Bluvista Posted December 26, 2019 Report Share Posted December 26, 2019 I was watching the episode in Zexal where we first see Anna duel, ad I got to thinking. I've spent nearly a month making Machine-type monster of various types, changing ideas and strategies of said deck until I finally came up with the idea I have now. I also came up with a name for the deck that wasn't a near copy of someone else's work. So here it is, the finally finished Mightymetal Deck. Extra Deck monsters: Mightymetal Corrupted Machinery Level: 8 DARK Machine/Fusion/Effect ATK: 2500/ DEF: 1500 Description: 1 level 5 or higher Mightymetal monster + 1 level 4 or lower Mightymetal monster Cannot be destroyed by card effects. Once per turn, you can target any number of Mightymetal monsters, spells, or traps in your GY, return those targeted cards to the bottom of your deck, then for every 2 cards returned to the bottom of the deck by this effect, you can return one card on the opponents field to their hand. This monster cannot battle the turn you activate this effect. Mightymetal Rare Falcon Level: 8 WIND Machine/Fusion/Effect ATK: 1000/ DEF: 2000 Description: 1 Mightymetal Ritual monster + 1 Mightymetal monster Cannot be destroyed by battle once per turn. Once per turn, if there are no cards in your hand, you can guess what type of card the top card of your deck is. Draw 1 card, if the card is the type you guessed, inflict 500 damage to your opponent, then this card gains 500 ATK and DEF. Once per turn, you can send one Mightymetal card in your hand to the GY, then add 1 Mightymetal card from your GY to your hand, other than the one that was discarded. Mightymetal Chaos Leviathan Level: 8 DARK Machine/Fusion/Effect ATK: 2800/ DEF: 0 Description: 1 Mightymetal Ritual monster + 1 Mightymetal monster Once per turn when this card destroys an opponents monster by battle, you can discard every card in your hand, then draw 2 cards. This card can attack 2 times each battle phase. This card can inflict piercing damage. Mightymetal Prominent Phoenix Level 10: FIRE Machine/Fusion/Effect ATK: 3000/ DEF: 3000 Description: 2 Mightymetal Fusion monsters Cannot be destroyed by card effects. When this card battles an opponents monster, negate the effects of that monster, then neither players monster is destroyed, and neither player takes any battle damage. After damage calculation, destroy the opponents monster, and inflict damage equal to its original ATK. If this card attack or was attacked, at the end of the battle phase, banish it. If banished by its own effect, special summon it during your next standby phase. If special summoned by its own effect, destroy all cards on the opponents field. Mightymetal Fused Apostle Level 10: LIGHT Machine/Fusion/Effect ATK: 0/ DEF: 0 Description: 3 Mightymetal monsters This card cannot be selected as the target for an attack. Once per turn, during either players turn, when the opponent activates a card effect, you can banish this card, then negate the effect activation, and banish that card. If this card was banished by its own effect, you can special summon it from the banish zone during the next players standby phase. If special summoned by its own effect you can banish one card on the opponents field. Mightymetal Industrial Chimera Level 12: EARTH Machine/Fusion/Effect ATK; ?/ DEF: 5000 1 Mightmetal Ritual monster + 1+ Mightymetal monsters Unaffected by card effects. When this card is Fusion summoned, its original ATK becomes equal to half of the combined total ATK of all monster used to summon it. When this card Attacks, All card effects on the opponents field, and in their GY are negated. When this card destroys the opponents monster by battle, you can equip that monster to this card. This card gains ATK equal to half of the original ATK of all monsters equipped onto it by this effect. This card can attack one additional time for each monster equipped to it. When this card would leave the field by any means, you can send 1 card equipped to this card instead. This card cannot attack directly. That's the Extra deck, next we have all the Ritual monsters/spells of the Archetype. Ritual Monsters: Mightymetal Flying Fortress Level 10: WIND Machine/Ritual/Effect ATK: 3000/ DEF: 2500 Description: Can be Ritual summoned using any Mightymetal Ritual Spell. Cannot be destroyed by battle. Once per turn, when the opponent activates a Spell/Trap card or effect that would destroy a card on the field or inflict damage (Quick Effect): You can negate the destruction and/or make all damage 0, then inflict 1000 damage to your opponent. You can only use each of the following effects of this Ritual Summoned monster once