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Devil May Cry set


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So I was trying to think of a way to stay faithful to the mechanics of DMC (weapon switching, form changing etc...) and still maintain a (hopefully) somewhat balanced archetype. I arrived upon a Nobly Knights-style, but instead of using grave, I use quick-plays that act as equips. I'm not sure if this counts as a new mechanic or not, I don't think it does, but if so it's safe to ignore the "this card is also an equip spell card" clause as it doesn't really do anything within the archetype.

 

I know that this is a little ambitious as a first go, but I'm naught if not an optimist.

 

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This card cannot be pendulum summoned. If this card is equipped with any "Demonic Weapon" card, it gains the following effects:

• Target 1 "Demonic Weapon" card you control; return that target to hand (This is a Quick Effect).

• If this card would leave the field, except by the effects of "Spirit of Rebellion" or "Spirit of Yamato", you can pay 1000 LP; Discard 1 card and if you do, once this turn, you can make this card unaffected by other card effects.

If this card is sent from your hand or field to the graveyard, you can special summon 1 "Spirit of Rebellion" from your deck.

 

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This card cannot be pendulum summoned. You can target as many face-up monsters your opponent controls as possible; this card can attack those targeted monsters. If this card has attacked an opponents monster this turn, and your opponent controls no monsters, this card gains an additional attack. Each of these effects can only be activated once per turn. If this card is sent from your hand or field to the graveyard, you can special summon 1 "Spirit of Yamato" from your deck.

 

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Once per turn, if this card would be destoyed by battle, it is not destroyed. Once per turn, during your turn, you can place 1 "Red Queen" counter on this card (max. 4)(this is a Quick Effect); this card may not attack the turn you activate this effect. During your opponents end phase, you can remove as many "Red Queen" counters as possible from this card;

• 1 or more counters: This card gains 500 ATK.

• 2 or more counters: inflict 500 LP damage to your opponent for each counter removed.

• 3 or more counters: target 2 monster cards your opponent controls; Their ATK becomes 0.

• 4 or more counters: Destroy 2 cards your opponent controls.

If this card is equipped with a "Demonic Weapon" equip spell card, it gains the following effect: This card gains 600 ATK.

 

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If you control no monsters, you can special summon this monster from your hand. If this card is used in a synchro summon, you can add 1 "Spirit of Rebellion" or "Spirit of Yamato" in your graveyard to your hand.

 

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Once per turn, you can reveal 1 "Sparda" monster card in your hand; this card gains the name, attribute, type and effects of that revealed monster. When this card is normal summoned, you can add 1 "Demonic Weapon" or "Demonic Realm" spell/trap card from your deck to your hand. You can only activate 1 of these effects per turn. If this card is equipped with a "Demonic Weapon" equip spell card, it gains the following effect: This card gains 500 ATK.

 

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You can equip this card from your field or hand to 1 face-up "Son of Sparda" It gains the following effects:

• It gains 500 ATK.

• You can target the equipped monster; That monster inflicts piercing damage, if that monster battles an opponents monster, destroy it at the end of the damage step, also destroy the targeted monster in the end phase.

When this card is summoned, you can pay half your life points; Special Summon 1 "Son of Sparda" monster from your hand or deck, then tribute 1 monster you control. If you control a face up "Spirit of Rebellion" and a face up "Spirit of Yamato" you can tribute those 2 cards, pay half your life points; Special Summon 1 "Dante, Son of Sparda" and 1 "Vergil, Son of Sparda" from your hand, deck or graveyard. Once per turn, you can discard this card; add 1 "Holy Knight of Sparda" card from your deck to your hand.

 

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You can equip this card from your field or hand to 1 face-up "Son of Sparda" or "Nero" monster. It gains the following effects:

• If the equipped monster is a "Son of Sparda" monster, It gains 500 ATK. You can target the equipped monster; That monster inflicts piercing damage, if that monster battles an opponents monster, destroy it at the end of the damage step, also destroy the targeted monster in the end phase;

• If the equipped monster is a "Nero" monster, it gains 1000 ATK and 3000 DEF, also, it's effects are negated except during each end phase, also, once per turn, if your opponent activates a card or effect, you may send this card to the graveyard: negate that activation, and if you do, destroy it.

