RiftVirus Posted June 5, 2018 Report Share Posted June 5, 2018 Just want people's thought on this archetype I made, it's called 'Altworld'. It's based on the idea of dimension hopping, using lots of Field Spells. MONSTERS: ALTWORLD BLADERLevel 4/Light/Warrior1800/1500Each time a Field Spell is activated, increase the ATK and DEF of this card by 300. If this card is sent to the GY, you can add 1 Field Spell from your Deck or GY to your Hand.---------------------------------------------------------ALTWORLD BLASTERLevel 4/Light/Warrior1700/1600Once per turn, when a Field Spell is activated, you can destroy one Set card on the Field.---------------------------------------------------------ALTWORLD DEFENDERLevel 8/Light/Warrior1000/3000If an 'Altworld' card you control is targeted for an attack or effect, you can Special Summon this card from your Hand, and if you do, negate the attack or effect. While this card is on the Field, your opponent cannot negate the effects of Field Spells.-------------------------------------------------------ALTWORLD EATERLevel 10/Dark/Fiend0/0This card cannot be Normal Summoned or Set. This card can only be Special Summoned by having exactly 5 Field Spells in your GY and cannot be Special Summoned by any other ways. This card cannot be destroyed by battle or card effects. You take no Battle Damage from battles involving this card. Up to twice per turn, you can banish 1 Field Spell from your GY, and if you do, inflict 1000 damage to your opponent.------------------------------------------------------ALTWORLD JUMPERLevel 4/Dark/Spellcaster1900/1600If a Field Spell is activated while you control no monsters, you can Special Summon this card from your Hand or GY. You can send this card from your Hand to the GY, and if you do, add 1 Field Spell from your Deck to your Hand.------------------------------------------------------ALTWORLD RUNNERLevel 3/Light/Warrior1000/1500 Once per turn, when a Field Spell is activated, you can take one card from your opponent's GY and add it to your Hand, and if you do, banish this card until the End Phase.-----------------------------------------------------ALTWORLD SHARPSHOOTERLevel 4/Light/Warrior1900/1400 When this card is Summoned, you can discard 1 card at random from your opponent's Hand. You can target one Field Spell you control and one monster your opponent controls. Destroy them both. You can only activate both effects of 'Altworld Sharpshooter' once per turn.-----------------------------------------------------ALTWORLD TIMERLevel 4/Dark/SpellcasterWhen this card is Summoned, activate the last Field Spell destroyed. Each time a Field Spell leaves the Field, inflict 500 damage to your opponent.----------------------------------------------------- SPELLS: ALTWORLD AGARTHAField Spell All 'Altworld' monsters gain 500 ATK and DEF. When this card is activated, excavate cards from the top of your Deck equal to the number of Field Spells in your GY with different names. If an 'Altworld' card is revealed, you can add one of the 'Altworld' cards revealed by this effect to your Hand.-----------------------------------------------------ALTWORLD ATLANTISField Spell All 'Altworld' monsters gain 500 ATK and DEF. When this card is activated, target cards equal to the number of Field Spells in your GY with different names, and destroy them.----------------------------------------------------ALTWORLD COLLAPSEQuickplay Spell Destroy all Field Spells. You can banish this card from your GY in order to add 1 Field Spell from your Deck to your Hand.---------------------------------------------------ALTWORLD CRYSTALCOVEField SpellAll 'Altworld' monsters gain 500 ATK and DEF. Once per turn, during either player's turn, you can pay 1000 Life Points and target 1 'Altworld' card you control. It cannot be destroyed by battle, and is unaffected by card effects until the End Phase. ---------------------------------------------------ALTWORLD DUNEField Spell All 'Altworld' monsters gain 500 ATK and DEF. While this card is on the Field, neither player can add cards from their Deck to their Hand (except by drawing).-----------------------------------------------------ALTWORLD EL DORADOField Spell All 'Altworld' monsters gain 500 ATK and DEF. When this card is activated, draw cards equal to the number of Field Spells with different names in your GY, then send any Field Spells drawn to the GY.-----------------------------------------------------ALTWORLD SHANGRI-LAField Spell All 'Altworld' monsters gain 500 ATK and DEF. While this card is on the Field, neither player can activate Spell/Trap cards except Field Spells.-----------------------------------------------------ALTWORLD UNDERWORLDField Spell All 'Altworld' monsters gain 500 ATK and DEF. When this card is activated, you can Special Summon 1 'Altworld' monster from your GY. You can tribute one 'Altworld' monster you control, and if you do, activate 1 Field Spell directly from your Deck.----------------------------------------------------ALTWORLD VORTEXContinuous Spell Once per turn, you can destroy 1 Field Spell you control, and if you do, Special Summon 1 'Altworld' monster from your GY.---------------------------------------------------FIND THE ALTWORLDERNormal Spell Add 1 'Altworld' monster from your Deck to your Hand. You can only activate one 'Find the Altworlder' per turn.----------------------------------------------------MULTIVERSEContinuous Spell Once per turn, you can banish one Field Spell from your GY, and if you do, you can add 1 Field Spell from your Deck to your Hand. If this card would be destroyed, you can destroy 1 Field Spell you control instead. TRAPS: ALTWORLD RETURNNormal Trap Shuffle 1 Field Spell from your side of the Field into your Deck, then immediately activate another Field Spell with a different name from your Hand, Deck, or GY. You can only activate 1 'Altworld Return' per turn. Link to comment Share on other sites More sharing options...
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