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Fushou Series - Monsters Not Worth The Paper They're Printed On


HakuroDK

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This is a set of incredibly worthless good-for-nothings that make even the Ojama family look useful! All a bunch of lazy freeloading slobs! But they just won't go away!! Wait a minute... if they need a place to stay... why not give them to your opponent? Let HIM deal with these lowlifes! Then he'll be forced to endure their shenanigans while you don't have to deal with them anymore! Genius!

DISCLAIMER: While the theme is meant to be comic relief, the archetype mechanics are meant to be somewhat realistic and arguably competitive.

MONSTERS

[color=#ff8c00]Fushou Fighter[/color]
[color=#FF8C00](Someone with a bunch of samurai armor and a sword scattered around the fighter, sitting in a couch with a stained wifebeater and a pair of boxer shorts watching television.)
Level 4
EARTH
Warrior/Effect
This monster cannot attack. This monster cannot be removed from the field except by being destroyed. You cannot activate the effects of effect monster cards, except "Fushou" monsters.
1800/1500

Fushou the Fallen One[/color]
[color=#FF8C00](A female, overweight angel rummaging through a refrigerator, mouth partially full of meat. Contained in the fridge are such foods as Mystic Tomato Ketchup, Milk of Greed, and Niwatori Eggs.)
Level 4
LIGHT
Fairy/Effect
This monster cannot attack. This monster cannot be removed from the field except by being destroyed. You cannot gain life points.
1500/1300

Fushou Fox[/color]
[color=#FF8C00](A small red fox with lazy-looking eyes lifting his leg over what appears to be a rather exquisite-looking carpet.)
Level 2
FIRE
Beast/Effect
This monster cannot attack. This monster cannot be removed from the field except by being destroyed. Once per turn, during your standby phase, destroy one face-down spell or trap card you control.
300/500

Fushou Flounder[/color]
[color=#FF8C00](A very ugly-looking fish grinning as he floats in a particularly grimy fishtank. Oddly, a miniature version of A Legendary Ocean resides inside the fishtank.)
Level 3
WATER
Fish/Effect
This monster cannot attack. This monster cannot be removed from the field except by being destroyed. During your opponent's battle phase, s/he may select one card on your side of the field and change its battle position.
800/100

Fushou Featherhead[/color]
[color=#FF8C00](A parrot sitting on his perch with what appears to be a particularly bad headcold. He is shown sneezing and blowing down a house of Yugioh cards.)
Level 1
WIND
Winged Beast/Effect
This monster cannot attack. This monster cannot be removed from the field except by being destroyed. During your Main Phase, return 1 spell or trap card from your side of the field to your hand. That card cannot be placed on the field until your next Standby Phase.[/color]
[color=#FF8C00]300/500

Fushou Golem[/color]
[color=#FF8C00](Appears as a massive golem made of rotten garbage, sitting in the backyard and digging holes in the lawn.)
Level 8
EARTH
Rock/Effect
This card cannot be normal summoned or set. This card can only be special summoned if your opponent controls 3 or more "Fushou" monsters. This monster cannot attack. This monster cannot be removed from the field except by being destroyed. Your monsters cannot declare an attack. You must pay 500 Life Points to place a card on the field.
3000/2800[/color]

XYZ

Fushou, King of the Couch Potatoes
(A man with the head of a potato sits on a diamond-studded recliner, a crown adorns his head. In one hand is a bag of potato chips. In the other is a generic can of cola. Hovering around him are visages of the various other Fushou monsters.)
Rank 4
DARK
Fiend/Xyz/Effect
2 "Fushou" monsters.
This card may be Xyz summoned using monsters on your opponent's side of the field as Xyz Material monsters. If this card is Xyz Summoned this way, special summon this card to your opponent's side of the field. This monster cannot attack. This monster cannot be removed from the field, except by being destroyed. You take 500 points of damage during your Standby Phase for each "Fushou" monster you control. When this card would be destroyed or change control, detach one Xyz Material monster from this card instead. If this card is destroyed and sent to the graveyard, special summon all Xyz Material monsters used to Xyz summon this card to your opponent's side of the field (even if they were no longer attached to this card).
2800/2500

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SPELLS

[color=#008000]Fushou Crash
Spell/Normal
Select 1 "Fushou" monster on your side of the field. Shift control of it to your opponent.[/color]

[color=#008000]Solemn Recliner[/color]
[color=#008000]Spell/Equip[/color]
[color=#008000]Equip this card to 1 "Fushou" monster on your side of the field. Shift control of it to your opponent. If this card is destroyed, switch control of the equipped monster back to you.[/color]

[color=#008000]Trading Places[/color]
[color=#008000]Spell/Quick-Play[/color]
[color=#008000]Activate when your opponent special summons a monster while you control a "Fushou" monster. Switch control of 1 "Fushou" monster on your side of the field and the special summoned monster.

