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[SATS] Time Thief Archetype


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TimeThiefWinder-SAST-EN-C-1E.png

 

SAST-EN082
Time Thief Winder
Level 4 / DARK / Psychic / Effect
1800 ATK / 1300 DEF


You can detach 1 material from an Xyz Monster you control: special summon this card from your hand. If this card is normal summoned or special summoned: add 1 “Time Thief” Card from your deck to your hand, except “Time Thief Winder”. You can only use each effect of “Time Thief Winder” once per turn.

 

TimeThiefBezelShip-SAST-EN-C-1E.png

 

SAST-EN083
Time Thief Bezel Ship
Level 4 / DARK / Machine / Effect
1000 ATK / 2000 DEF


(Quick Effect): You can Tribute this card, then target 1 “Time Thief” Xyz Monster you control; attach 1 card from your opponent’s GY to that monster as material. If this card is in the GY: You can detach 1 material from an Xyz Monster you control; Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Time Thief Bezel Ship” once per turn.

 

TimeThiefRegulator-SAST-EN-C-1E.png

 

SAST-EN084
Time Thief Regulator
Level 4 / DARK / Machine / Effect
600 ATK / 200 DEF


If you control no other monsters: You can Tribute this card; Special Summon 2 “Time Thief” monsters with different names from your Deck in Defense Position, except “Time Thief Regulator”. When an Xyz Monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Time Thief Regulator” once per turn.

 

TimeThiefRedoer-SAST-EN-C-1E.png

 

SAST-EN085
Time Thief Redoer
Rank 4 / DARK / Psychic / Effect
2400 ATK / 2000 Def
2 Level 4 Monsters


Once per turn, during the Standby Phase: You can attach the top card of your opponent’s Deck to this card as material. (Quick Effect): You can detatch up to 3 different types of materials from this card, then apply the following effect(s) depending on what was detatched
● Monster: Banish this card until the End Phase ● Spell: Draw 1 card.
● Trap: Place 1 face-up card your opponent controls on top of the Deck.
You can only use this effect of “Time Thief Redoer” once per turn.

 

TimeThiefHack-SAST-EN-C-1E.png

 

SAST-EN086
Time Thief Hack
Continuous Spell Card


During the turn they are Special Summoned, Xyz Monsters you control cannot be destroyed by your opponent’s card effects, also your opponent cannot target them with card effects. You can target 1 face-up Xyz Monster you control; it gains 300 ATK for each material currently attached to it, until the end of this turn, and if it does, and also has a material that is owned by your opponent, it can attack directly this turn (even if this card leaves the field). You can only use this effect of “Time Thief Hack” once per turn.

 

TimeThiefFlyback-SAST-EN-C-1E.png

 

SAST-EN087

Time Thief Flyback
Normal Trap Card


Target 1 “Time Thief” Xyz Monster you control; attach 1 “Time Thief” card from your hand or Deck to it as material. You can banish this card from your GY, then target 1 “Time Thief” Xyz Monster you control; attach 1 card from your opponent’s GY to it as material. You can only use 1 “Time Thief Flyback” effect per turn, and only once that turn.

 

Source: https://ygorganization.com/votesigurdfromgeneologyoftheholywarforcyl3/

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inb4 Persona 5 memes
 

So, an Archetype that can fuel itself with your opponent's cards... looks very promising already.  I'd like to see if any more cards come out which interact with "materials owned by your opponent", as well as perhaps a monster that attaches a monster it/a "Time Thief" monster destroys by battle to itself as material.  Perhaps also a card that attaches a material from your opponent's hand to an Xyz Monster?
 

Possibilities seem endless =3 Plus I finally have an Archetype for Alister Azimuth to use.

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The Phantom Knights of Time Thief Going Second Opening Combo (uninterrupted and assuming rulings are correct):

Activate Regulator: Special Summon Bezel Ship and Winder

Winder effect add Flyback.

 

Normal Summon TPKO Ancient Cloak, SS TPKO Sectre Boots, Overly into Breaksword.

Activate Breaksword pop a card, activate Breaksword GY effect, revinving the two PKs as Lv. 4

 

(Monsters on field: 4 Lv. 4 monsters, Flyback in hand.)

Link 2 PK's and Winder into Bardice, search/Set fog blade.