per turn, but it cannot attack the turn it uses either of them: - If there are no cards in your hand: You can draw one card and reveal it. If it is a Mightymetal Spell/Trap, you can add 1 Machine monster from your Deck or GY to your hand. - You can send 1 Machine monster from your hand to the GY: Inflict 1000 damage to your opponent. Mightymetal Glorious Bismarck Ritual Level 10 WATER Machine/Ritual/Effect ATK; 3000/ DEF: 1000 Description: Can be Ritual summoned using any "Mightymetal" Ritual Spell. Cannot be destroyed by the opponents card effects. Once per turn, you can force the opponent to send one monster they control to the GY. If they do, they take 1000 damage. When this card attacks, the opponent cannot activate monster effects, spells, or traps, on the field, Hand, or in the GY. Negate the effects of monster destroyed in battle by this card. This card can inflict piercing damage. If this card destroys an opponents monster in battle, after damage calculation, deal 1000 damage to your opponent, then if you did, this card is allowed to attack again in a row. Mightymetal Manica Gladiator Ritual level 10 EARTH ATK: 3500/ DEF: 0 Machine/Ritual/Effect Description: Can be Ritual Summoned using any mightymetal Ritual Spell. Cannot be destroyed by Card effects. When this card battles, your opponent cannot activate spells, or traps. Negate the effect(s) of a Effect monster(s) this card battles with. This card inflicts Piercing Damage. when this card destroys a Defense Position monster by battle: Inflict damage to your opponent equal to the destroyed monster's original ATK. When this card destroys an Attack Position monster by battle: Inflict damage to your opponent equal to the destroyed monster's original DEF. When this card leaves the field: Inflict 1000 damage to your opponent. Mightymetal Imperial Juggernaut Ritual Level 8 EARTH ATK: 500/ DEF: 3500 Description Can be Ritual Summoned using any Mightymetal Ritual Spell. when this card battles an opponents monster it gains ATK equal to opponents monsters ATK. If this card destroys an opponents monster by battle, switch it to defense position after damage calculation. While this card is in defense position, it is the only monster the opponents monsters can attack. Once per turn, when the opponent declares an attack with a special summoned monster against this card, you can negate that attack, then inflict 1000 damage to your opponent. Mightymetal Doomsday Gear Ritual Level 6 EARTH ATK: 0/ DEF/ 0 Description Can be Ritual Summoned using any Mightymetal Ritual Spell. This card is not treated as being on the field. This card cannot be selected as the target for battle or effect. this card cannot be destroyed by Effects that don't target. During each players Standby phase, all face up cards on the opponents field gain one Doomsday Counter. Oncer per turn, you can deal 100 points of damage to your opponent for every Doomsday counter on their field. When a card with a Doomsday Counter on it leaves the field, inflict 100 damage to your opponent for each counter that card had on it. Mightymetal Light Artillery Dragon Ritual Level 4 Wind ATK: 0/ DEF: 2600 Description: Can be Ritual Summoned using any Mightymetal Ritual Spell. Once per turn, while in attack position, you can tribute 1 Mightymetal Monster on the field, inflict damage to your opponent equal to half of its original ATK. If you do, switch this card into Defense position. Once per turn, while in Defense position, this card cannot be destroyed by Battle. Ritual Spells: Combustible Ritual Ritual Spell This card is always treated as a Mightymetal card. Can be used to Ritual summon any Machine type Monster. Once per duel. while their is a Machine type Ritual monster on the field, if the opponent takes effect damage, you can banish this card from your GY, along with 1 Machine type monster. Draw 2 cards. You can only activate 1 Combustible Ritual per turn. Reinstate Ritual Ritual Spell This card is always treated as a Mightymetal card. Can be used to Ritual summon any Machine type Monster. Once per turn, when a Machine type Ritual monster is destroyed, you can add this card and 1 level for or lower Machine type monster from your GY to your hand. Machina Ritual Ritual Spell This card is always treated as a Mightymetal card. Can be used to Ritual summon any Machine type Monster. When a Machine type monster would leave the field by any means, you can banish this card instead. If banished by its own effect, draw 1 card. You can only activate this effect of Machina Ritual once per turn. You can only activate one Machina Ritual per turn. Alright, next, (in no particular order) The rest of the cards in the