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Zebra archetype


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[quote name='Legend Zero' timestamp='1309555930' post='5326018']
Zebra arch-type would be so cash. B)
[/quote]

Light Zebra
light
**
beast/tuner
Once per turn select 1 face up Defence Position monster, it can attack while it is in Defense Position. If this card attacks while in Defense Position, apply the ATK of this card for damage calculation. If this is the only Monster Card in your control during your Standby Phase, it is automatically placed in Defense Position. You cannot change the position of this card during the same turn.
1600/600

Fire Zebra
Fire
***
beast/effect
Once per turn inflict 500 damage to your opponent for each face up Defense Position monster on the field.

Earth Zebra
earth
***
beast/effect
You can pay 1000 life points to Specail Summon this card from your hand in face up Defense Position. This card's battle position cannot be changed until the end of the next turn, except with a card effect.
1700/500

Water Zebra
Water
****
beast/effect
You can pay Specail Summon this card from your hand, by switching 1 face up Defense Position monster to face up Attack Position. If this is not the only Monster Card in your control during your Standby Phase, it is automatically placed in Defense Position. You cannot change the position of this card during the same turn.
800/1400

Wind Zebra
wind
**
beast/effect
When a face up Defense Position monster is sent to the Graveyard as a result of battle, you can Special Summon up to 2 "Wind Zebra", from your Graveyard in face up Defense Position.
200/1500

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Fire Zebra needs ATK/DEF. Overall though they look quite interesting, and possibly fun to use.

I'm guessing the part you copied from Total Defense Shogun is supposed to apply to the target of Light Zebra.

Ocg:
Once per turn: Select 1 face-up Defense Position monster you control; This turn that monster can attack while it is in Defense Position. If that monster attacks while in Defense Position, apply the ATK of that card for damage calculation. During your Standby Phase, if you control no other monsters: Change this Attack Position card to Defense Position. You cannot change the Battle position of this card during this turn.

Fire Zebra seems a bit unimpressive. It's just a burn; nothing really interesting.

Ocg:
Once per turn: Inflict 500 damage to your opponent for each face-up Defense Position monster on the field.

Earth Zebra is nice to get a quick Synchro with Light or Xyz with Fire. Probably one of the more useful ones.

Ocg:
You can pay 1000 life points; Special Summon this card from your hand in face up Defense Position. This card's Battle position cannot be changed until the end of the next turn, except with a card effect.

Water helps swarm once you come out of defense, although how often you'd want to do that is another matter. More Synchro material with Light, or Xyz material with Dark. Stats are unimpressive though.

Ocg:
You can switch 1 face-up Defense Position monster you control to Attack Position; Special Summon this card from your hand. During your Standby Phase, if you control another monster: Change this Attack Position card to Defense Position. You cannot change the Battle position of this card during this turn.

Wind is a nice defensive measure if your opponent takes out one of your monsters. However, the effect suggests it has to be on the field, and your opponent could easily just take it out first.

Ocg:
When a face-up Defense Position monster you control is sent to the Graveyard as a result of battle: You can Special Summon up to 2 "Wind Zebra" from your Graveyard in face-up Defense Position.
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