Taskmaster1995 Posted December 31, 2014 Report Share Posted December 31, 2014 Hello Everyone, this is my first Arch Type, and i wanted to get your ideas on it. The cards are based around Northern Native American Legends and Monsters. The Deck revolves around the use of the "New World" field spells which have the unique effect of being moved to your spell & trap card zones when you activate another one, which allows you to have multiple field spells at a time. Through this you can special summon and protect the monsters. I'm only posting the Main deck cards right now but i do have extra deck cards i can post at a later date. [spoiler='Level Two Monsters'] If you control "New World - Crystalline Lake" and one other "New World" field spell, you can special summon this card from your hand. You can only special summon one "New World Native Awaosis" this way per turn. when this card is sent to the graveyard, you can add a level four or higher "New World" monster card from your deck. If you control "New World - Towering Forrest," and one other New World Field Spell, you can special summon this card from your hand. You can only special summon one "New World Native Azeban" this way per turn. When this card is sent to the graveyard, draw one card If you control "New World - Devil's Canyon." and one other "New World" field spell, you can special summon this card from your hand. You can only special summon one "New World Native Kwaniwibid" per turn this way. When this card is sent to the graveyard, you can add one "New World" Field Spell from your graveyard to your hand. If you control "New World - Grand Mountain Range" and one other "New World" field spell, you can special summon this card from your hand. You can only special summon one "New World Native Mikwe" this way once per turn. When this card is sent to the graveyard, you can add one "New World" field spell from your deck to our hand. [/spoiler] All level two Monsters have effects that activate in the graveyard, this effect works if they are discarded, milled, destroyed, or detached. [spoiler='Level Four Monsters'] If you control "New World - Towering Forrest and two other "Great Land" field spells, you can special summon this card from your hand. Once per turn you can send one face up "New World" Field Spell you control to the graveyard, to add one level two monster to your hand. This card can be special summoned from your hand if you control "New World - Grand Mountain Range," and two other "New World" field spells. You can only special one "New World Native Bmola" per turn this way. Once per turn you can send one "New World" Field Spell you control to the graveyard to return one monster on your opponent's side of the field to their hand. If you control "New World - Devil's Canyon" and two other "New World" field spells, you can special summon this card from your hand. You can only special summon one "New World Native Glooscap" per turn this way. Once per turn you may send a "New World" Field Spell you control to the graveyard to destroy one card your opponent controls If you control "New World - Crystalline Lake" and two other "New World" field spells, you can special summon this card from your hand. You can only special summon one "New World Native Mishepishu" this way per turn. Once per turn you can send one face up "New World" field spell you control to the graveyard to send one "New World" card in your deck to the graveyard. [/spoiler] All Level 4 monsters have an effect that activate by sending a "New World" Field spell to the graveyard. [spoiler='Level 6 Monsters'] If you control four "New World" Field Spells you can special summon this card from your hand. Once per turn target one monster on the field, its effects are negated, also this card's original attack and defense becomes the same as the target monster until the end of your opponents turn. I you control four or more face up "New World" field spells you can special summon this card from your hand. If this card is sent to the graveyard, during the end phase of that turn you can tribute one monster you control to special summon this card. Destroy any monster that battles this card during the end phase. [/spoiler] Level Six monsters are mid level boss monsters desighned to stay on the field to special rank 6 monsters. Link to comment Share on other sites More sharing options...
Taskmaster1995 Posted January 2, 2015 Author Report Share Posted January 2, 2015 Oops i forgot to post the field spells. [spoiler='Field Spells'] If this card is destroyed due to the activation of another field spell, you may place this card in an open spell & trap card zone you control, and if you do it becomes unaffected by the activation of field spells. It's effects remain active and is still treated as a field spell. Once per turn if a face up "New World" spell card would be destroyed by a card effect, negate the activation of that card's effects till the end of the turn and if it is a spell or trap destroy it. You can only control one "New World - Grand Mountain Range." If this card is destroyed due to the activation of another field spell, you may place this card in an open spell & trap card zone you control, and if you do it becomes unaffected by the activation of field spells. It's effects remain active and is still treated as a field spell. Once per turn if a "New World" monster card is targeted for an attack, negate the attack and change the attacking monster to defense position. You can only control one "New World - Crystalline Lake" If this card is destroyed due to the activation of another field spell, you may place this card in an open spell & trap card zone you control, and if you do it becomes unaffected by the activation of field spells. It's effects remain active and is still treated as a field spell. Once per turn if a face up "New World" card would be sent to the graveyard to activate the effect of a "New World" card,you can instead return the card that would be destroyed to your hand. You can only control one "New World - Devil's Canyon" If this card is destroyed due to the activation of another field spell, you may place this card in an open spell & trap card zone you control, and if you do it becomes unaffected by the activation of field spells. It's effects remain active and is still treated as a field spell. All "New World" monsters gain 200 ATK and DEF for each face up field spell. You can only control one "New World - Plains of Life" If this card is destroyed due to the activation of another field spell, you may place this card in an open spell & trap card zone you control, and if you do it becomes unaffected by the activation of field spells. It's effects remain active and is still treated as a field spell. Once per turn during their main phase, either player can discard a card from their hand to add a "New World" card of the same type (spell, trap ,monster) to your hand from your deck or graveyard. You can only control one "New World - Towering Forrest" [/spoiler] Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.