evawin Posted November 12, 2011 Report Share Posted November 12, 2011 Manorite Guardian **** (4) Light Zombie/Effect If this card inflicts Battle Damage to your opponent: select and Special Summon 1 "Manorite" monster from your Graveyard. ATK: 1800 DEF: 1900 Manorite Wight *** (3) Light Zombie/Effect "Manorite" monsters cannot be destroyed by battle, except for "Manorite Wight". Your opponent cannot banish cards. ATK: 400 DEF: 2100 Manorite Poltergeist ** (2) Dark Zombie/Tuner/Effect When this card is destroyed: add 1 level 4 or lower "Manorite" monster from your deck to your hand. If this card is Special Summoned by the effect of a "Manorite" monster: select 1 face-down card your opponent controls; destroy it. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Light or Dark monster. ATK: 800 DEF:0 Manor Ball Quickplay Spell Select 1 face-up "Manorite" monster you control. Special Summon 1 "Manorite" monster from your deck with a level lower than the selected monster. During the End Phase of this turn, destroy the Special Summoned monster. Ghostly Possession Trap Tribute 1 "Manorite" monster you control: Take control of 1 monster your opponent controls. I'll probably add more. But for now, here's an archetype based around a house full of ghosts~! They'll be synchro capable, so we'll see where it goes. Link to comment
Bahamut - Envoy of the End Posted November 12, 2011 Report Share Posted November 12, 2011 LIGHT Zombie monsters? What are you crazy? Cards seem decent; nothing wrong nothing mind-bogglingly awesome. Manor Ball is interesting that it deliberately doesn't allow for Xyz naturally. Yeah not much to really say actually. Link to comment
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