RuffleHuffle Posted February 19, 2015 Report Share Posted February 19, 2015 This is a archetype i made based off of the anime, Kokoro Connect. The main goal of the deck is to try to have all of the "Cultural Club" monsters on the field. I personally feel some of these cards are a bit unbalanced. Monsters: Cultural Club, Taichi Warrior Earth Effect Tuner Monster 1800 Attack / 1000 Defense Level 3 Once per turn, you may pay 1000 life points. If you do, you can special summon one "Cultural Club" monster other than "Cultural Club, Taichi" from your deck. If another "Cultural Club" monster were to be destroyed, you may destroy this card instead. If this card is being used for a "Cultural Club" Synchro Monster, then you may increase its level by one. Cultural Club, Yoshifumi Warrior Earth Effect Monster 1900 Attack / 1000 Defense Level 3 Once per turn during either player's turn, if a "Cultural Club" monster would be destroyed, it is not. Cultural Club, Iori Warrior Earth Effect Monster 1500 Attack / 2100 Defense Level 4 Once per turn, you can target one "Cultural Club" monster. During the turn you activate this effect, the monster you target gains 1000 attack. Cultural Club, Inaba Warrior Earth Effect Monster 1500 Attack / 2100 Defense Level 3 Once per turn, you can target one "Cultural Club" monster. During the turn you activate this effect, the monster you target can use its effect twice. If another "Cultural Club" monster were to be destroyed, you may destroy this card instead. Cultural Club, Yui Warrior Earth Effect Monster 2400 Attack / 100 Defense Level 4 After this card attacks, its battle position is switched to defense position. Cultural Club, Gotou Warrior Earth Effect Synchro Monster 2300 Attack / 2500 Defense Level 6 Once per turn, you can add one "Heartseed" Continuous Spell card or "Cultural Club" card to your hand from the deck. Cultural Club, Heartseed Warrior Earth Effect Synchro Monster 2600 Attack / 2300 Defense Level 8 Once per turn, you destroy one "Heartseed" Continuous Spell or "Cultural Club" monster. If you do, this card gains 1000 atk and destroy up to 1 card on the field. Spells: Heartseed, Hito Random Continuous Spell Up to twice per turn, you can shuffle one "Cultural Club" monster into your deck. You may then special summon one "Cultural Club" monster with a different name from the deck onto the field. Cultural Club Unition! Spell During the turn you activate this card, if you have monsters with the original names "Cultural Club, Taichi", "Cultural Club, Yoshifumi", "Cultural Club, Iori", "Cultural Club, Himeko", and "Cultural Club, Yui" on the field. Then during this turn, All "Cultural Club" monsters you control on the field gain this effect: - This card is unaffected by card effects, cannot be destroyed by battle, returns any monster this card battles to hand (after damage calculation), and gains 500 attack. Trap: Heartseed, Kizu Random Trap Until the End Phase, "Cultural Club" monsters gain an additional effect based on their name. - Cultural Club, Taichi If "Cultural Club, Yoshifumi" is on the field, this card is unaffected by card effects. - Cultural Club, Yoshifumi If "Cultural Club, Taichi" is on the field, this card cannot be destroyed by battle. - Cultural Club, Iori Other "Cultural Club" monsters gain 500 atk. For each other "Cultural Club" monster on the field, this monsters loses 500 atk. - Cultural Club, Himeko Once per turn, you can special summon one "Cultural Club" monster, other than "Cultural Club, Himeko" from your deck. - Cultural Club, Yui Any monster this card attacks is destroyed (after damage calculation) and this card cannot be destroyed by battle during that attack. If this card is attacked when there is no other "Cultural Club" monsters on the field, it is destroyed. This card's battle position can not be changed. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.