Narka Posted October 13, 2015 Report Share Posted October 13, 2015 well i explain this is thunder support archetype archetpe itself supprots self but capable helping other thunder archetypes like watts,hunders the lesser known ones thing that always bothered me not many counter based decks used counters as main engine most archetype use counters only use in small engine but in the end they can still go for big plays.their are counter based archetype in yu gi oh cloudians,aliens,kaju etc newest one problem cloudians have and aliens all they do put counters they go + means nothing if not going anywhere or if thier counter effect just not strong for all time effort takes put counters on the field. not full archetype missing few cards if theirs anything broken or spelling errors tell me. [spoiler=Monsters]Overcharged - Raven lv 4 1600/1300 Thunder LightWhen this card is Normal Summoned: place 1 Volt Counter on 1 monster your opponent controls. If your opponent controls no monsters or your not able to, place 1 Volt Counter on this card instead. Your opponent cannot add cards to their hand with the same name as monsters they control with a Volt Counter(s). Once per turn: You can remove 1 Volt Counter from the field ; add 1 "Overcharged" monster from your Deck to your han a Volt Counter(s). Once per turn: You can remove 1 Volt Counter from the field ; add 1 "Overcharged" monster from your Deck to your hand. Overcharged - Eagle lv 4 1750/900 Thunder Light When this card is Normal Summoned: place volt counter 1 monster your opponent controls. If your opponent controls no monsters or your not able to, place 1 Volt Counter on this card instead. Monsters your opponent controls with a Volt Counter(s) cannot be targeted by an opponent's card effects. Once per turn: You can remove 1 Volt Counter from a card on the field; Normal Summon 1 Thunder-Type monster from your hand or grave. Overcharged - Tiger lv 4 1800/1500 Thunder/Light When this card is Normal Summoned: place 1 Volt Counter on 1 monster your opponent controls. If your opponent controls no monsters or your not able to, place 1 Volt Counter on this card instead. monsters your opponent controls with volt counters go into defense mode and can't change their battle position as long as they have volt counters on them. Once per turn: You can remove 1 Volt Counter from the field, then target 1 "Overcharged" card in your Graveyard or 1 of your banished "Overcharged" cards; add it to your hand. Overcharged - Corrupt Mage lv 4 1600/1300 Thunder/Dark While in the Graveyard, this card is also LIGHT-Attribute. When this card is Normal or Flip Summoned: place 1 Volt Counter on 1 monster your oppedent controls. If your opponent controls no monsters or your not able to, place 1 Volt Counter on this card instead. Once per turn: You can remove 1 Volt Counter from 1 card on the field, then target 1 Spell/Trap Card on the field; destroy it. It cannot be activated in response to this effect's activation. Once per turn, during either player's turn: You can target 1 Thunder-Type monster on the field, then activate 1 of these effects, depending on its Attribute.• LIGHT: It becomes DARK-Attribute.• DARK: It becomes LIGHT-Attribute. Overcharged - Swordsman lv 5 2100/1100 Thunder Light You can Special Summon this card (from your hand) by removing 1 Volt Counter from 1 card on the field. When this card is Summoned:. place volt counter 1 monster your opponent controls. If your opponent controls no monsters or your not able to, place 1 Volt Counter on this card instead. Monsters your opponent controls with a volt Counter(s) cannot be Tributed for a Tribute Summon or ritual summon. Once per turn: You can remove 1 Volt Counter from 1 card on the field; until the end of this turn, if a Thunder-Type monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, during either player's turn: You can target 1 Thunder-Type monster on the field, then activate 1 of these effects, depending on its LEVEL.• 4: It becomes Level 5.• 5: It becomes Level 4 Overcharged - Corrupt Hawk lv 5 1600/2100 Thunder/Dark You can Special Summon this card (from your hand) by removing 1 Volt Counter from 1 card on the field. When this card is Summoned or flipped summoned:. place volt counter 1 monster your opponent controls. If your opponent controls no monsters or your not able to, place 1 Volt Counter on this card instead. you can also put 1 on their Pendulum zone(s) if they have any. Pendulum zones your opponent controls with a volt Counter(s) cannot be removed from the field by your opponents card effects. during your opponents turn roll a dice twice for each zone with volt counters the results is now the new scale(s). Once per turn: You can remove 1 Volt Counter from 1 card on the field; add one ''Overchargded'' spell/trap card from your deck to your hand . Once per turn, during either player's turn: You can target 1 Thunder-Type monster on the field, then activate 1 of these effects, depending on its LEVEL.