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Ne'Rune Archetype


NeoTwice

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You don't probably know me, but a while back I made a set of Runic monsters. I'm here today to start work on a reboot series of those monsters, with a brand new name, brand new cards, and a more efficient strategy. I hope that my Ne'Rune (pronounced nay-roon) monsters spark your interest a little bit.

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[spoiler='Introduction']At first glance, you may think that these cards operate much like Gladiator Beasts, and you'd be right. Their effects allow them to be shuffled back into the Deck during the End Phase for another Ne'Rune monster, except another copy of the same card.

The primary difference is that they can only be summoned from the deck by monsters of a certain Attribute(s). The twist is that Ne'Rune monsters have no original Attribute, so in order to use their effect you must first alter their Attribute. The goal, of course, is to get enough cards on the field to provide your Ne'Rune monsters with a wide range of Attributes to allow as many options as possible.

Aside from that, Ne'Rune monsters have a wide range of other abilities, all related to Attribute play, so the more Attributes you treat a monster as, the stronger it becomes.[/spoiler]
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[spoiler='Ne'Rune Tribesman']LIGHT - Lv.2 - Warrior

This card is treated as having no original Attribute. When this card is destroyed by battle, you can Special Summon 1 "Ne'Rune Tribesman" from your hand, Deck or Graveyard. During your End Phase: You can shuffle this card into the Deck; Special Summon 1 "Ne'Rune" monster from your Deck, except "Ne'Rune Tribesman".

700 / 300[/spoiler]
[spoiler='Ne'Rune Shaman']LIGHT - Lv.3 - Spellcaster

This card is treated as having no original Attribute. This card can only be Special Summoned from the Deck by the effect of LIGHT or DARK Attribute monsters. Once per turn while this card has an Attribute: Pay 400 Life Points; you can Special Summon 1 level 4 or lower "Ne'Rune" monster from your Graveyard. During your End Phase: You can shuffle this card into the Deck; Special Summon 1 "Ne'Rune" monster from your Deck, except "Ne'Rune Shaman".

400 / 1200[/spoiler]
[spoiler='Ne'Rune Huntsman']LIGHT - Lv.4 - Warrior

This card is treated as having no original Attribute. This card can only be Special Summoned from the Deck by the effect of FIRE or WIND Attribute monsters. This card cannot be destroyed in battle by monsters that share an Attribute with this card. During your End Phase: You can shuffle this card into the Deck; Special Summon 1 "Ne'Rune" monster from your deck, except "Ne'Rune Huntsman".

1700 / 1600[/spoiler]
[spoiler='Ne'Rune Protector']LIGHT - Lv.3 - Warrior

This card is treated as having no original Attribute. This card can only be Special Summoned from the Deck by the effect of WATER or EARTH Attribute monsters. Once per turn while this card has an Attribute and a "Ne'Rune" monster you control is targeted for an attack: You can change the target to this card. During your End Phase: You can shuffle this card into the Deck; Special Summon 1 "Ne'Rune" monster from your Deck, except "Ne'Rune Protector".

1100 / 1900[/spoiler]
[spoiler='Ne'Rune Mystic']LIGHT - Lv.3 - Spellcaster

This card is treated as having no original Attribute. This card can only be Special Summoned from the Deck by the effect of DARK or FIRE Attribute monsters. Once per turn: Declare an Attribute; all "Ne'Rune" monsters on the field are also treated as the declared Attribute until the End Phase. During your End Phase: You can shuffle this card into the Deck; Special Summon 1 "Ne'Rune" monster from your Deck, except "Ne'Rune Mystic".

900 / 1300[/spoiler]
[spoiler='Ne'Rune Elder']LIGHT - Lv.4 - Spellcaster

This card is treated as having no original Attribute. This card can only be Special Summoned from the Deck by the effect of WIND or EARTH Attribute monsters. When this card is Summoned, you can Special Summon 1 level 4 or lower "Ne'Rune" monster from your hand except "Ne'Rune Elder". During your End Phase: You can shuffle this card into the Deck; Special Summon 1 "Ne'Rune" monster from your Deck, except "Ne'Rune Elder".

1400 / 600[/spoiler]
[spoiler='Ne'Rune Scout']LIGHT - Lv.2 - Warrior

This card is treated as having no original Attribute. This card can only be Special Summoned from the Deck by the effect of DARK or EARTH Attribute monsters. When this battles: add 1 "Ne'Rune" monster from your deck to your hand. During your End Phase: You can shuffle this card into the Deck; Special Summon 1 "Ne'Rune" monster from your Deck, except "Ne'Rune Scout".

300 / 800[/spoiler]
[spoiler='Ne'Rune Summoner']LIGHT - Lv.4 - Spellcaster

This card is treated as having no original Attribute. This card can only be Special Summoned from the Deck by the effect of LIGHT Attribute monsters. During your Main Phase 1: Pay 2000 Life points and skip your Battle Phase; you can Special Summon up to 2 "Ne'Rune" monsters from your deck. During your End Phase: You can shuffle this card into the Deck; Special Summon 1 "Ne'Rune" monster from your Deck, except "Ne'Rune Summoner".

1800 / 300[/spoiler]
[spoiler='Ne'Rune Shadow-Weaver']LIGHT - Lv.3 - Spellcaster

This card is treated as having no original Attribute. This card can only be Special Summoned from the Deck by the effect of DARK Attribute monsters. Ne'Rune monsters that share an Attribute with this card can't be destroyed by battle, except "Ne'Rune Shadow-Weaver". During your End Phase: You can shuffle this card into the Deck; Special Summon 1 "Ne'Rune" monster from your Deck, except "Ne'Rune Shadow-Weaver".

500 / 0[/spoiler]
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This is just a very small start, but I'll edit this topic as I go and update the set, so keep your eyes on this space. Also, playing around with Attributes like this is a bit tricky, so any OCG errors or tips you see are appreciated. I'm still a bit unsure on correct colon ( : ) and semicolon ( ; ) positioning.

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These are interesting :) They're smaller and more passive than GB's but the End Phase makes tagging out and combos easier. The Attribute part is nice too. I notice most of these are focused around not being destroyed by battle or SSing, and that's fine, but what do you plan on the win condition being? Is this a Synchro or Xyz buff of a sort?

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I'm not 100% sure yet, but I'm thinking of throwing a couple of Synchros and Xyz monsters in the mix. I also definitely plan on throwing in a couple of Lv.7/8 boss monsters which require the summoner to be 2 or 3 attributes at once to be summoned from the deck. Aside from that, there will be some low level monsters to come which gain ATK/DEF or Burn/Destruction abilities with different Attributes. I've already realized that the monster lineup in a Ne'Rune deck will be difficult to choose, as there will be a lot of monsters to choose from.

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