ZeroBreaker Posted July 20, 2011 Report Share Posted July 20, 2011 Well, this would be my first original archetype known as Rune. Basically, this is an archetype of mainly Spellcasters and Warriors. Their main concept is swarming while maintaining a hand advantage. Supports Fusion, Synchro and Xyz. Feel free to comment. I will update it some time in the future. [spoiler='Rune'] [spoiler='Monster'] [spoiler=Effect Monster] Twilight Rune Squire DARk */ Warrior/ Effect If this card is sent to the graveyard, you can draw 1 card. If this card is banished, draw 2 cards instead. 0/200 Chaos Rune Sage DARK */ Spellcaster/ Effect When this card is summoned, you can Special Summon a Level 1 Spellcaster-Type Monster from your hand or deck. If this card is removed from field, you can send a Monster card from your deck to the Graveyard and add a Level 1 Spellcaster-Type Monster from your deck into your hand. 100/100 Aqua Rune Maiden WATER */ Spellcaster/ Effect If this card is Normal summoned, you can draw 1 card. You can tribute this card to discard the top card of your deck. If the card discarded this way is a Monster card, you can Special Summon it. The monster Special summoned this way cannot declare attack during the turn it is Special Summoned. 100/200 Divine Rune Mage LIGHT */ Spellcaster/ Tuner When this card is Special Summoned, you can Special Summon up to 2 Level 1 Spellcaster-Type monsters from your deck. If this card is removed from the field, you can Banish 1 card from your Graveyard. Add it into your hand during your next Standby phase. 0/1100 Rune Core Gardna WIND */ Warrior/ Tuner Once per turn, if you control a face-up "Rune" Monster, you can special summon this card from your graveyard. This effect can be used during either player's turn. If a "Rune" Monster would be destroyed, you can Tribute this card instead. 0/ 2100 Rune Core Knight EARTH ***/ Warrior/ Effect Once per turn, you can change this card into Defense position and Special Summon a Level 4 or lower "Rune" monster from your hand. If this card is destroyed, you can draw 1 card. 1500/200 Rune Core Remover LIGHT ***/ Warrior/ Effect During the turn you activate a Spell card, you can Special Summon this card from your hand. When a "Rune" Monster activates its Effect, you can Special Summon a Level 4 or lower "Rune" monster from your Graveyard. 0/1700 Divine Rune Apprentice LIGHT ***/ Spellcaster/ Effect If this card is Normal Summoned, draw 1 card. If you draw a Level 4 or lower Spellcaster-Type Monster by this card's effect, you can Reveal it and Special Summon it. If this card is Banished from field, Destroy the Monster that was Special Summoned by its Effect. If this card is sent to the Graveyard and you control 2 or more Level 6 or higher Spellcaster-Type Monster, you can draw 1 card. 1300/1000 Rune Core Lancer DARK ****/ Warrior/ Effect This card gains 100 ATK for each Warrior-Type Monster and Spellcaster-Type Monster on your side of the field. If this card destroys a Monster by battle, you can special summon a Level 1 Spellcaster-Type or Warrior-Type Monster from your deck. 1700/1500 Rune Core Summoner LIGHT ****/ Spellcaster/ Effect Once per turn, you can Special Summon 1 Spellcaster-Type Monster from your deck. It cannot attack and is destroyed during the End Phase. This card cannot be destroyed by battle with a monster that has 1900 or more ATK. 1300/1200 Whirlwind Rune Mage WIND ****/ Spellcaster/ Effect If this card is Summoned, you can add a Spellcaster-Type monster from your deck into your hand. Once per turn, you can discard a card. If you do, draw 1 card. 1700/ 1300 Chaos Rune Priestess LIGHT ******/ Spellcaster/ Effect When this card is Special Summoned, you can Target a face-up monster your opponent controls. If it is in Defense position, change it into Attack position and reduce its ATK to 0. That monster cannot be destroyed by battle. All "Rune" and "Chaos" monster except this card cannot be destroyed by battle. 2100/2800 Chaos Rune Dragoon DARK *******/ Spellcaster/ Effect This card cannot be Normal Summoned or Set. This card can be Special Summoned from your hand by removing from play 1 "Rune" Monster from your Graveyard. All "Rune" Monster you control gains the following effect - During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. Once per turn, you can negate a Spell and Trap card. 2800/2100 Chaos Rune Blader DARK ********/ Warrior/ Effect When this card is Summoned, you can Special Summon a "Chaos" Monster from your deck, ignoring its Summoning Conditions. If this card battles a non-DARK or non-LIGHT monster, this card gains 1500 ATK during Damage Step. As long as this card remains face-up on your field, all Spellcaster-Type and Warrior-Type Monster other than this card gains 500 ATK. 3500/2500 Chaos Rune Dragon LIGHT **********/ Dragon/ Effect When this card is successfully summoned, draw 1 card. Your opponent cannot select any other monsters as an Attack target except this card. As long this card remains in Attack position, your opponent cannot Set Monsters, Special Summon any monsters in Defense position or change any Monsters into defense position. 