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DT Archetype - Emperium


Darj

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Introduction:
After "Genesis Star Sophia" ended the Duel Terminal world (lame ending by the way), a meteor made of a holy metal known as "Emperium" fell from the sky, bringing back to life a few of the previous DT habitants from the different tribes. The selected ones were granted with a powerful armor and/or weapon made of the Emperium metal. While some of these monsters were previously at war against each other, upon realizing the second chance of living that was given to them, they decided to stop the fighting and work in rebuilding their world instead; even evil monsters such as the Steelswarms were converted by the sacred metal. At the same time, a few remaining "Genex" monsters made use of the remaining "Emperium" on the grounds to restart and upgrade themselves. Hence the high number of ex-"Genex" monsters within the archetype, as you will see below.

Playstyle:
The "Emperium" archetype focuses on the next 3 mechanics:
1. Adding "Emperium" monsters from the Deck to the hand.
2. Revealing "Emperium" cards and activating effects, in a few cases according the the number of "Emperiums" revealed.
3. Banishing cards, rather than destroying them.

Appearance:
All "Emperium" monsters look the same as the original monsters but with a different pose and, as mentioned above, their weapons, armors or skin gained the appearance of a shiny, yellow metal with sparkles around; like gold but with a more lighter tone. "Felgrand Dragon" is a great example of how an "Emperium" monster would look like.

Inspiration:
I actually took the "Emperium" from certain online game, where it is a yellow-colored metal. If this is enough to turn this archeytpe into a Pop-Culture one, I can change the archetype name anytime.
Because they focus on adding "Emperiums" to their hand, I conveniently took DT monsters whose effects are related to adding monsters to the hand. That's why I ende up turning a few "Genex" monsters into "Emperiums".

Trivia:
-They are able to Summon both Xyz and Synchro monsters for more versatility.

- Their concept is similar to the "Verz" but of course there are a few differences between these 2 archetypes:
1. Most "Emperiums" didn't have their original names changed. Only the former archetype name was replaced with "Emperium". For instance, "Steelswarm Girastag" became "Emperium Girastag".
2. The "Emperiums" have the same ATK/DEF as the original monsters. The effects are similar to the original as well, but with changes that support or are related to the theme of "Emperiums". Other "Emperiums" got additional effects for further support to the archetype.
3. A few Synchro Monsters suffered major changes by becoming Xyz Monsters.

- Currently, most "Emperium" monsters are Dragon and Machine-types, but the most important ones (in my opinion) are Dinosaur-Type.

- Because they focus on adding "Emperiums" to the hand, it is recommendable to include RotA and "Fossil Dig" in the Deck. Hence the above comment of Dinosaur-Type "Emperiums" being the most important, as RotA is Limited.


[spoiler=[b][color=#ff8c00]Monsters[/color][/b]]
Name: Emperium Neutron
Attribute: LIGHT
Type: Machine/Effect
Level: 4
ATK: 1800
DEF: 1200
Effect: During the End Phase of the turn this card was sent to the Graveyard: Add 1 "Emperium" monster from your Deck to your hand. You can only activate the effect of "Emperium Neutron" once per turn.

Name: Emperium Turbo
Attribute: LIGHT
Type: Machine/Effect
Level: 4
ATK: 1500
DEF: 1300
Effect: When this card is Normal or Special Summoned: Add 1 "Emperium" monster from your Deck to your hand.

Name: Emperium Caladbolg
Attribute: LIGHT
Type: Machine/Effect
Level: 4
ATK: 1600
DEF: 400
Effect: You can Special Summon this card (from your hand) by revealing this card and another "Emperium" card in your hand. While another LIGHT monster is face-up on the field: All "Emperium" monsters you control gain 400 ATK.

Name: Emperium Chain
Attribute: LIGHT
Type: Sea Serpent/Effect
Level: 4
ATK: 1800
DEF: 1000
Effect: When this card is Normal Summoned: Look at the top 3 cards of your Deck. If there is a "Emperium" monster, reveal one of them to your opponent and add it to your hand. Then return the other cards to your Deck in the order of your choice.

