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Eternal Cycleborgs


NumberCruncher

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Eternal Cycleborg Prima

[DARK/3/Pyro/Effect]

When this card is Special Summoned from the Graveyard, send 1 "Eternal Cycleborg" monster from your Deck to the graveyard. When this card is destroyed by an opponent's card(by battle or card effect), Special Summon 1 "Eternal Cycleborg Seco" from your Graveyard.

0/1700


Eternal Cycleborg Seco

[EARTH/3/Machine/Effect]

When this card is Normal Summoned while you control another "Eternal Cycleborg" monster, you may add 1 "Eternal Cycleborg" from your Deck to your hand. When this card is destroyed by an opponent's card(by battle or card effect), Special Summon 1 "Eternal Cycleborg Tertsi" from your Graveyard.

300/1400


Eternal Cycleborg Tertsi

[FIRE/3/Pyro/Effect]

When this card is Normal Summoned or Special Summoned, discard 1 "Eternal Cycleborg" monster in your hand and draw 1 card. When this card is destroyed by an opponent's card(by battle or card effect), Special Summon 1 "Eternal Cycleborg Quate" from your Graveyard.

600/1100


Eternal Cycleborg Qua

[LIGHT/3/Machine/Effect]

When this card is Special Summoned from your graveyard, gain Life Points equal to the number of "Eternal Cycleborg" monsters in your graveyard x 400. When this card is destroyed by an opponent's card(by battle or card effect), Special Summon 1 "Eternal Cycleborg Quini" from your Graveyard.

900/800


Eternal Cycleborg Quini

[WATER/3/Pyro/Effect]

When this card is Normal Summoned while you control another "Eternal Cycleborg" monster, destroy 1 monster your opponent controls. When this card is destroyed by an opponent's card(by battle or card effect), Special Summon 1 "Eternal Cycleborg Sexti" from your Graveyard.

1200/500


Eternal Cycleborg Sexti

[WIND/3/Machine/Effect]

When this card is Normal Summoned or Special Summoned, both players draw 1 card. When this card is destroyed by an opponent's card(by battle or card effect), Special Summon 1 "Eternal Cycleborg Prima" from your Graveyard.

1500/200


NEW: Eternal Cycleborg Alpha

[Earth/3/Machine/Xyz/Effect]

3 lv 3 "Eternal Cycleborgs"

Once per turn, you may remove one Xyz material moster from this card to place 1 Cycle counter on all face-up Continuous Trap cards you control. If a Continuous Trap card with Cycle counters you control would be destroyed by the effect of an opponent's Spell or Trap Card, remove two Cycle counter from that card instead. If this card is removed from the field, banish it. When this moster is banished, Special Summon 1 of your banished "Eternal Cycleborg Omega" during your opponent's next End Phase.

2000/2000


NEW: Eternal Cycleborg Omega

[Earth/3/Machine/Xyz/Effect]

3 lv 3 "Eternal Cycleborgs"

Once per turn, you may remove one Xyz material moster from this card to inflict damage to your opponent equal to the number of Cycle Counters on the field x 300. If this card is removed from the field, banish it. When this moster is banished, Special Summon 1 of your banished "Eternal Cycleborg Alpha" during your opponent's next Standby Phase.

2000/2000


NEW: Overwhelming Explosion

Quickplay Spell Card

Remove from play 1 Eternal Cycleborg from your side of the field to destroy up to 2 cards your opponent controls.


NEWEST: Perpetual Motion Engineer

Spell Card

Add 1 "Eternal" Continuous Trap from your deck to your hand.


Eternal Necromachine

Continuous Trap

When an "Eternal Cycleborg" monster is Special Summoned from the graveyard, place 1 Cycle counter on this card. You may remove 3 counters from this card to Special Summon 1 "Eternal Cycleborg" monster from your graveyard.


Eternal Cancelmachine

Continuous Trap

When an "Eternal Cycleborg" monster is Special Summoned from the graveyard, place 1 Cycle counter on this card. You may remove 3 counters from this card to negate the effect of an opponent's Spell card and destroy it.


Eternal Choicemachine

Continuous Trap

When an "Eternal Cycleborg" monster is Special Summoned from the graveyard, place 1 Cycle counter on this card. You may remove 3 counters from this card to reveal the top 2 cards of your Deck. Your opponent selects one of those cards. Add the card your opponent selected to your hand. Send the other to the graveyard.


So what do you guys think? S/T support coming soon. Any recommendations?

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I like the theme, it come across pretty nicely. This archetype+spirit barrier(+imperial iron wall)=ETERNAL CYCLE! Couple of things I noticed.

'When this card is Special Summoned from your graveyard, gain Life Points equal to the number of "Eternal Cycleborg" monsters in your graveyard.' So, what? A maximum of 10 lifepoints? :P I think a x400 would fit.

'Eternal Cycleborg Sexti' <--I really don't know whether you'll get away with this name...

On Tertsi, your opponent would be able to check your hand to verify if you have no cycleborgs to discard. Perhaps it should be optional? Its not likely to miss the timing.

Also, it might be difficult to summon three cycleborgs from the grave for the use of your continous traps (short of looping), so maybe it should be 2?

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[quote name='bilaterus' timestamp='1315674126' post='5504724']
I like the theme, it come across pretty nicely. This archetype+spirit barrier(+imperial iron wall)=ETERNAL CYCLE! Couple of things I noticed.

'When this card is Special Summoned from your graveyard, gain Life Points equal to the number of "Eternal Cycleborg" monsters in your graveyard.' So, what? A maximum of 10 lifepoints? :P I think a x400 would fit.

'Eternal Cycleborg Sexti' <--I really don't know whether you'll get away with this name...

On Tertsi, your opponent would be able to check your hand to verify if you have no cycleborgs to discard. Perhaps it should be optional? Its not likely to miss the timing.

Also, it might be difficult to summon three cycleborgs from the grave for the use of your continous traps (short of looping), so maybe it should be 2?
[/quote]

Fixed Quate's effect.

The monsters are named after the ordinals up to the second vowel, For instance, Primary = Prima, Tertsiary = Terti, and so forth. Get your head out of the gutter. Though I just realized that Quate has 3 vowels in it (Nothing went right with that card it seems), so I'll fix that too.

As for the traps, Necromachine puts a counter on the traps each time it uses it's effect. Plus you can use Monster Reborn, CotH, ect. to gain counters, and you can use Imperial customs and Starlight Road to keep them on the field. I also the balanced the high-ish counter requirement by not making the effect once per turn.

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Both the xyzs are called alpha at the moment, is one supposed to be omega?

Also, it looks like its impossible to break through once Alpha and Omega are out, since the loop is almost uninterruptible. While it is tough to Xyz summon two monsters who need 3 materials, its still sorta gg if you can manage it.

Liking the spell, works with the rest of the archetype. Quick-Play spells ftw!

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[quote name='bilaterus' timestamp='1315899652' post='5511848']Both the xyzs are called alpha at the moment, is one supposed to be omega? Also, it looks like its impossible to break through once Alpha and Omega are out, since the loop is almost uninterruptible. While it is tough to Xyz summon two monsters who need 3 materials, its still sorta gg if you can manage it. Liking the spell, works with the rest of the archetype. Quick-Play spells ftw![/quote]

Whoops. fix'd

I also changed how the Alpha-Omega loop worked.

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