Jump to content

I Hate Snatch Steal vs BailasGale *finished*


Recommended Posts

Criteria: Make an archetype that fights for justice (e.g. HEROs, law enforcement, ect) There must be enough cards shown to conceivably make a dedicated deck out of it, but you don't have to reinvent EVERY staple card.

 

Prize: 1 like and 10 points from the loser to the winner

 

results: 1-0 snatch

 

[spoiler='rules:']

- I have the right to add rules

 

- Standard 1v1 contest rules apply

 

- First to 3 votes or most votes after 1 week wins, this time limit starts after both archtypes are posted.

 

- Reasons, such as but not limited to playability and synergy, must be given for all votes

 

- Card lores do not have to be "perfect" or use problemsolving card text, but must be understandable.

 

- Any poster may ask for clarification on how the cards work before they vote.

 

- Pop-culture is allowed, but not required. Also votes on the basis of popculture fandom alone (e.g. "I vote for it because its powerangers and I love powerrangers") will not be counted.

 

- To make sure you read these rules, tell me your favorite toksatsu (powerangers is an English toksastu for example, kaman rider and super sentai count too) if you have one.

[/spoiler]

 

Note: Any poster may ask for clarification on how the cards work before they vote.

 

Snatch's archetype, cyber enforcers

 

rulings notes:

 

- The ATK increasing effect that the cyber enforcers share can only target cyber enforcers that are able to attack. Thus you cannot add the ATK of a given cyber enforcer to another one more then once per turn and cannot add the ATK of a monster that cannot attack because of another effect or because it already attacked and so on.

 

- The destroy another cyber enforcer instead effect works the same way as the destroy another 6 samurai instead effect that the 6 samurai have.

 

[spoiler='relavent 6 samurai rulings'] These rulings apply for all "The Six Samurai" monsters and "Great Shogun Shien".[13][Notes 1]

The effect “If this card would be destroyed, you can destroy a(nother) "Six Samurai" monster you control instead.” is a Continuous Effect. You can apply this effect while resolving an effect that would destroy the monster.[13]

This effect does not target.[13]

This effect can be used during the Damage Step. If you destroy a “Six Samurai” to save another “Six Samurai” that would have been destroyed by battle, you do so during damage calculation. The “Six Samurai” that you destroyed instead is sent to the Graveyard at the same time that monsters destroyed by battle are sent to the Graveyard.[13]

You cannot destroy a face-down “Six Samurai” monster instead.[13]

You cannot destroy a “Six Samurai” monster to save more than one other “Six Samurai” monster at the same time. Example: You control “Yariza” in Defense Position and “Nisashi” and “Irou” in Attack Position. “Mirror Force” is activated when you attack with “Nisashi”. You can destroy “Yariza” to save “Nisashi”, or destroy “Yariza” to save “Irou”. You cannot destroy “Yariza” to save both “Nisashi” and “Irou” at the same time.[13]

A “Six Samurai” monster that is in the process of being destroyed cannot be destroyed to save another “Six Samurai” monster. For example, if you control “Yariza”, “Nisashi”, and “Irou” all in Attack Position, and your opponent activates “Mirror Force”, you cannot destroy any of those 3 instead of another.[13]

You can use the effect of “Six Samurai” monsters to prevent them from being destroyed by the effects of “Call of the Haunted” or “Premature Burial”. So if a “Six Samurai” (or “Great Shogun Shien”) is targeted by “Call of the Haunted”, and “Call of the Haunted” is destroyed, you can destroy a different “Six Samurai” monster instead of the one that was targeted by “Call of the Haunted”.[13]

If “Ring of Destruction” targets a “Six Samurai” monster, and you destroy a different “Six Samurai” monster instead, zero damage will be inflicted by “Ring of Destruction”.[13]

A “Six Samurai” monster destroyed by this effect is considered to be destroyed by the effect, no matter how the other “Six Samurai” monster would have been destroyed.[13] [/spoiler]

 

[spoiler='level 4 or lower:']

cyberenforcer-spy.png

 

cyberenforcer-skyapprentice.png

 

cyberenforcer-lightingstriker.png

 

cyberenforcer-demolitions.png

 

cyberenforcer-defender.png

 

 

^ If you choose to destroy this card instead of another cyber enforcer, you can use its effect to negate its destruction. In that case neither monster is destroyed.

