VCR_CAT Posted April 8, 2015 Report Share Posted April 8, 2015 Everyone loves mechs! Everyone loves armor! Well anyways, I made this archetype a long time ago as sort of what I think would be a cool mech-styled archetype. The design takes the whole mech/pilot relationship and executes it like as if it was in YuGiOh. The original archetype was Xyz-centered with some odd cards, but I looked back and changed quite a few things, including made the archetype smaller and focused much more on the maindeck mechs and how they can be combo'd with the various pilots. Without further adieu, here they are: [spoiler=Mecha Armor Divisions] Reckless Mecha Armor Division Level: 8 / FIRE Machine/Effect If there is no "Mecha Armor Pilot" equipped to this card; this card cannot attack, change battle position, and is destroyed when an attack is declared involving this card. Once per turn, during the damage step; if this attacking card destroys a monster by battle: It can attack again. ATK/2700 DEF/1800 Steadfast Mecha Armor Division Level: 8 / EARTH Machine/Effect If there is no "Mecha Armor Pilot" equipped to this card; this card cannot attack, change battle position, and is destroyed when an attack is declared involving this card. If your opponent declares an attack or activates an effect that targets a monster; you can change that target to this card. ATK/1500 DEF/3000 Versatile Mecha Armor Division Level: 8 / WATER Machine/Effect If there is no "Mecha Armor Pilot" equipped to this card; this card cannot attack, change battle position, and is destroyed when an attack is declared involving this card. You can target 1 face-up monster your opponent controls: change that target to face-down Defense Position. You can only activate this effect of "Versatile Mecha Armor Division" once per turn. ATK/2300 DEF/2200 Swift Mecha Armor Division Level: 8 / WIND Machine/Effect If there is no "Mecha Armor Pilot" equipped to this card; this card cannot attack, change battle position, and is destroyed when an attack is declared involving this card. Once per turn, you can pay 500 LP: This card can attack your opponent directly this turn. ATK/2000 DEF/2000 Auto Mecha Armor Division Level: 4 / LIGHT Machine/Effect When an opponent's monster declares an attack while you control a face-up "Mecha Armor" Monster: You can Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation. If "Auto Mecha Armor Pilot" is equipped to this card: This card gains 800 ATK and DEF. ATK/1000 DEF/1000 [/spoiler] [spoiler=Mecha Armor Pilots] Reckless Mecha Armor Pilot Level: 4 / FIRE Warrior/Union You can Special Summon 1 level 8 "Mecha Armor Division" monster from your hand and equip this card to that monster as an Equip Card. If you use this effect, you cannot Special Summon another "Mecha Armor Division" monster from your hand for the rest of the turn. Once per turn, you can either: Target 1 "Mecha Armor Division" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. (A monster can only be equipped with 1 Union monster at a time.) The monster equipped with this card gains 1000 ATK and loses 500 DEF. ATK/1350 DEF/900 Steadfast Mecha Armor Pilot Level: 4 / EARTH Warrior/Union You can Special Summon 1 level 8 "Mecha Armor Division" monster from your hand and equip this card to that monster as an Equip Card. If you use this effect, you cannot Special Summon another "Mecha Armor Division" monster from your hand for the rest of the turn. Once per turn, you can either: Target 1 "Mecha Armor Division" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. (A monster can only be equipped with 1 Union monster at a time.) The monster equipped with this card cannot be destroyed by card effects. ATK/750 DEF/1500 Versatile Mecha Armor Pilot Level: 4 / WATER Warrior/Union You can Special Summon 1 level 8 "Mecha Armor Division" monster from your hand and equip this card to that monster as an Equip Card. If you use this effect, you cannot Special Summon another "Mecha Armor Division" monster from your hand for the rest of the turn. Once per turn, you can either: Target 1 "Mecha Armor Division" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. (A monster can only be equipped with 1 Union monster at a time.) Once per turn, if your opponent targets the monster equipped with this card with a card effect: You can negate the effect. ATK/1150 DEF/1100 Swift Mecha Armor Pilot Level: 4 / WIND Warrior/Union You can Special Summon 1 level 8 "Mecha Armor Division" monster from your hand and equip this card to that monster as an Equip Card. If you use this effect, you cannot Special Summon another "Mecha Armor Division" monster from your hand for the rest of the turn. Once per turn, you can either: Target 1 "Mecha Armor Division" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. (A monster can only be equipped with 1 Union monster at a time.) Up to twice per turn: You can negate an attack