VCR_CAT Posted June 25, 2018 Report Share Posted June 25, 2018 The pool of generic spells/traps that support machines that are, y'know, actually good are slim. Typically these themes happen to be among my favorite, so it kinda sucks to have to run a lot more monsters than one might want to at times. Following the same line of thought from when I did generic support for warriors, the intention is to come up with cards that can be very useful for a variety of decks without warranting too much banlist attention. It's a hard balance to strike, so hopefully something along that vein has been accomplished. Booting SequenceNormal SpellAdd 1 Machine monster from your Deck to your hand, then you can discard 1 card, otherwise the monster added to your hand must remain revealed. Monsters revealed by this card's effect cannot be Normal or Special Summoned except by this card's effect, unless you Normal or Special Summon a different monster first. You can banish this card from your GY and discard 2 cards: Special Summon 1 monster in your hand that was revealed by this card's effect. MechannibalizedNormal SpellBanish 2 Machine monsters from your GY with the same name: Special Summon 1 Machine monster from your hand, Deck, or GY with the same Attribute and Level as the monsters banished. You can only activate 1 "Mechannibalized" per turn. Ancient Factory of MiraclesContinuous SpellWhen this card is activated: Place 1 Charge Counter on this card. Machine monsters you control gain 100 ATK/DEF for each Charge Counter on this card. Once per turn: You can return 1 Machine monster from your hand or field to your Deck, and if you do, place 1 Charge Counter on this card. You can target 1 Machine monster you control: Remove any number of Charge Counters from this card, and if you do, that target gains 500 ATK/DEF for each counter removed. While this card has 2 or more Charge Counters: You can send this card you control to the GY, and if you do, draw 2 cards. Maximum OverclockNormal TrapTarget 1 Machine monster you control: Until the End Phase, that target is unaffected by your opponent's card effects and its ATK/DEF are doubled. At the end of the turn, destroy that target, and if you do, take damage equal to its original ATK, and if that monster did not attack during that turn, draw 1 card. Link to comment Share on other sites More sharing options...
VCR_CAT Posted June 26, 2018 Author Report Share Posted June 26, 2018 Bumppen Link to comment Share on other sites More sharing options...
VCR_CAT Posted June 26, 2018 Author Report Share Posted June 26, 2018 Updated the text on Booting Sequence to make it make more sense. Removed the OPT's as well. Link to comment Share on other sites More sharing options...
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