• 4: It becomes Level 5.• 5: It becomes Level 4.Once per turn, during either player's turn: You can target 1 Thunder-Type monster on the field, then activate 1 of these effects, depending on its Attribute.• LIGHT: It becomes DARK-Attribute.• DARK: It becomes LIGHT-Attribute. [spoiler=Spell/Traps]Overcharged - Chain Lighting / Spell ContinuousEach time a monster effect resolves that places a Volt Counter(s) on a monster on the field, you can place 1 Volt Counter on 1 card on the field. You can only control 1 "Overcharged – Chain Lightning". Overcharged - Lighting Force Spell Quick Play you can only summon a ''overcharged'' xyz with this card effect.Target number of Thunder-Type Monsters and/or "Overcharged" Monsters In Your Graveyard, up to the number of Volt Counters on cards your opponent controls; Special Summon them, then choose level from 4-5 they also become LIGHT or DARK-Attribute , also immediately after this effect resolves, Xyz Summon 1 Xyz MONSTER, using only those monsters. [spoiler=Extra Deck]Overcharged - Amp Dragon Rank 4 2550/1800 Thunder/Light 2 or more Level 4 monstersOnce per turn, during either player's turn, when the effect of an opponent's monster with a Volt Counter(s) is activated: You can detach 1 Xyz Material from this card; negate that activation, and if you do, your opponent cannot activate cards or effects with the same name as that monster for the rest of this turn. Once per turn:You can target 1 monster your opponent controls with a Volt Counter(s); negate its effects, and if you do, your opponent cannot activate cards or effects with the same name as that monster for the rest of this turn. Overcharged - Kuro the Storm King Rank 4 2400/1300 Thunder/Dark 2 or more Level 4 DARK monsters their also must be at least 1 'Overcharged'' monster included as one of the materials.When this card destroys an opponent's MONSTER by battle: you can Detach 1 Xyz Material from this card; place 1 Volt Counter on all face-up Spell/Trap on the field. once per a turn During either player's turn: You can detach 1 Xyz Material from this card, then TARGET up to 2 Spell/Trap Cards YOUR opponent controls without Volt Counters; they cannot be activated this turn, also if they are face-up, their effects are negated until the end of this turn. Overcharged - Bokso The Executioner Rank 4 2500/2000 Thunder Light 2 or more Level 4 monstersOnce per turn, during either player's turn: You can detach 1 Xyz Material from this card; until the end of this turn, all monsters your opponent controls lose original ATK equal to the Number of Volt Counters on cards your opponent controls x 500and original DEF equal to the number of Volt Counters on cards your opponent controls x 200 Overcharged - God Temipura Rank 5 2800/1700 Thunder/Dark 2 or more Level 5 DARK "Overcharged" monstersOnce per turn: You can target any number of face-up Spell/Trap Cards on the field; return them to the hand, and if you do, place a number of Volt Counters on cards on the field equal to the number of cards you returned to the hand. When all Volt Counters on a monster your opponent controls with a Volt Counter(s) are removed from it: You can detach 1 Xyz Material from this card; banish that monster. Overcharged - God Temipora Rank 5 2800/2000 Thunder/Light 2 or more Level 5 LIGHT "Overcharged" monstersonce per a During either player's turn: You can detach 1 Xyz Material from this card; until the end of this turn, all "Overcharged" monsters you control gain original ATK equal to the number of Volt Counters on cards on the field x 300. [spoiler=CXyz]Overcharged - Cxyz Amp Dragon rank 5 3050/2200 Thunder/LightMust be Xyz Summoned by a "Overcharged – Amp Dragon" you control as the Xyz Material, while there are 6 or more Volt Counters on cards on the field by using a "Overcharged – Amp Dragon" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Cannot be used as an Xyz Material for an Xyz Summon. When this card is Xyz Summoned:Negate the effects of all face-up cards currently on the field, except "Overcharged" cards, and if you do, place 1 Volt Counter on all of those cards, also place a Number of Volt Counters on this card equal to the number of cards whose effects you negated. When the effects of an opponent's monster(s) are negated by a card effect, except "Overcharged" cards: Place 1 Volt Counter on this card. Once per turn, during either player's turn, when an opponent's monster effect is activated: Negate that effect, and if you do, return it to the hand, then remove 2 Volt Counters from this card. once per a turn you can remove 1 volt counter from this card negate effect one monster your oppedent controls and return it to their hand.Once per turn: This card with a Volt Counter(s) is unaffected by monster effects, except "Overcharged" monsters. 