Autonomous Fushou Machine Type-7
Spell/Equip
Pay 800 Life Points. Special summon 1 "Fushou" monster from your graveyard onto your opponent's side of the field in defense position and equip it to this card. If this card is destroyed, destroy the equipped monster. If the equipped monster is destroyed, destroy this card.

Fushou Flux
Spell/Continuous
If you control 2 or more monsters and your opponent controls no monsters, special summon 1 "Fushou" monster from your hand to your opponent's side of the field in defense position.

Fushou Special Delivery
Spell/Quick-Play
Increase your life points by 1000 for each "Fushou" monster your opponent controls.

Fushou Ransack
Spell/Quick-Play
Your opponent takes 500 points of damage for each "Fushou" monster your opponent controls.

Fushou Disaster Area
Spell/Field
This card can only be activated when there is a Field Spell Card in play controlled by your opponent. Banish all copies of that Field Spell Card from your opponent's hand and graveyard. A player that controls one or more "Fushou" monsters must pay 500 Life Points during each of their standby phases. If they do not, 1 "Mess Counter" is added to this card. When there are 10 "Mess Counters" on this card and a player does not pay life points for this card's effect, they lose the game.[/color]

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TRAPS

[color=#800080]"AND STAY OUT!!"
Trap/Continuous
Your opponent cannot shift control of their monsters to you.

Fushou Force[/color]
[color=#800080]Trap/Normal
Activate this card when your opponent declares an attack while they control a face-up attack position "Fushou" monster. Destroy all monsters on your opponent's side of the field, except "Fushou" monsters.

Fushou Fumble[/color]
[color=#800080]Trap/Normal[/color]
[color=#800080]Reveal the top 5 cards of your deck. Special summon all revealed "Fushou" monsters that were revealed this way to your opponent's side of the field. You cannot normal summon monsters during the turn this card is activated.[/color]

[color=#800080]Fushou Trap Hole[/color]
[color=#800080]Trap/Counter[/color]
[color=#800080]Activate when your opponent controls two or more "Fushou" monsters. Negate the activation and effect of a spell or trap card, or the effect of an effect monster card in your opponent's hand, and banish it.

Fushou Gift[/color]
[color=#800080]Trap/Normal
Activate when your opponent controls two or more "Fushou" monsters. Destroy one "Fushou" monster on your opponent's side of the field and shift control of one face-down spell/trap card to your side of the field.[/color]

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[quote name='Bringerofcake' timestamp='1319691840' post='5602692']
I worry about Grafecul Charity, since it's...well, Graceful Charity. You could change it to a Gishki Chain type thing, where you just pick up the top 3 cards and put any bums on the field.

Still, I like cards like Lava Golem and Volcanic Queen on their concepts, so I approve of this archetype.
[/quote]

There is a stark difference, though. First, I put a limiter on it that says a Fushou monster HAS to be on the opponent's side of the field to use it. Second, I made it so the effect worked for both players, not just the player using the card. I feel both of these balance it out.

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[quote name='Bringerofcake' timestamp='1319769691' post='5604158']
I don't think giving the benefits of Charity to both players helps it to the point that it wouldn't be abuseable. I don't feel like Fushous even need it that much, that their strategy is just fine without a Graceful Charity.
[/quote]

I feel every archetype (with a few exceptions) requires the following to be considered competitive:

-A means of drawing cards and/or adding them to your hand in some other fashion.
-A means to counter spell/trap/monster cards (not all of them, but more like a "Pick Two" thing)
-A means of preventing attacks, be it continuous or not.
-A means of special summoning monsters from either graveyard or banished.

If not a Graceful Charity, I'll instead go with the Enchanting Fitting Room approach.

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