jona97 Posted May 28, 2012 Report Share Posted May 28, 2012 I KNOW that these cards maybe a bit...unbalanced and too good. But I did my best. 1.Nuclear Rocket Launcher ATK 1800/DEF 1000 LV4 Monster Machine Wind Effect: Once per turn, you can remove 5 Nuke Counters from the field to destroy one card your opponent controls. If you do, destroy this card during the End Phase. Once per turn, you can destroy one monster you control to distribute Nuke Counters among face up cards equal to its level. If this card is destroyed, add one Nuclear monster from your Graveyard or Deck to your hand, except Nuclear Rocket Launcher. 2.Nuclear Warrior ATK 1000/DEF 900 LV4 Monster Machine Wind Effect: If there is a Nuclear monster on your side of the field, you can special summon this card from your hand. This card gains 200 ATK x Nuke Counters on the field. When this card destroys a monster by battle, distribute new Nuke counters among face up cards equal to the destroyed monsters level. 3. Super Nuclear Warrior ATK 1800/DEF 1200 LV5 Monster Machine Wind Effect: This card cannot be Normal Summoned or Set. This can only be Special Summoned by banishing a Nuclear Warrior from your side of the field. This card gains 300 ATK x Nuke Counters on your side of the field. When this card inflicts Battle Damage or destroys a monster by battle, select and apply one of these effects: 1.Distribute new Nuke counters among face up cards equal to the destroyed monsters Level or equal to the damage you inflicted x 200. 2. Inflict damage equal the number of Nuke Counters on the field x 100. During the End Phase, if this card has a Nuke Counter on it, destroy it and Special Summon one of your banished Nuclear monsters. 4. Nuclear Portal ATK 2200/DEF 1500 LV6 Monster Machine Wind Effect: You can Special Summon this card from the hand or graveyard by destroying one Nuclear monster you control. Once per turn, by removing 5 Nuke Counters from the field you can Special Summon one Nuclear monster from your graveyard or hand. 5. Nuclear Bomb ATK 1000/DEF 1000 LV4 Monster Machine Wind Tuner Effect: If this card is destroyed, you can select and destroy one card on the field and inflict 1000 points to your opponents Life Points. You can also Special Summon up to two Nuclear Bombs from your Deck to your side of the field. Banish them during the End Phase. 6. Nuclear Cyborg Beast ATK 1300/DEF 1000 LV3 Monster Machine Wind Tuner Effect: When this card attacks, it cannot be destroyed. If this card attacked a monster and that monster is not destroyed, you can place Nuke Counters among face up cards equal to the attacked monster Level. Once per turn, you can remove 5 Nuke Counters from the field to destroy one card your opponent controls. 7.Nuclear Magnet Bomb ATK 1000/DEF 500 LV3 Monster Machine Wind Effect: FLIP: Equip this monster to a monster your opponent controls. The monster cannot attack. During each of your opponents Standby Phase, place 1 Nuke Counter on the equipped monster. When the equipped gets its 5[sup]th[/sup] Counter, destroy it. If you equipped this card to a monster during your turn, you can special summon the destroyed monster to your side of the field in Defence Position. 8. Nuclear Clawmaster ATK 1600/DEF 400 Monster Machine Wind Effect: When you Summon a monster, you can Special Summon this monster from your Hand or Graveyard. All your opponents monsters lose 100 ATK for every Nuke Counter on it. If a Nuclear monster you control destroys a monster by battle that had Nuke Counters on it, place new Nuke Counters on another monster your opponent controls equal to the destroyed monsters Nuke Counters it had before it was destroyed. 9. Nuclear Searcher ATK 1000/DEF 1000 LV3 Monster Machine Wind Tuner Effect: When this card is destroyed, Special Summon one Level 4 or lower Nuclear monster from your deck. 10. Nuclear Hyper Sniper ATK 1800/ DEF 900 LV4 Monster Machine Wind Effect: When this monster attacks a Defence Position monster, inflict Piercing Damage. When this monster inflicts damage to your opponent while battling a monster, distribute Nuke Counters equal to the damage inflicted x 100 (One counter for every 100 points damage) Once per turn, you can remove 3 Nuke Counters to destroy one Defence Position monster on the field. 11. Visa the Nuclear Destructive Dragon ATK 3000/ DEF 2500 Rank 4 Xyz Machine Wind 3 LV4 Monsters Effect: You can detach three Xyz Materials from this card to destroy all other cards on the field with Nuke Counters. If you do, destroy this card during the End Phase. When a card is activated or Summoned, place a Nuke Counter on it each of your opponents Standby Phases. When this card is destroyed, destroy one card on the field. 12. Nuclear General of Recruiting ATK 2500/DEF 2000 LV7 Synchro Machine Wind Effect: When you draw a Nuclear monster(s), you can Special Summon it. Once per turn, you can remove 5 Nuke Counters from the field to draw 1 cards. 13. Nuclear General of Attack ATK 2500/DEF 2000 LV7 Synchro Machine Wind Effect: Every Nuclear monster you control gains 100 ATK for every Nuke Counter on the field during you Battle Phase only. During each Battle Phase, your opponent cannot activate any Spell or Trap cards. 14. Nuclear General of Defence ATK 2500/DEF 2000 LV7 Synchro Machine Wind Effect: Every Nuclear monster you control gains 100 DEF for every Nuke Counter on the field. Nuclear monsters you control (except Nuclear General of Defence) cannot be destroyed by battle. 