Name: Emperium Oracle
Attribute: LIGHT
Type: Spellcaster/Tuner/Effect
Level: 1
ATK: 300
DEF: 300
Effect: If this card is added from your Deck to your hand by the effect of a "Emperium" monster, you can Special Summon this card. Once per turn: You can reveal any number of "Emperium" cards in your hand; increase this card's Level by the number of revealed cards. This card cannot be used as a Synchro or Xyz Material Monster, except for the Synchro or Xyz Summon of a "Emperium" monster.

Name: Emperium Dragunov
Attribute: LIGHT
Type: Dragon/Effect
Level: 2
ATK: 1000
DEF: 200
Effect: You can banish this card from your Graveyard; inflict 500 damage to your opponent and add 1 "Emperium" monster from your Deck to your hand.

Name: Emperium Herra
Attribute: LIGHT
Type: Dinosaur/Effect
Rank: 6
ATK: 2300
DEF: 1500
Effect: When a "Emperium" monster, except "Emperium Herra", is added from your Deck to your hand: Special Summon this card from your hand or Graveyard. You can only activate the effect of "Emperium Herra" once per turn.

Name: Emperium Aeolo
Attribute: LIGHT
Type: Dinosaur/Tuner/Effect
Level: 1
ATK: 200
DEF: 200
Effect: You can Tribute this card to target 1 "Emperium" monster in your Graveyard, except "Emperium Aeolo"; Special Summon that target.

[i]"Fossil Dig" target, and allows plays with Level 5+ "Emperium" monsters in the grave.[/i]


Name: Emperium Mysteltainn
Attribute: LIGHT
Type: Dragon/Effect
Level: 6
ATK: 2100
DEF: 1500
Effect: You can Special Summon this card from your hand by sending 1 face-up "Emperium" monster you control to the Graveyard. When this card is Normal or Special Summoned from the hand: activate one of the following effects. • Add 1 "Emperium" monster from your Deck to your hand. • Target 1 Spell or Trap Card your opponent controls; banish it.

Name: Emperium Girastag
Attribute: LIGHT
Type: Fiend/Effect
Level: 7
ATK: 2600
DEF: 0
Effect: You can Tribute Summon this card in face-up Attack Position by Tributing 1 "Emperium" monster. When this card is Tribute Summoned: Reveal any number of"Emperium" cards in your hand to target cards your opponent controls up to the number of cards revealed; banish those targets and gain 1000 Life Points.

Name: Emperium Kushano
Attribute: LIGHT
Type: Fiend/Tuner/Effect
Level: 3
ATK: 1100
DEF: 800
Effect: You can banish 1 "Emperium" monster from your Graveyard; add this card from your Graveyard to your hand.

Name: Emperium Fulhelmknight
Attribute: LIGHT
Type: Warrior/Tuner/Effect
Level: 3
ATK: 1300
DEF: 1000
Effect: Only once, when your opponent declares an attack: You can negate the attack. If this card destroys a monster by battle: Target 1 "Emperium" monster from your Graveyard; add it to your hand.

[i]I made this one so the "Emperiums" will be able to use RotA, but this card is not really that great in my opinion.[/i]

Name: Emperium Cannon
Attribute: LIGHT
Type: Warrior/Effect
Level: 4
ATK: 1600
DEF: 900
Effect: When this card is Normal or Flip Summoned: You can target 1 of your banished "Emperium" monsters; Special Summon that target.

[i]A second RotA target with a somewhat situational effect.[/i]


Name: Emperium Faultroll
Attribute: LIGHT
Type: Warrior/Effect
Level: 6
ATK: 2400
DEF: 1800
Effect: You can Special Summon this card (from your hand) by revealing this card and 2 "Emperium" cards in your hand. Once per turn: You can add 1 "Emperium" monster from your Graveyard to your hand.

Name: Emperium Grunard
Attribute: LIGHT
Type: Warrior/Effect
Level: 8
ATK: 2800
DEF: 1000
Effect: Once per turn, if a "Emperium" monster(s) in your hand is revealed while this card is face-up on the field: You can Special Summon 1 of those monsters.

