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New Rock-Type Archetype


Johnson1105

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So, I wanted to make an archtype of FIRE rock-type monsters, so I did. Only problem is, I cant draw for crap, so most of these came from google images. If you can find better images for these cards please do tell me, I would love to see them. Also, please leave suggestions and concerns. This is my first time so I do expect, and hope for, criticism.

 

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Once per turn, when a six-sided die is rolled to activate a "sandstorm" monster's effect, you can roll a second six-sided die; You can choose to use this result instead of the result of the previous roll. During either player's battle phase, you can discard this card to roll a six-sided die and activate an effect based on the result. You can only use one effect of "Sandstorm Abomination" per turn and only once that turn.
-1 or 2: Target 1 rock-type monster you control and 1 face-up monster your opponent controls, until the end of this turn, your monster gains ATK equal to half of the opponent's monster's ATK.
3-4: Target one monster you control and one monster your opponent controls, switch control of those targets. They cannot change their position for the rest of the turn.
5-6: Target 1 face-up monster your opponent controls, its attack becomes 0. Your opponent takes no battle damage from battles involving that monster.
 
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Once per turn, If a "Sandstorm" Monster would activate an effect by rolling a six-sided die, you can choose which effect activates without rolling the die. If a card on the field is targeted by a card effect, you can roll a six-sided die and activate an effect based upon the result.
-1 or 2: Switch the target of the effect to another correct target.
-3 or 4: Negate the effect and destroy 1 spell/trap card on the field
-5 or 6: Negate the effect; Inflict 500 points of damage to you and your opponent.
 
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Once per turn, when your opponent's minster declares and attack, you can roll a six-sided die; apply an effect based on the result of the roll:
-1: Your opponent's attack target becomes this card.
-2: This attack becomes a direct attack
-3: If your opponent controls one or more other monsters, pick one of those monster to become the attack target.
-4: Choose one monster on your side of the field, other than this card, to become the attack target.
-5: Negate the attack and inflict damage to your opponent's life points equal to half the attacking monster's attack
-6: Negate the attack
 
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This card can only be Special Summoned by a "Sandstorm" Spell or trap card OR by the effect of a FIRE monster. Once per turn, you can roll a six-sided die and activate an effect based on the result:
1-2: Target 1 "sandstorm" monster you control; Once only, if it would roll a six-sided die to activate an effect, you can choose the effect that activates without rolling the die.
3-4: Target 1 monster on your opponent's side of the field and change its battle position.
5-6: Target 1 card on your side of the field, until your next Standby Phase, that card cannot be destroyed by card effects.
 
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If this card is destroyed by battle, you can special summon it during your next standby phase. You can only use this effect of "Sandstorm Slayer" twice per duel. Once per turn, when this card declares an attack on an opponent's monster, roll a six sided die and apply an effect based on the result
-1 or 2: Change the battle position of the attack target
-3 or 4: Make this attack a direct attack
-5 or 6: Negate the attack, then you can destroy one spell or trap card your opponent controls.
 
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This card can only be used for the Synchro Summon of a FIRE monster. Once per turn, If this card is destroyed by battle, you can roll a six-sided die and activate an effect based on the result
1-2: Special Summon 1 level "Sandstorm Spawn" in attack position to your opponent's side of the field.
3-4: During the next Standby Phase, Special Summon 1 level 6 or lower rock-type monster from your graveyard.
5-6: Special Summon this card in attack position, then active one field spell card from your graveyard or hand.
 
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Once per turn, before an effect would be activated by rolling a six-sided die, you can declare two numbers between 1 and 6; if the die lands on one of those numbers, draw 1 card. Once per turn, during your opponent's End Phase, roll a six-sided die and activate an effect based on the result.
-1: Add 1 rock-type monster from your deck to your hand.
-2: Add 1 rock-type monster from your graveyard to your hand.
-3: Banish 1 monster in your opponent's graveyard.
-4: Inflict 1000 damage to your opponent and take 500 damage
-5: During your next turn, you can normal summon a level 6 rock-type monster without a tribute.
-6: Banish 1 spell card from your deck; during the next end phase, add it to your hand.
 
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If this card is used for the Synchro Summon of a FIRE monster, you can special summon one level 4 or lower FIRE monster from your hand. If this card is destroyed by battle or by a card effect, roll a six-sided die and apply an effect based on the result.
1-2: Special Summon 1 level 4 or lower "Sandstorm" Monster from your deck or graveyard.
3-4: Special Summon 1 level 6 "Sandstorm" Monster from your graveyard.
5-6: Add one "Sandstorm" spell/trap card from your deck to your hand
 
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1 FIRE tuner + 1 or more rock-type non-tuners
When this card is Synchro Summoned, roll two six-sided die and apply two effects based on the two results. If the two results are the same, re-roll one die until it yields a different result. You can only use one of this card's effects per turn an only once that turn.
-1: When a "Sandstorm" monster would roll a six-sided die to activate an effect, you can choose the effect that activates instead of rolling.
-2: Once per turn, during your Standby Phase, you can draw 1 card, then send 1 "Sandstorm" monster from your deck to your graveyard.
-3: Once per turn, when your opponent declares an attack, you can discard 1 card to change the attack target to this card.
-4: You can discard 1 card; This card can make a second attack once per battle phase this turn. Your opponent takes no battle damage from this card's second attack.
-5: Once per turn, you can target 1 set spell/trap card you control, and 1 set spell/trap card your opponent controls; Put your opponent's targeted card in your spell/trap card zone, and put your targeted card in your opponent's spell/trap card zone.
-6: Once per turn, during either player's turn, you can change 1 monster you control to face-down defense position in order to change 1 monster your opponent controls to face-down defense position. Their battle positions cannot be changed until your opponent's next standby phase.
 
