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Vanilla Archtype- Chrono


Medivh

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Chrono Warrior
Warrior
LIGHT
Lv. 4
ATK: 1700
DEF: 1000
[i]A Warrior sent through time and space to prevent the destruction of the world 2,000 years ago. [/i]

Chrono Magician
Spellcaster
LIGHT
Lv. 3
ATK: 1800
DEF: 300
[i]A powerful magician capable of manipulating the fabric of the cosmos. [/i]

Chrono Ogre
Beast / Effect
LIGHT
Lv. 5
ATK: 2300
DEF: 0
This card is treated as a Normal Monster while face-up on the field, in the deck or in the graveyard. If you control no monsters and your opponent controls at least 3 monsters, you can Special Summon this card (From your hand).

Chrono Armor Hornet
Insect
LIGHT
Lv. 4
ATK: 1500
DEF: 1300
[i]An Insect used by the Chrono army as Arial units. [/i]

Chrono Grunt
Fiend / Effect
LIGHT
Lv. 1
ATK: 0
DEF: 0
This card is treated as a Normal Monsters while in your hand, deck, or graveyard. You can Tribute this face-up card to Special Summon any Normal "Chrono" monster from your hand, except "Chrono Grunt".

Chrono Guardian
Rock / Effect
LIGHT
Lv. 4
ATK: 500
DEF: 2400
[i]​The guardsmen of the Chrono army. They are unmovable and protect against almost any attack. [/i]

Raised Chrono
Zombie
LIGHT
Lv. 3
ATK: 1300
DEF: 0
[i]Chrono soldiers brought back from the dead by a mysterious force. They fight for the Chrono army without any fear of pain or death. [/i]

Chrono Necromancer
Spellcaster / Effect
LIGHT
Lv. 6
ATK: 2400
DEF: 1350
This card is treated as a Normal Monster while in the hand, deck, or graveyard. Once per turn, you may Special Summon 1 "Raised Chrono" from your deck in face-up Attack Position.

Chrono Brain
Machine
LIGHT
Lv. 4
ATK: 1400
DEF: 800
[i]A mysterious artifact found in an asteroid. It's true potential has yet to be unlocked. [/i]

Chrono Gias
Machine / Effect
LIGHT
Lv. 8
ATK: 2900
DEF: 1700
This card is treated as a Normal Monster while in the hand, deck, or graveyard. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Chrono Brain" you control. When this card inflicts Battle Damage to your opponent, you may reveal any number of Normal Monsters in your hand to inflict 500 damage to your opponent for every card revealed by this effect.

Chrono Battleship
Aqua / Effect
LIGHT
Lv. 3
ATK: 1000
DEF: 350
This card is treated as a Normal Monster while in the hand, deck, or graveyard. Once per turn, you may equip 1 "Chrono Torpedon" to this card from your hand (Max. 3). When this card is destroyed and sent to the graveyard, inflict 500 Damage to your opponent for every "Chrono Torpedon" that was equipped to this card.

Chrono Torpedon
Aqua
LIGHT
Lv. 2
ATK: 400
DEF: 200
[i]Ammunition[/i][i] used by Chrono Army battleships.[/i]

Chrono Advent
Warrior
LIGHT
Lv. 6
ATK: 2300
DEF: 1600
[i]A mercenary from faraway lands who has joined up with the Chrono Army for one reason: Money. He is said to be very skilled in swordplay.[/i]

Chrono Roundon
Warrior
LIGHT
Lv. 4
ATK: 1800
DEF: 1200
[i]Evolved soldiers used by the Chrono Army to give them an edge against their enemies. [/i]

Chrono Sniper
Warrior / Effect
LIGHT
Lv. 4
ATK: 1500
DEF: 1300
This card is treated as a Normal Monster while in the Deck, Hand, or graveyard. Once per turn, you may flip a coin. If the result is Heads, this card can attack your opponent directly this turn.


Chrono Power
Spell / Normal
Activate only if you control 3 or more face-up Normal Monsters. Destroy 3 cards your opponent controls.

Chrono Spear
Spell / Equip
Equip only to a Warrior-type Normal Monster. The equipped monster's ATK is doubled. During each of your End Phases, reduce the ATK of the equipped monster by 600.

Chrono Rope
Spell / Normal
Target 1 Normal Monster and 1 monster your opponent controls. Switch control of the targeted cards.

Chrono Release
Trap / Normal
Activate only when a "Chrono Brain" you control is destroyed. Special Summon 1 "Chrono Gias" from your deck in face-up Defense Position (Ignoring the summoning conditions).

Chrono Chain
Trap / Continuous
Activate only when your opponent Special Summons a monster. Reduce the ATK and DEF of the Summoned monster by half. As long as this card remains face-up on the field, the Summoned monster cannot attack or change battle positions.

Chrono Barrier
Trap / Counter
Activate only when a card effect is activated that would destroy face-up Normal Monsters you control. Negate the effect and destroy the card.

2 words: Rescue Rabbit.

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