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[Archetype] Maelstrom


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[spoiler=Lore n' Stuff]

Who are the "Maelstrom?"

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The de facto Naval Force of planet DP, Maelstrom is an elite privately owned military company who patrols and controls roughly 78% of the planet's sea mass. Headed by the Three Great Admirals, The Maelstrom corp. takes it upon themselves to uphold peace and order in the rough seas. Administration and conservation of marine environments as well as the suppression of illegal pirate activities and riots in the planet's archipelago are all handled by Maelstrom corp.

 

The Dragon Battleship 'Bismarck' under command of Vice-Admiral Max was patrolling the ocean as per usual. There were, of course, numerous unremarkable incidents, such as the arrest of minor Fish pirates. However, little does the force know that they'll soon come across a world-changing 'gate', just as individuals in the mainland have...

 

The Three Great Admirals

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They are the 'leaders' of Maelstrom. Admiral Mihawk who governs the eastern seas, Admiral Shanks who controls the west, and finally Admiral Newgate who handles the most treacherous and rough seas in the central region. It is said that their powers, when combined, is unrivaled by any force in the seas.

 

Maelstrom Blue Storm Dragon, Glorymaker Rainfall

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A colossal sea dragon who serves as the flagship of the Maelstrom forces. Its body is utterly gigantic, dwarfing even that of Nimitz-class battleships, it is the strongest singular force in all of Maelstrom. Being that of a dragon, it does not hold an official rank, but some have called it the de facto Fleet Admiral of Maelstrom. Aside from carrying insurmountable destructive power thanks to its titanic size, it also doubles as a flagship, which means it carries the central force of Maelstrom in its body.

 

"All who oppose the 'Justice' of Maelstrom have no right to live. Until the world is filled with 'peace', 'order' and 'justice', we shall drag down all opposing forces to their watery graves."

 

[spoiler=Cards]

Clarification on "MVP" effect: Since all the Maelstrom maindeck monsters carry the same effect of "During your turn: You can send the top card of your deck to the graveyard and target 1 "Maelstrom" card in your monster card zone; Switch this card's position with that card.", I figured it'd be easier to tag all their effects with something, and then clarify that all effects tagged with that can only be used once per turn, ever. So, if you used the MVP effect of "Maelstrom Vice Admiral, Max", you cannot use the MVP effect of "Maelstrom Rear Admiral, Eleanor." Oh, and by the way, 'switching positions' does not trigger a Special Summon, and instead simply refers to a monster in the spell/trap zone trading their position with a monster in the monster zone. In practice, this allows the cards to dodge monster removal (that targets, anyway), and if used during the battle phase, basically grants you an additional attack, by trading places with a monster who already declared an attack.

 

Anyway, cards.

 

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1 Tuner + 1 non-Tuner WATER monster
If this card's attack is negated, it gains the following effect during the next turn: • You can send 1 "Maelstrom" card you control to the graveyard; Negate the activation of a Spell/Trap card or Monster effect that affects a "Maelstrom" card you control, and destroy it. During either player's turn, if all this card's Synchro Materials are in the Graveyard: You can return this card to the Extra Deck and target both its Synchro Materials; Special Summon those targets, and if you do, place 1 of them in your Spell/Trap zone.1 Tuner + 1 non-Tuner WATER monster
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1 Tuner + 1 non-Tuner WATER monsters
When this card attacks, at the end of Damage Calculation: You can Special Summon 1 "Maelstrom" monster from your graveyard, and if you do, it gains 1000 ATK and is placed on your Spell/Trap zone at the end of the Battle Phase. During either player's turn, if all this card's Synchro Materials are in the Graveyard: You can return this card to the Extra Deck and target both its Synchro Materials; Special Summon those targets, and if you do, place 1 of them in your Spell/Trap zone.

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1 Tuner + 1 non-Tuner WATER monster
When this card is Synchro Summoned: You can activate this effect during the Battle Phase: Special Summon up to 2 "Maelstrom" monsters in your Spell/Trap zone, and if you do, they gain 500 ATK. Then, change this card's battle position to face-up defense position. During either player's turn, if all this card's Synchro Materials are in the Graveyard: You can return this card to the Extra Deck and target both its Xyz Materials; Special Summon those targets, and if you do, place 1 of them in your Spell/Trap zone.

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When a player's monster declares an attack involving this face-up card: You can negate that attack, and if you do, target and destroy 1 card on the field. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, during your turn: You can send the top card of your deck to the graveyard; Switch this card's position with another "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

(Claude lacks a hard OPT clause that should be there, it'll be fixed soon-ish)

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When a monster's attack is Negated: You can Special Summon this card. (From your hand or graveyard). This effect of "Maelstrom Aspiring Admiral, Max" can only be activated once per turn, and only once per turn. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, during your turn: You can send the top card of your deck to the graveyard; Switch this card's position with another "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

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When this card is Normal Summoned: You can activate this effect; Add 1 "Maelstrom" card from your deck to your hand, also, the first time a "Maelstrom" monster declares an attack this turn, you must negate that attack. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, during your turn: You can send the top card of your deck to the graveyard; Switch this card's position with another "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

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When a monster's attack is negated: You can Special Summon 1 "Maelstrom" monster from your Spell/Trap zone or Graveyard. This effect of "Maelstrom Wave Captain, David" can only be activated once per turn, and only once that turn. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, during your turn: You can send the top card of your deck to the graveyard; Switch this card's position with another "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

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When this card is placed on your Spell/Trap zone by the effect of a "Maelstrom" card: You can send 1 "Maelstrom" monster from your deck to the graveyard. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, during your turn: You can send the top card of your deck to the graveyard; Switch this card's position with another "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

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You must have this many "Maelstrom" cards in your Spell & Trap Card Zone to activate and resolve these effects. ? 1+: Once per turn, during either player's turn: You can negate an attack involving a "Maelstrom" monster you control. ? 2+: When a "Maelstrom" monster's attack is negated: You can discard 1 card; That monster can declare a second attack during this Battle Phase. ? 3+: "Maelstrom" monsters cannot be destroyed by card effects. ? 4+: During either player's turn, when a Spell/Trap Card is activated: You can send 1 "Maelstrom" monster you control to the Graveyard; negate the activation, and if you do, destroy it.

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When this card is placed on your Spell/Trap zone: You can add 1 "Maelstrom" monster from your deck to your hand. Once per turn, you can negate an attack involving a face-up "Maelstrom" monster you control. If this card is in your Spell/Trap zone, during your turn: You can send the top card of your deck to the graveyard; Switch this card's position with another "Maelstrom" card in your monster zone. If this card is in the Monster zone: It is treated as an effect monster (Dragon-type/WATER/Level 5/2100/2000 DEF) You can only activate each effect of "Maelstrom Dragon Carrier, Bismarck" once per turn.

 

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Okay while I like the whole tagging out into the s and t zone so they can keep the whole flavor Aqua Force. Now the only problem I have is that the whole negating of others attacks. Was that to exploit cards like Double or Nothing or just to imitate's Aqua Force's requirements with more than 4 attacks at once?

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Okay while I like the whole tagging out into the s and t zone so they can keep the whole flavor Aqua Force. Now the only problem I have is that the whole negating of others attacks. Was that to exploit cards like Double or Nothing or just to imitate's Aqua Force's requirements with more than 4 attacks at once?

Nah, I actually even forgot Double or Nothing existed. The negate own attack mechanic is more or less to keep the deck's ability to stack damage down, while also having it as a key gimmick to trigger their effects.

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