3000/3000 Chaos Rune Twilight Overlord DARK ************/ Spellcaster/ Effect This card cannot be Normal Summoned or Set. This card can be Special Summoned from your hand or Graveyard by removing from play 1 "Rune" and 1 "Chaos" Monster from your Graveyard. Once per turn, you can discard 1 card to the Graveyard and Special Summon a "Rune" Monster from your deck. This card is unaffected by any opponent's Spell, Trap and Monster Effect. When a Spellcaster-Type or Warrior-Type Monster is summoned, you can draw 1 card or inflict 800 damage to your opponent. 3800/2900 Chaos Rune Elemental Lord LIGHT ************/ Spellcaster/ Effect This card cannot be Normal Summoned or Set. This card can be Special Summoned from your hand or Graveyard by removing from play 1 "Rune" and 1 "Chaos" Monster from your Graveyard. If this card is Summoned and you control 1 or more "Chaos" monster, return all Banished cards to the graveyard and draw 2 cards. As long as this card remains face-up on your field, all "Rune" and "Chaos" monsters you control cannot be destroyed by opponent's card effect. 2900/3800 [/spoiler] [spoiler=Fusion Monster] Twilight Rune Adept LIGHT ******/ Spellcaster/ Fusion/ Effect 1 "Rune" monster + 1 LIGHT or DARK Monster When this card is Summoned, you can discard 1 card to Special Summon a DARK or LIGHT Monster from your graveyard. If this card battles a non-DARK or non-LIGHT Monster, you can deal 400 damage for each card in your hand. 2400/2000 Maelstrom Rune Blader WATER *****/ Warrior/ Fusion/ Effect 1 "Rune Core" Monster + 1 WATER Monster When this card is Summoned, you can destroy all Spell(s) and Trap(s) card on the field. During your turn, this card gains 200 ATK for every "Rune" monster you control. 2200/ 1000 Twilight Rune Dragoon LIGHT **********/ Warrior/ Fusion/ Effect 1 LIGHT Dragon-Type Monster + 1 DARK Warrior-Type Monster When this card is Summoned, you can draw 1 card. If the card drawn this way is a Monster card, you can Reveal it and Special Summon it. Your opponent cannot select any other monsters as an Attack target except this card. This card cannot be destroyed by battle. Once per turn, you can negate the activation of a Spell or Trap and destroy it. 3300/ 2900 [/spoiler] [spoiler=Synchro Monster] Black Rune Sage DARK *****/ Spellcaster/ Synchro/ Effect 1 Tuner Monster + 1 or more non-Tuner Monster When this card is Synchro Summoned, discard your hand and draw 5 cards. If this card inflicts battle damage, you can activate one of the following effects: *Discard 2 cards from your opponent's hand. *Destroy 1 card on the field. 2300/1500 [/spoiler] [spoiler=Xyz Monster] Rune Creator Aero WIND */ Spellcaster/ Xyz/ Effect 3 Level 1 Monsters Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 Level 4 or lower Warrior-Type or Spellcaster-Type monster from your deck. If this card is destroyed, you can return 1 card for each Xyz Material that it had attached to it. 300/2000 Rune Guardian Terra EARTH ***/ Warrior/ Xyz/ Effect 3 Level 3 Monsters Face-up monsters you control gain 200 ATK and DEF for each Xyz Material attached to this card. Once per turn: You can detach 1 Xyz Material from this card; return 1 card on the field back into the owner's hand. 1000/2000 Rune Guardian Iluminus LIGHT ****/ Warrior/ Xyz/ Effect 2 Level 4 Monsters Once per turn: You can detach 1 Xyz Material from this card; send 1 card from your hand to the Graveyard and Special Summon a Level 4 or lower "Rune" Monster from your Graveyard. 2100/200 [/spoiler] [/spoiler] [spoiler=Spell] Rune Core Returner Continous Spell You can Banish 1 card in your graveyard to return 1 card on the field. Rune Core Creation Quick-Spell Special Summon 1 Level 4 or lower "Rune Core" Monster from your deck. Send it to Graveyard during the End Phase. Cosmos Rune Access Normal Spell Special Summon 1 Level 4 or lower "Rune" Monster from your deck. It cannot attack during the turn it is Special Summoned. Rune Spell Tradings Normal Spell Discard 1 card from your hand. Add 2 Normal Spell cards from your deck into your hand. You cannot activate the Spell cards that are added during the same turn it is added. Core Reinforcement Quick-Spell Special summon as many "Rune Core" monsters from your graveyard. Banish all the monsters on the field that are Special Summoned this way at the End Phase. Core Sacrifice Quick-Spell Tribute 1 "Rune Core" Monster and activate one of the following effects: *Draw 2 cards. *Destroy 2 cards on the field. Rune Crossing Dimension Field Spell During either player's Main Phase or Battle Phase, the controller of this card can discard a monster card to Send Fusion Material Monsters that are listed on a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. If there are any Monsters Banished, you can Send it to the graveyard. Take Damage equal to its ATK. [/spoiler] [spoiler=Trap] Mirror Barrier Counter Trap Activate only when your opponent declares Attack. All opponent's monsters cannot attack this turn. Deal 600 damage for every monster on your opponent's side of the field. Rune's Offering Continuos Trap Activate only during your Main Phase 1. Both players draw 1 card. Both players take no damage until your opponent's next End Phase. The controller of this card must pay 1000 LP during their Standby Phase. If not, Destroy this card. Destruction of Runes Continuos Trap Both players draw a card when this card is activated.Any Monster card that is sent to Graveyard is Banished. [/spoiler] [/spoiler] Link to comment
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