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1 Rock-type Tuner + 1 or more FIRE non-tuners
When this card is Synchro Summoned, roll a six-sided die and activate an effect based on result.
1- Special Summon from the graveyard the Synchro material used for this card's summon. Their effects are negated and they are banished during the end phase. You cannot conduct your battle phase the turn you activate this effect.
2- Add 1 "Sandstorm" Spell/Trap card from your graveyard to your hand. You cannot activate it or cards with its name for the rest of the turn.
3- Target up to 3 set spell/trap cards your opponent controls; Reveal them and place them randomly back in the spell/trap card zone. Your opponent cannot look at the target cards as long as this card is face-up on the field, but your opponent can activate them. If the timing of a target card your opponent activates is wrong, destroy it.
4- Flip all monsters you opponent controls face down and rearrange them randomly. Your opponent cannot look at these monsters as long as this card remains face-up on the field, but your opponent can still flip-summon them. Your opponent can only flip-summon once per turn.
5- Once per turn, you can add 1 "Sandstorm" card from your deck to your hand, then shuffle 1 "Sandstorm" card from your field or hand into the main deck.
6- Once per turn, you can target 1 monster you control and 1 monster your opponent controls, shuffle the targets into their owner's deck.
 
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If this card is used for the Synchro Summon of a FIRE monster, you can Special Summon 1 "Sandstorm Spirit" from your deck or hand. Once per turn, when you declare an attack, your opponent chooses the attack target monster. Once per turn, When this card is special summoned by a "Sandstorm" card effect, roll a six-sided die and activate an effect based on the result.
1-2: Give control of this card to your opponent.
3-4: Special Summon 1 level 6 "Sandstorm" Monster from your graveyard. It cannot attack and is destroyed during the end phase.
5-6: Destroy this card, then add 1 rock-type FIRE monster from your deck to your hand
 
 
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2 Level 9 monsters
Once per turn, when a six-sided die would be rolled to determine a monster's eff, you can choose the effect that activates without rolling. you can detach one xyz material from this card to roll a six-sided die. This card gains an effect depending on the result of the roll. (If a result is rolled twice, reroll). If this card is destroyed by a card effect, discard all the cards in your hand.
-1: When this card is destroyed, select one rock-type Synchro monster in your graveyard and special summon it. This summon is treated as a Synchro Summon.
-2: Once per turn, you can target 1 monster your opponent controls; destroy it and inflict damage to your opponent equal to its attack. You opponent takes no damage for the rest of the turn.
-3: Once per turn, you can destroy all spell and trap cards on the field. You cannot set or activate spells or traps the turn you activate this effect
-4: Once per turn, you can negate the activation of a spell or trap card and shuffle that card into your opponent's deck.
-5: Once per turn. Inflict 1000 damage to your opponent's life points +200 per previous time this card activated this effect.
-6: Once only, You can activate this effect. Your opponent randomly selects one card in your hand and adds it to his hand, then reveal your opponent's hand and select one card in it. Add that card to your hand.

 

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Activate only when an opponent's monster declares an attack on a face-up rock-type monster on your side of the field. make the attack into a direct attack. After Damage Calculation, Special Summon 1 rock-type tuner from you deck with attack equal to or less than the damage you took; The summoned monster cannot be destroyed by battle this turn.

 

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You can activate each of these effects once per turn.
- When a die is rolled due to the effect of a monster effect, you can reroll the die and choose which roll to accept.
-Before rolling a die to determine the effect of a "Sandstorm" card, you can discard 1 card; you can choose the effect of that card without rolling a die.

 

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Equip only to a "Sandstorm" monster. If the equipped monster activates an effect that is determined by rolling a die, the equipped monster can choose which effect it activates without rolling the die. If the equipped monster is destroyed, you can banish 1 "Sandstorm" monster from the graveyard to add this card to your hand.

 

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Pay 500 Life Points. Roll a six-sided die and apply the corresponding effect.
-1,3 or 5: Add a "Sandstorm" Spell/Trap card from your deck to your hand
-2,4 or 6: Add a FIRE monster from your deck to your hand.
 
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Activate only when an opponent's monster attacks a Rock-type monster on your side of the field. Negate the attack and, for the rest of the battle phase, Rock-type monster's on the field cannot activate their effects or be destroyed by battle.
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