[i]Highly unpractical (unless you combine it with "Emperium Aeolo"), but I made it anyways just to have a representative of the "Ice Barriers" within the "Emperiums".[/i]


Name: Emperium Crystal
Attribute: LIGHT
Type: Rock/Fusion/Effect
Level: 7
ATK: 2450
DEF: 1950
Effect: 1 "Emperium" monster + 1 LIGHT monster
Once per turn: You can reveal any number of "Emperium" cards in your hand. Activate the appropriate effect, based on the number of cards revealed: • 1: Add 1 "Emperium" monster from your Deck to your hand. • 2: Target 1 face-down card on the field; banish it. • 3: The effects of Effect Monsters in your opponent's field, hand and Graveyard cannot be activated, until the End Phase.

[i]The main purpose of this card is allowing the "Emperiums" to use "Future Fusion", which would go well with monsters such as "Emperium Herra", "Emperium Neutron" and "Emperium Dragunov". You could also side "Super Polymerization" for fighting LIGHT Decks.[/i]


Name: Emperium Triforce
Attribute: LIGHT
Type: Machine/Synchro/Effect
Level: 7
ATK: 2500
DEF: 2100
Effect: 1 "Emperium" Tuner + 1 or more non-Tuner monsters
This card's effect depends on the Attribute(s) of its non-Tuner Synchro Material Monsters. • EARTH: Your opponent cannot activate any Spell/Trap Cards during your Battle Phase. • FIRE: Once per turn: You can target 1 face-up monster your opponent controls; banish that target, and inflict damage to your opponent equal to half its original ATK. This card cannot attack your opponent directly the turn you activate this effect. • LIGHT: Once per turn: You can target 1 LIGHT monster in your Graveyard; Special Summon it in face-up Defense Position.

Name: Emperium Dragoon
Attribute: LIGHT
Type: Dragon/Synchro/Effect
Level: 6
ATK: 2500
DEF: 1200
Effect: 1 Tuner + 1 or more non-Tuner LIGHT monsters
Once per turn: You can add 1 "Emperium" monster from your Deck to your hand, then send 1 "Emperium" monster from Deck to the Graveyard.

Name: Emperium Ragin
Attribute: LIGHT
Type: Fiend/Synchro/Effect
Level: 5
ATK: 2300
DEF: 1800
Effect: When this card is Synchro Summoned: Reveal your hand; then, if you have 1 or less "Emperium" cards in your hand, draw 1 card.

Name: Emperium Gulldos
Attribute: LIGHT
Type: Psychic/Synchro/Effect
Level: 5
ATK: 2200
DEF: 800
Effect: 1 Tuner + 1 or more non-Tuner "Emperium" monsters
Once per turn: You can shuffle 2 "Emperium" monsters from your Graveyard into the Main Deck to target 1 face-up monster your opponent controls; banish that target.

Name: Emperium Axel
Attribute: LIGHT
Type: Machine/Synchro/Effect
Level: 8
ATK: 2600
DEF: 2000
Effect: 1 "Emperium" Tuner + 1 or more non-Tuner monsters
Once per turn: You can reveal any number of "Emperium" cards in your hand to target 1 "Emperium" monster from your Graveyard whose Level level is equal to the number of cards revealed; Special Summon that target. The ATK of that monster is doubled until the End Phase, but it cannot attack your opponent directly. Banish that monster during your End Phase.

Name: Emperium Gae Bolg
Attribute: LIGHT
Type: Dragon/Xyz/Effect
Level: 4
ATK: 2000
DEF: 1100
Effect: 2 Level 4 "Emperium" monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card to target 1 "Emperium" monster you control; until the End Phase, that target gains the ATK of the detached Xyz Material, and if it that target destroys an opponent's monster by battle, add 1 "Emperium" monster from your Deck to your hand.

