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Theory and Planning - Clockwork Monsters


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So, I decided to make a new set. This time, remaking a theme I tried before: Clockwork Monsters. Sure, Wind-Ups probably count, but these are much different, and are supposed to be aimed more at a casual level enviroment, taking advantage of the things the meta would find too slow, but still able to win should the player be skilled enough. Just a few characteristics of this set:[list]
[*]They all have 1900DEF.
[*]They are all Machine-Type, EARTH Monsters.
[*]They all rely on a Mechanic of having a "Winding Counter" on them, emulating Clockwork Toys. The exception to this rule is "Clockwork Dragon" Which instead gives other Clockworks said Counters.
[/list]
Also, I know "Gearspring" is called "Clockwork" In the OCG, Hence why all the "Except Clockwork Shikigami" Everywhere. They arn't related but I guess they could be called Extra Support.

[b]Clockwork Soldier[/b]
[b]1800A/1900D/L4/EARTH/Machine[/b]
[b]If this card is in Defence Position during your Standby Phase: Place a Winding Counter on this card, If you do: Change this card to Attack Position. When this card Attacks: Remove 1 Winding Counter from this card. If this card has no Winding Counter on it: Change this card to Defence Position.[/b]

[b]Clockwork Horsey[/b]
[b]1600A/1900D/L3/EARTH/Machine[/b]
[b]If this card is in Defence Position during your Standby Phase: Place a Winding Counter on this card, if you do: You can Increase this card's level by 1 and choose another "Clockwork" Monster you control, except "Clockwork Shikigami"[/b] [b]and place a Winding Counter on it.[/b]

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