 

cyberenforcer-anti-mage.png

 

cyberenforcer-scout.png

[/spoiler]

 

[spoiler='level 5 or higher:']

cyberenforcer-skyruler.png

 

cyberenforcer-nightmistress.png

 

cyberenforcer-goldcommander.png

 

cyberenforcer-phoenixlord.png

 

cyberenforcer-heavydragon2.png

[/spoiler]

 

[spoiler='spell/trap']

backupsignal.png

 

justreward.png

 

surveillancesystem.png

[/spoiler]

Link to comment
Share on other sites

I'll join because I need to get the creative juices flowing.

 

The Original Power Rangers because their theme song was the best and it goes great with Great Daiyusha crossride

 

 

Behold man's best friend defending mankind

 

[spoiler: Monsters]

 

mvu60FN.jpg

 

kc5VliU.jpg

[spoiler: Lore] When a card(s) you control is destroyed (by battle or by card effect) you can Special Summon this monster from your graveyard. The effect of "InuHERO Courage" can only be activated once per turn. [/spoiler]

 

uotopA3.jpg

 

qClZ6LY.jpg

[spoiler:Lore] Once per turn you can destroy 1 other card you control to add 1 "InuHERO" card you control from your graveyard to your hand. If you do then send 1 "InuHERO" monster from you deck to the graveyard. [/spoiler]

 

KewunsA.jpg

[spoiler:Lore] While this card is face up on the field, once per turn during your Main Phase, you can Normal Summon an "InuHERO" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.) Once per turn if an "InuHERO' monster activates its effect draw 1 card. [/spoiler]

 

R41jhlR.jpg

[spoiler: Lore] When an "InuHERO" monster activates its effect you may add an "InuHERO" monster with a different name from your deck to your hand. You can only activate the effect of "Dog Walker" once per turn. [/spoiler]

 

[/spoiler]

 

[spoiler:S/T]

 

pWtufCw.jpg

 

32JPvQA.jpg

[spoiler: Lore] Return all "InuHERO" monsters on the field to their owners hand. Then destroy cards on the field equal to the number monsters returned. If you do then you can Special Summon "InuHERO" monsters from your hand up to the number of cards destroyed by this effect. [/spoiler]

 

djjZiSJ.jpg

 

4xqx8tJ.jpg

[spoiler:Lore] When an EARTH monster you control is destroyed (by battle or by card effect) Special Summon 1 "InuHERO" from your deck. Till the end of the turn the Special Summoned monster cannot be destroyed by battle and is unaffected by other card effects. [/spoiler]

 

[/spoiler]

 

[spoiler: Bosses]

 

1Aisduh.jpg

[spoiler: Lore] When this card attacks or is attacked you can return any number of "InuHERO" monsters from your field to your hand to increase this monsters ATK 1000x monsters returned. Once per turn you can target 1 card your opponent controls and one card you control. Destroy the targeted cards. This monster cannot attack the turn you use this effect. [/spoiler] 

 

169kz7r.jpg

[spoiler: Lore]

2 level 4 Beast-type Monsters

Once per turn you can detach 1 Xyz material from this card to target 2 cards your opponent controls and 1 card you control. Return the 2 cards your opponent controls to their owners hand and destroyed the card you control OR Destroy the 2 cards your opponent controls and return the 1 card you control to its owners hand. [/spoiler]

 

346vuya.jpg

[spoiler: Lore]

2 level 4 Beast-type Monsters

When this card is Xyz Summoned you can return any number of face-up cards you control to your hand. When this monster destroys an opponents monster by battle you can detach 1 Xyz material from this card to destroy 1 card you control, if you do Special Summon 1 "InuHERO" monster from your graveyard. [/spoiler]

 

[/spoiler]

Link to comment
Share on other sites

why not just go with the usually?

 

Snatch cards would not go far on their own, but some of them can be good techs.

Gale cards are made to abuse cards that trigger on leaving/destruction, IMO that is bad.

 

I vote for Snatch.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...