15. Nuclear Absorber Continuous Spell Effect: If a card with Nuke Counter(s) is destroyed OR if Nuke Counter(s) are removed by an effect, place those Nuke Counters on this card. During your Main Phase 1 and 2, you can remove any number of Nuke Counters from this card to place the same numbers of Nuke Counters on another face up card. There can only be one face up Nuclear Absorber on the field. This card is unaffected of Nuclear Limit Unit 16. Nuclear Limit Unit Continuous Spell Effect: If a card has 3 or more Nuclear Counters on it, destroy it. 17. Nuclear Factory Field Spell Effect: Once per turn, you can destroy one card that has Nuke Counter(s) on it and place the Nuke Counter(s) that were removed on this card. Once per turn, you can select one of these effects: 1. Remove 2 Nuke Counters from this card to draw 2 cards. 2. Select one monster in your Graveyard or Hand and remove Nuke Counters from this card equal to its Level. Then Special Summon the selected monster. 3. Remove any amount of Nuke Counters from this card. Then, place the same amount of Nuke Counters on any face up card(s) on the field. 18. Let it Rain! Quick Play Spell Effect: Until the End Phase of your opponents 3[sup]rd[/sup] turn after this cards activation, place 2 Nuke Counters on every monster when they are Summoned. 19. 3[sup]rd[/sup] World War Normal Spell Effect: Destroy all cards on the field except the monster that has the most Nuke Counters on it of all other monsters on their respective side of the field. The monsters left gains 100 ATK for every Nuke Counter on it. The monster with lowest ATK is destroyed, and inflict Battle Damage equal to the difference of the two monsters ATK to the owner of the destroyed monster (this counts as a battle but all other Traps, Spells, or Effect Monsters effects are negated). The duel now carries on as normal. 20. Chemistry Elements Quick Play Spell Effect: Activate only when a monster with Nuke Counters your opponent controls is destroyed. Activate the following effect depending on which Attribute the destroyed monster has: FIRE: Inflict damage to your opponent equal to the Nuke Counters the monsters had before it was destroyed x 100. WIND: Place Nuke Counters on the field among face up cards equal to the Nuke Counters the destroyed monster had. WATER: Your opponent discards the same amount of cards from their hand equal to the number of Nuke Counters the destroyed monster had (Max 5). 21. Big Blast Equip Spell Equip only to a Nuclear monster. The equipped monster gains 200 ATK x the Nuke Counters on it. Should be something. DonĀ“t know which kind of rare it should be. 22. Explosion Normal Trap Effect: Activate only when a monster with Nuke Counters attacks. Destroy the attacking monster. 23. Wide Explosion Normal Trap Effect: Activate only when a monster with Nuke Counter(s) attack. Destroy all attack position monsters your opponent controls and inflict damage equal to the number of Nuke Counter(s) of all destroyed monsters x 200. 24. Destruction Revolution Normal Trap Effect: Destroy all cards on the field with Nuke Counters. Then inflict damage to your opponent equal to the number of Nuke Counters destroyed with the cards x 200. 25. Nuclear Shield Counter Trap Remove 2 Nuke Counters from the field to activate this card. Negate the activation and effect of a Trap, Spell or Effect monsters effect and destroy that card. 26. Instant Destruction Counter Trap Activate only while you control a face up Nuclear monster. Negate the Summon of a monster and destroy it. Then, remove Nuke Counters from the field equal to the destroyed monsters Level. 27. Back-Up Missile Normal Trap Activate only when a Nuclear monster you control is destroyed. Special Summon a Nuclear monster from your deck with the same name. Link to comment
Mr. guy Posted May 30, 2012 Report Share Posted May 30, 2012 Holy hell that's a lot of support Well uh I really like the archetype, The nuke counters are good idea, with a lot of destruction and beatdown all around. I think that having both is kind of overkill, and with this archetype, you can place a ridiculous amount of nuclear counters on the field, so even something like 300 attack boost per can get pretty ridiculous. Nuclear bomb is also ridiculous because it doesn't have to be destroyed by battle, and it's basically a free -3000 life points when the first one is played, not to mention the removal and that each nuclear bomb is a +0. Nuclear sheild and instant destruction should onle be from your side of the field, and instant destruction counter removal should be a cost. Explosion is UP and unnecesary but wide explosion is just unfair, it's a mirror force with burn attached that you can activate when you attack as well. Nuclear factory is just ridiculous. You get to pop a card per turn, then draw two off of it? Chemistry elements: water is ridiculous as well. Might want to revisit some balance issues with these cards, but don't be discouraged, I really like the idea behind it, and you should keep at it. Link to comment
jona97 Posted May 30, 2012 Author Report Share Posted May 30, 2012 Finally! Some critcism! Thanks, I knew it was a overpowered archetype, and I'll try to fix it. Link to comment
newhat Posted June 2, 2012 Report Share Posted June 2, 2012 I like these cards, even though they are overpowered. Nuclear Bomb is cool, and Future Fusion can dump 3 Nuclear Clawmasters for you to Summon one after another. Then you can Synchro for 3 Karakuri Steel Shogun Bureidos and still have 5 monsters on the field. Link to comment
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