Once per turn, on either players turn, you can tribute this face-up card; special summon 1 "Holy Knight of Sparda" card from your deck. Once per turn, you can discard this card; add 1 "Son of Sparda" card from your deck to your hand.

 

 

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If you control a "Sparda" monster(s), and no other monster(s) you can normal summon any "Sparda" monster without tribute. The summon of any "Sparda" monster with a level which is also lower than 8 cannot be negated. If a "Spirit of Rebellion" or "Spirit of Yamato" card would be added from your graveyard to your hand, you can add that card from your deck, instead.

 

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This card is also an Equip Spell card. This card can only be equipped to "Sparda" monsters with no other equipped spell cards and a level which is also less than 8. Once per turn; you can make the equipped monster gain a second attack until the end phase, even if this card is no longer on the field. Once per turn, when an opponent targets the equipped monster with a monster effect, you can return this card to your hand; negate the effect.

 

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This card is also an Equip Spell card. This card can only be equipped to "Sparda" monsters with no other equipped spell cards and a level which is also less than 8. The equipped monster gains 500 ATK. Once per turn, when an opponent special summons a monster, you can return this card to hand; negate the effects of that special summoned monster until your opponents next standby phase. When the equipped monster inflicts battle damage; you can add 1 "Spirit of Rebellion" monster from your graveyard to your hand.

 

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This card is also an Equip Spell card. This card can only be equipped to "Sparda" monsters with no other equipped spell cards and a level which is also less than 8. The equipped monster gains piercing damage. Once per turn, when an opponent targets the equipped monster with a monster effect, you can return this card to your hand; negate the effect. When the equipped monster inflicts battle damage; you can add 1 "Spirit of Yamato" monster from your graveyard to your hand.

 

 

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2 level 1 "Spirit of Rebellion" or "Spirit of Yamato" monsters.

Once per turn, you can detach 2 xyz materials: xyz summon 1 "Sparda" xyz monster using this card as material.

 

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2 level 8 "Sparda" monsters

This card can also be xyz summoned by using 1 "Force Edge, Promise of Sparda" you control as xyz material. This card can only be Xyz summoned. Once per turn, during either players turn, you can detach 1 xyz material from this card; attach this card to 1 "Legendary Dark Knight Sparda" xyz monster you control. "Legendary Dark Knight Sparda" must have at least 1 "Son of Sparda" material attached to it to activae and resolve this effect.

 

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2 level 6 "Sons of Sparda" monsters

Once per chain, during either players turn, you can discard 1 card then target 1 monster in either players graveyard; banish it.

• If this card has a "Force Edge" monster as a material, it gains the following effect: Once per turn, discard 1 card; target 1 monster on the field, banish that monster.

• If this card has a "Sword of Sparda" monster as a material, it gains the following effects: This card gains 1400 ATK, this card inflicts piercing damage, also if "Sword of Sparda" is the only xyz material attached to this card; banish this card.

• If this card has a "Son of Sparda" monster as a material, it gains the following effects: Cannot be targeted by card effects, also once per turn, you can detach 1 Xyz material from this card, banish 2 cards your opponent controls.

 

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Once per turn, during either players turn, you can make all "Sparda" monsters you control unaffected once this turn by your opponents monster or pendulum effects. During your main phase 2, you can change the battle position of this card.

 

 

So some things to note: I'm aware that my bullet holes are all over the place, I'm honestly not sure how to handle them with some of the effects. And I'm now thinking that my synchro may be hilariously broken, I'm hoping that the fact that it's effect can only be fired once per turn, and only protect once per turn is enough of a downside but I'm not now so confident, thoughts?

 

Thanks for looking! :D

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