4 or more Level 6 DARK monsters Kuro King Of Ultimate Storms Rank 6 3100/1800 Thunder/Darkcan be xyz summoned if you control"Overcharged – Arts of Power" and "Overcharged – Chain Lightning""Overcharged – Kuro the Storm King" you control as the Xyz Material".. (Xyz Materials ATTACHED to that monster also become Xyz Materials on this card. During your Standby Phase: Place 1 Volt Counter on all cards on the field. Once per turn, during either player's turn: You can remove any number of Volt Counters from cards on the field and, after that, place a number of Volt Counters on cards on the field equal to the number of Volt Counters you removed. Once per turn, during either player's turn, when a Spell/Trap Card is activated: Negate that activation, and if you do, it remains face-up on the field instead of being sent to the Graveyard, then place 1 Volt Counter on it the card stays negated until your oppedents next turn, also activate it during your opponent's mainphase 2. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; until the end of this turn, this card it is unaffected by your opponent's Spell/Trap effects. [spoiler=Generic]Brohunder lv 4 1400/900 Thunder/LightWhen a LIGHT Thunder-Type monster is Normal Summoned, you can discard this card, then target 1 LIGHT-Thunder Type monster in your Graveyard , except "Brohunder"; Normal Summon that target. You can only activate this effect of "Brohunder" once per turn. Overcharged - Electrical Recharge spell card Add one Thunder type monster lv5 or lower from your deck to your hand you only special summon thunder type monsters for rest of this turn. Overcharged - Conductor spell card If you control no monsters: Target 2 thunder-Type monsters in your Graveyard or banished; add them to your hand. You can only activate 1 "Overcharged – Conductor" once per turn. Overcharged - Arts of Power Field Spell All Thunder-Type monsters you control gain 500 original ATK and 200 original DEF. During YOUR opponent's Standby Phase: Place 1 Volt Counter on this card and all face-up monsters your opponent controls. if anybody want pics just ask i post them later cause archetype itself haves lore. Link to comment Share on other sites More sharing options...
BtanH Posted October 13, 2015 Report Share Posted October 13, 2015 Almost every card in this archetpye is overly strongRaven is a Stratos but, in some ways better (and others worse). Eagle is free cards from grave (and their NS effects) Tiger is free cards. Mage makes chaos live, and also mst with no chaining Swordsman makes rank5 live. Hawk makes chaos live. And does everything forever. Chain LightingEverything is more free. Lighting ForceThe best free XYZ card an archetype has ever had. Amp DragonHuge attack and free negation.BoksoYour opponent will never have attack ever again.Ranked 5s are removal and easy otks.I dont care about the cxyz because too many words. Brohunder is a huge beater and also free summonsElectical Recahrge is rotaConductor is salvage but much betterArts of Power is free Counters. Entire Archetype needs sweeping nerfs. Too many free cards. Link to comment Share on other sites More sharing options...
Narka Posted October 14, 2015 Author Report Share Posted October 14, 2015 btanH okay can i info like explain if possible small bit advice for a fix. cause this is deck archetype uses counters to do plays if can't use counters how would i do them you know how cloudians aliens need them. i have used this deck in portal before normally i'm going -1 every turn i normally need chain lighting set up 2 volt counters 1 turn instead just having 1 play with it if u ask archetype is public if i have to i can downgrade archetype but if go to far it have same issue most counter based archetype haves lack of counters can't do much. so yea btanH if you can give me example of a fix than i can work from their. if you ask mage supposed be considered light only in grave. Link to comment Share on other sites More sharing options...
BtanH Posted October 14, 2015 Report Share Posted October 14, 2015 Uh basically atm all your cards are free cards. That's bad. Make them no longer free cards. Eagle -> Raven is a plus 2 for free. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.