declared on the face-up monster equipped with this card. ATK/1000 DEF/1000 Auto Mecha Armor Pilot Level: 2 / LIGHT Machine/Union During either player's turn: You can equip this card, from your hand, to a face-up "Mecha Armor Division" monster you control that has no cards equipped to it (this is a Quick Effect). Once per turn, you can either: Target 1 "Mecha Armor Division" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. (A monster can only be equipped with 1 Union monster at a time.) ATK/500 DEF/500 [/spoiler] [spoiler=Armor Spells and Trap] Armor Hanger Spell / Field All face-up "Mecha Armor" Monsters you control gain 300 ATK and DEF. You can pay 800 LP; reveal 1 "Mecha Armor" Card in your hand and activate the appropriate effect depending on the card revealed: ● "Mecha Armor Division" Monster: add 1 "Mecha Armor Pilot" from your deck to your hand with the same attribute as the revealed card. ● "Mecha Armor Pilot" Monster: Add 1 "Mecha Armor Division" from your deck to your hand with the same attribute as the revealed card. You can only use this effect of "Armor Hanger" once per turn. Armor Appropriate Trap / Counter Target 1 "Mecha Armor Pilot" Monster on your side of the field or Graveyard: Equip that target to a face-up "Mecha Armor Division" Monster you control with no cards equipped to it. Armor Ambush Spell / Quickplay Pay 1000 LP and target 1 "Mecha Armor Division" Monster in your Graveyard: Special Summon that target in face-up Defense Position, and equip 1 "Mecha Armor Pilot" Monster from your hand or Graveyard to it. You can only activate 1 "Armor Ambush" per turn. Armor Recovery Spell / Normal Shuffle 1 "Mecha Armor Division" and 1 "Mecha Armor Pilot" with the same attribute from your Graveyard to your deck, then draw 1 card. You can only activate 1 "Armor Recovery" per turn. [/spoiler] If you would like to see the cards in glorious album form, head over here: http://imgur.com/a/fFeSM#0 Also a quick note: I realize now that I forgot to add a OPT clause to Armor Ambush, so if your suggestion is that don't fret; I know XD Link to comment Share on other sites More sharing options...
The Highlander Posted April 8, 2015 Report Share Posted April 8, 2015 Make the pilots union monsters and we have a deal, however in all seriousness why can we not get any more union support (thse just seem too fitting to let the chance pass) ? You could perhaps add a spell card to shuffle used pilots and divisions back into the deck to draw additional cards, however all in all an interesting archetype, Link to comment Share on other sites More sharing options...
VCR_CAT Posted April 8, 2015 Author Report Share Posted April 8, 2015 I could indeed make them union monsters, and I actually really like that idea! It means that you would be able to more effectively swap pilots in and out of each mech, creating some interesting strategies. So I'll be making that change. Link to comment Share on other sites More sharing options...
VCR_CAT Posted April 9, 2015 Author Report Share Posted April 9, 2015 Bunp. I updated the Pilots to all be Union monsters and added the respective effect. I've also added another spell, "Armor Recovery". I also ALSO added that OPT clause to "Armor Ambush" I was meant to add before. Link to comment Share on other sites More sharing options...
warhammerchaosgod Posted April 10, 2015 Report Share Posted April 10, 2015 I was just wondering if you could find a better quality picture for Steadfast Mecha Armor Pilot? Overall, before I read card effects, especially when it comes to archetypes, I verify the theme and how consistent the chosen visuals are. In your case, I absolutely love the consistency in the pictures you have chosen. Well done! Gameplay-wise, it looks really solid. Perhaps, a small cost for the field spell to justify its strong effect a little better? Such as paying 500 LP or discarding another pilot or mecha armor division card? I'm not sure if that should be the case, but I need to provide something useful according to the forum rules. Either way, keep it up! Link to comment Share on other sites More sharing options...
VCR_CAT Posted April 10, 2015 Author Report Share Posted April 10, 2015 Hey, thanks for the feedback! I did find a better piece for Steadfast Pilot, so I changed the old Speed-paint piece with this new one, which still captures the nature of the card. For the card art, I did stumble upon Shimmering Sword's Deviant Art gallery, and there was just more than enough pieces there to create a good mech archetype of cards with, and the fact that all of the pilots match is something I'm super happy with. Besides that, I added a 800 LP cost to Hanger's effect just so it's not a free +1 every turn, and that should probably do it for now! Again, thanks for the feedback! Link to comment Share on other sites More sharing options...
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