Banish Boots from GY search Brigandine

 

Set Brigandine and Flyback, activate Brigandine

Overly Brigandine and Bezel into Redoer, Bardiche effect pop 1.

Battle Phase.

 

Opponent's turn: Activate Flyback on DP, Attach Hack

SP: Detach hack draw 1 (could detach Brigandine to force stall if need be.)

 

As for going first: Haven't gotten that far yet. This is gonna be fun.

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The Phantom Knights of Time Thief Going Second Opening Combo (uninterrupted and assuming rulings are correct):

Activate Regulator: Special Summon Bezel Ship and Winder

Winder effect add Flyback.

 

Normal Summon TPKO Ancient Cloak, SS TPKO Sectre Boots, Overly into Breaksword.

Activate Breaksword pop a card, activate Breaksword GY effect, revinving the two PKs as Lv. 4

 

(Monsters on field: 4 Lv. 4 monsters, Flyback in hand.)

Link 2 PK's and Winder into Bardice, search/Set fog blade.

Banish Boots from GY search Brigandine

 

Set Brigandine and Flyback, activate Brigandine

Overly Brigandine and Bezel into Redoer, Bardiche effect pop 1.

Battle Phase.

 

Opponent's turn: Activate Flyback on DP, Attach Hack

SP: Detach hack draw 1 (could detach Brigandine to force stall if need be.)

 

As for going first: Haven't gotten that far yet. This is gonna be fun.

 

Perhaps a Brilliant Fusion tie-in is necessary? That or Brain Research Lab, so the Normal Summons don't conflict.

 

(also why oh WHY did Ritual Beasts not use Brain Research Lab they're already so dependant on the Normal Summon on the first turn as is lol) 

 

But yeah, this is a great start for the first Psychic Xyz that not either A) a Number or B) Armored Kappa. And it really helps to promote the original Psychic physic of banishing to avoid stuff.

 

I'll place down specific scores on this later when the rest of the Savage Strike stuff is revealed. Don't wanna go off half-co*ked after all.

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The Phantom Knights of Time Thief Going Second Opening Combo (uninterrupted and assuming rulings are correct):

Activate Regulator: Special Summon Bezel Ship and Winder

Winder effect add Flyback.

 

Normal Summon TPKO Ancient Cloak, SS TPKO Sectre Boots, Overly into Breaksword.

Activate Breaksword pop a card, activate Breaksword GY effect, revinving the two PKs as Lv. 4

 

(Monsters on field: 4 Lv. 4 monsters, Flyback in hand.)

Link 2 PK's and Winder into Bardice, search/Set fog blade.

Banish Boots from GY search Brigandine

 

Set Brigandine and Flyback, activate Brigandine

Overly Brigandine and Bezel into Redoer, Bardiche effect pop 1.

Battle Phase.

 

Opponent's turn: Activate Flyback on DP, Attach Hack

SP: Detach hack draw 1 (could detach Brigandine to force stall if need be.)

 

As for going first: Haven't gotten that far yet. This is gonna be fun.

 

How are you getting Regulator on the field without using your Normal Summon?

 

The other issue is that even if you get Regulator on board, that is a 3 card combo that more heavily relies on the Phantom Knights than these cards.  As cool as the result is, that ideal is unlikely to happen.

 

Might as well post my thoughts on these from NCM:

 

As interesting as these are, I can see why they're all commons.  They're pretty gimmicky, reliant on the opponent, and generally seem fragile.  Of course, this is only the first set. They definitely have room to grow depending on how they're supported.

 

My immediate thought for 'em is maybe combining 'em with Zoodiacs?  Barrage is still at 3 and it patches a number of this archetype's flaws (namely getting an Xyz on the field to enable these cards' SS effects) while these can help enable Zoo plays by getting Zoo monsters into the GY at a +.

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Artifact Lancia can Tribute from hand. That's what I think the Ruling for regulator is because activation condition is "if you control no monsters" I said the combo works if the rulings are correct

Unfortunately, unless the card specifies that it can be tributed in hand, "tribute" only works on the field (similar to how "destroy" is only on the field unless specified otherwise).

 

Regulator says that as long as you control no OTHER monsters, which implies that you do need to control it to resolve its effect.

 

...I'll admit though, I never realized Lancea tributes. You learn something new every day, huh?

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