pyro is equipped with a flamethrower, the Medi is equipped with a steel staff with a red plus sign at the top, and the Pile has a pile bunker in its right arm, primed to strike. Buster has a large cannon held with two hands, Deeper is armed with four-taloned claws (one of which is spinning like a drill), Meister is armed with a better-looking pistol and much flashier armor, Finster is holding a scythe in both hands and equipped with a black cape, and Riese . . . is just bloody [i]huge[/i] and equipped with the Meister's armor, the Finster's cape, three of the Deeper's claws arranged in a Wolverine Claws design, and the Buster's cannon is reduced [a little] to be rifle-sized, being held in one hand.[/spoiler]

[spoiler="The Focus"]I wanted to try and do something where they could A. purge parts to enhance themselves at cost, and B. have equipment that enhances their performance. Hence the Quick-Play and Equip Spell support. As for the monsters . . . well, let me know if the stats are a little imbalanced, but the tendency towards having a higher DEF than ATK, or a higher ATK than DEF, is purely intentional; it's all to do with that purging I mentioned. As for the Rubian Hangar and Rubian Launch . . . Launch is there just so that the red ones [i]are[/i] going faster, and the Hangar is to recover what was lost to a Purge, and to re-assign an Equip Spell to an appropriate target.

Still, I'm not perfect, so if you have any beef with it then please say so below; though I would like to mention three things first: #1, my OCG is a bit of a mishmash here between the old text I'm used to and bits of the Problem-Solving Text that's due to debut sooner or later; #2, I would appreciate it if the comments do not address how they hate it because it's too pop culture -- the whole 'red mech that goes 3 times faster' thing isn't just memetic by now, it's its own trope (the Law of Chromatic Superiority); and #3, do not [i]worry[/i] about Equip Spells being slow or not, there are cards to get around this (Hidden Armory and Vylon Matter, for example).[/spoiler]

Read 'em, tell me what you think of 'em, and above all tell me how you think they could be improved~

(And if possible, an OCG fix based on the Problem Solving Card Text would be awesome if anyone's capable of it yet.)
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