Name: Emperium Barkion
Attribute: LIGHT
Type: Dragon/Xyz/Effect
Rank: 4
ATK: 2500
DEF: 1800
Effect: 2 Level 4 "Emperium" monsters
During either player's turn, when a Trap Card is activated while this card is face-up on the field with Xyz Materials: You can banish 1 "Emperium" monster from your Graveyard; negate the activation of that card, and destroy it. Once per turn: You can detach 1 Xyz Material from this card; add 1 "Magnificent" Spell or Trap Card from your Deck to your hand.

[i]This monster was based on "Verz Ophion"[/i].


Name: Emperium Thunder Lord
Attribute: LIGHT
Type: Thunder/Xyz/Effect
Rank: 6
ATK: 2600
DEF: 2400
Effect: 2 Level 6 LIGHT monsters
Once per turn, if a "Emperium" card(s) in your hand is revealed while this card is face-up on the field with Xyz Materials: You can Special Summon 1 Level 4 or lower "Emperium" monster from your Deck. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card to reveal 1 "Emperium" card in your hand and target 1 "Emperium" monster you control; that target gains 500 ATK until the End Phase.

[i]As you should have noticed by now, "Emperiums" can make Rank 6 Xyz Monsters with ease (Herra, Faultroll and Mysteltainn), and this card is perfect for the archetype. With a built-in "Divine Wind" and the abiity of activating it by himself in the same turn it is Summoned, this card can generate pluses for the "Emperiums" quickly.[/i]


Name: Emperium Meteor
Attribute: LIGHT
Type: Dinosaur/Xyz/Effect
Rank: 10
ATK: 2800
DEF: 2000
Effect: 2 Level 10 LIGHT monsters
You can also Xyz Summon this card by using 1 face-up "Emperium" Xyz Monster you control as the Xyz Material, except "Emperium Meteor". (Xyz Materials attached to that monster also become Xyz Materials of this card.). Once per turn: You can detach 1 Xyz Material from this card; activate 1 of these effects. • Add 1 "Emperium" monster from your Deck or Graveyard to your hand. • Target 1 face-up card your opponent controls; banish it.

[i]With Emperium being a meteor, which better monster as the "Emperium"'s Boss than a Meteor itself? Unlike the original Meteor, this monster is less destructive, but as a Chaos Xyz Monster, it is far more easier to Summon. Concidentally, it has the right ATK to beat most Boss Monsters (Hyperion, Grapha, Ptolemys, etc.).[/i]
[/spoiler]

[spoiler=[color=#006400][b]Spells [/b][/color]& [color=#800080][b]Traps[/b][/color]]
Name: Magnificient Emperium
Spell Card
Type: Normal
Effect: You can reveal this card in your hand to discard another card in your hand; add 1 "Emperium" monster from your Deck to your hand. You can only activate this effect of "Magnificent Emperium" once per turn. While this card is in your Graveyard: You can banish 1 "Emperium" monster from your Graveyard; add this card from your Graveyard to your hand.

[i]I like to think of this card as the Iron Core done right: It is not only a catalyst for the effects of "Emperium" monsters, but it also aids you with the search of more "Emperium" monsters.[/i]


Name: Magnificient Transmutation
Spell Card
Type: Normal
Effect: Add 1 "Emperium" monster from your Deck to your hand. Then, you can discard 1 Spell or Trap Card; add 1 "Emperium" monster from your Deck to your hand.

Name: Magnificient Reflect Shield
Trap Card
Type: Counter
Effect: Activate one of the following effects: • When a "Emperium" monster you control is targeted by the effect of a card your opponent controls: change the target to a monster your opponent controls. • If a "Emperium" monster(s) you control would be destroyed by an opponent's card effect that does not target: Negate the card's activation and destroy it.

Name: Magnificient Meteor Plate
Trap Card
Type: Counter
Effect: When a card effect is activated that negates the Summon of a "Emperium" monster(s) OR negates the activation of a card that would Special Summon a "Emperium" monster: Negate the activation and destroy it.

-------------------------
I'm thinking in writing more Spell or Traps that, following the theme, require you to reveal "Emperium" cards or "Magnificent Emperium" itself, or their effects are based on the number of "Emperium" cards revealed (much like "Emperium Crystal").
[/spoiler]


Suggestions? Thoughts?
Thanks for reading.

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