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$(AGM)$ Get rekt scrub! MLG Archetype


TF2_The_Scout

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There are images for these, but they won't upload to Imgur for some reason. I'll put up the images when I can.

 

MLG Gaben

Level 6

FIRE

Warrior/Effect

ATK: 2300 DEF: 1100

 

Cannot be Normal Summoned/Set. This card is unaffected by card effects, except "MLG" card effects. If this card is special summoned by the effect of an "MLG" card: Your opponent may not Special Summon monsters from their hand or deck during their next turn.

 

MLG John Cena

Level 6

FIRE

Warrior/Effect

ATK: 2300 DEF: 1100

 

Cannot be Normal Summoned/Set. Once per turn: You can target 1 "MLG" monster in your Graveyard; Add it to Hand. If this monster battles an Effect monster: Destroy that monster at the start of the Damage Step.

 

MLG Sanic

Level 6

FIRE

Beast/Effect

ATK: 2300 DEF: 1100

 

Cannot be Normal Summoned/Set. If this card is special summoned: You can banish 1 card your opponent controls face-down. If an "MLG" monster you control battles an opponent's monster: Your opponent cannot activate Spell/Trap cards until the end of the damage step.

 

MLG Shrek

Level 6

FIRE

Fiend/Effect

ATK: 2300 DEF: 1100

 

Cannot be Normal Summoned/Set. Once per turn: You can pay 500 LP, then reveal 3 "MLG" monsters to your opponent from your Deck, except "MLG Shrek"; Your opponent chooses 1 of those monsters and it is special summoned to your side of the field, then the rest are sent to the Graveyard.

 

MLG Snoop Dogg

Level 6

FIRE

Warrior/Effect

ATK: 2300 DEF: 1100

 

Cannot be Normal Summoned/Set. If this card is Special Summoned: You can add 1 "MLG" Spell/Trap card from your Deck to Hand. You can discard 1 "MLG" monster; Draw 2 cards. You can only use this effect of "MLG Snoop Dog" once per turn, and only once that turn.

 

MLG Thomas

Level 6

FIRE

Machine/Effect

ATK: 2300 DEF: 1100

 

Cannot be Normal Summoned/Set. If an "MLG" monster is destroyed(by battle or by card effect): You can Special Summon this card, and if you do, add 1 "MLG" monster in your Graveyard to hand. Once per turn, during either player's turn: You can pay 500 LP, then target 1 Spell/Trap card your opponent controls; Destroy it.

 

MLG Trickshooter

Level 6

FIRE

Warrior/Effect

ATK: 2300 DEF: 1100

 

Cannot be Normal Summoned/Set. If your opponent activates a card or effect on the field: You can discard this card; Negate the activation, and if you do, destroy it. During your opponent's turn:You can banish this card from your graveyard, then target 1 card on the field; Negate its effects this turn(this is a quick effect).

 

MLG Swagnemite

Level 4

FIRE

Machine/Effect

ATK: 1500 DEF: 1000

 

If this card is Summoned: You can target up to 2 monsters on the field; Negate their effects this turn. You can tribute this card; Special Summon 1 "MLG" monster from your Deck or Graveyard, except "MLG Swagnemite." You can only use this effect of "MLG Swagnemite" once per turn.

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MLG Compilation

Continuous Spell

 

You can only control 1 "MLG Compilation." If you control another "MLG" card, this card cannot be targeted by card effects. Once per turn: You can Special Summon 1 "MLG" monster from your Hand. Once per turn: You can banish 1 "MLG" card from your Graveyard; Add 1 "MLG" card from your Deck to Hand.

 

MLG Energy Supplements

Quickplay spell

 

"MLG" monsters are unaffected by your opponent's card effects this turn. All "MLG" monsters you control gain 500 ATK this turn.

 

MLG Farmland

Field spell

 

Cannot be destroyed by card effects. All "MLG" monsters gain 200 ATK times the number of "MLG" monsters on the field. When an "MLG" monster you control battles an opponent's monster: Gain 1000 LP at the end of the Damage Step. Once per turn: You can pay 1000 LP; Apply 1 of these effects.

-Draw 1 card.

-Special Summon 1 "MLG" monster from your Hand or Graveyard.

 

MLG Noscope

Quickplay spell

 

Activate only if you control an "MLG" monster. Destroy 1 card your opponent controls, and if you do, banish it face-down. You can only use 1 "MLG Noscope" per turn.

 

MLG Summer Sale

Continuous Trap

 

When an "MLG" monster you control inflicts battle damage to your opponent: You can, immediately after this effect resolves, special summon 1 "MLG" monster from your hand or graveyard. During the End Phase of the turn this card is sent to the Graveyard: You can add 2 "MLG" cards from your deck to hand. You can only use each effect of "MLG Summer Sale" once per turn.

 

MLG Wambo Combo

Continuous Trap

 

When your opponent adds a card from their deck to hand(except by drawing): You can discard 1 random card from your opponent's hand. During either player's turn: You can tribute 1 "MLG" monster you control; Banish 1 card on the field. You can only use each effect of "MLG Wambo Combo" per turn.

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I think Farmland can be phrased as: "All "MLG" monsters gain 200 ATK for each "MLG" monster on the field." Not sure whether I like Wambo Combo's first effect, considering it could just be a sided card such as mistake. Then again, with Graveyard play, it's probably fine. Trickshooter also....it's a better Effect Veiler/Ghost Ogre.

 

All in all, I feel the cards are far too reliant on Compilation. That's the only real way of bringing them out without a requirement (Farmland requires you to have and have attacked successfully with one of them) and it doesn't even have self-protection. The archetype seems to brick a lot, considering you basically have to wait until you draw compilation, as the archetype can't search too well outside its monsters or controlling its monsters. There's too many effects requiring you to control these hard to get out monsters.

 

It has a cool idea, but doesn't work out too well in the long run.

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I think Farmland can be phrased as: "All "MLG" monsters gain 200 ATK for each "MLG" monster on the field." Not sure whether I like Wambo Combo's first effect, considering it could just be a sided card such as mistake. Then again, with Graveyard play, it's probably fine. Trickshooter also....it's a better Effect Veiler/Ghost Ogre.All in all, I feel the cards are far too reliant on Compilation. That's the only real way of bringing them out without a requirement (Farmland requires you to have and have attacked successfully with one of them) and it doesn't even have self-protection. The archetype seems to brick a lot, considering you basically have to wait until you draw compilation, as the archetype can't search too well outside its monsters or controlling its monsters. There's too many effects requiring you to control these hard to get out monsters.It has a cool idea, but doesn't work out too well in the long run.

Farmland doesn't require you to attack to summon a monster. That's Summer Sale.

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Farmland doesn't require you to attack to summon a monster. That's Summer Sale.

Ah, got mixed up. Still, even with Farmland and Compilation, I feel there should be another way, considering both are vulnerable to S/T destruction.

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