deck. Mightymetal Brute Monster EARTH/Machine/Effect Level: 4 ATK; 1400 DEF: 1500 During either players Battle phase, you can discard this card from your hand, then 1 monster on your side of the field gains 1000 ATK until the end of the Battle phase. Once per turn, while this card is in the GY, you can discard 1 card from you hand, then, draw one card. Mightymetal Spearer Monster WIND/Machine/Effect Level:4 ATK: 2000 DEF: 0 This card can inflict piercing damage to defense position monsters. Once per turn, when this card destroys an opponents monster in battle, you can switch this monster to defense position, then, add 1 spell or trap from your Deck to your Hand. Mightymetal Maiden Monster LIGHT/Machine/Effect Level: 4 ATK 800 DEF: 2000 During either players turn, you can discard this card from your hand, then special summon 1 level 4 or lower Mightymetal monster from your GY. That monster has its effect negated, but it cannot be destroyed by battle or by effect for the rest of the turn. Mightymetal Gemwing Monster WIND/Machine/Union/Effect Level: 4 ATK: 1000 DEF: 1000 You can discard one card from your hand, then special summon this card from your hand. Once per turn, you can target 1 Mightymetal monster on your field, equip this card to it as an equip spell. Or un-equip it, and special summon it. The Mightymetal monster equipped with this card gains 500 ATK, and can attack every monster the opponent controls once. If the equipped monster were to be destroyed, you can return this card to your Hand, prevent it's destruction. Mightymetal Princess Monster WIND/Machine/Effect Level: 3 ATK; 900 DEF; 700 Once per turn, you can discard one card from your hand, ten, add one banished card to your hand. Mightymetal Arsenal Continuous Spell Once per turn. You can discard one card, then, Banish 1 card from your GY, other than the one that was discarded, then Add 1 Mightymetal card from your deck to your Hand. Once per turn, you can send this card to the GY, then draw 1 card. Mightymetal Chain Normal Trap Equip this onto one monster on the field,that monster has all of its effect negated, and loses half of its ATK, and if it is destroyed, inflict damage to its original controller equal to half of its original ATK. Then, return this card to your hand. Mightymetal Genie Monster DARK/Machine/Effect Level: 4 ATK: 950 DEF: 1650 Once per turn, during either players turn, when this card is discarded from your hand by a card effect, you can banish 1 card from your GY. Then return this card to your hand, and draw 1 card. This card cannot be normal summoned/set the turn this effect activates. Mightymetal Booster Quick-Play Spell Discard 1 card from your hand, or banish 1 card from your GY, then increase the ATK and DEF of one Mightymetal monster by 1000. Mightymetal Slasher LIGHT/Machine/Effect Level: 4 ATK: 2100 DEF: 0 When there are no monster on your side of the field, you can special summon this card from your hand. Once per turn, you can discard 1 card in your hand, then add 1 card in your GY to your hand. When this card destroys a monster in battle, it is changed to Defense mode at the end of the turn. Mightymetal Heavy Freight EARTH/Machine/Effect Level: 10 ATK: 2800 DEF: 2000 When this card is sent to the GY, inflict 800 damage to the opponent. Once per turn, while this card is in the GY, you can tribute 1 card on your side of the field, then special summon this card from the GY. This card can attack the opponent directly, but when it does so while there are monster on the opponents field, the damage dealt to the opponent is halved. Mightymetal Mage LIGHT/Machine/Effect Level: 1 ATK; 0 DEF: 0 When this card is sent to the GY, you can add 1 spell or trap from your Deck to your Hand Mightymetal Zombie DARK/Machine/Effect Level: 4 ATK: 1000 DEF: 1500 You can discard 1 card from your hand, then special summon this card from your hand. While this card is on the field, The opponents Spell and Trap effects cannot target Mightymetal Monsters on the field. When this card is sent to the GY, draw 1 card. Mightymetal Counter Counter Trap You can activate this card when the opponent declares a direct attack, banish 1 Mightymetal monster from your GY. Then destroy the attacking monster, and deal damage to your opponent equal to half of its original ATK. For the rest of the turn after this card activates, all monster with an attack equal to or lower than the destroyed monster cannot attack. Mightymetal Draw Quick Play Spell Discard 1 Mightymetal monster, then draw 2 cards. Mightymetal Master Mage Level: 7 DARK/Machine/Effect ATK: 2200 DEF: 3000 If there is a "Mightymetal Mage" in your GY, you can special summon this card from your hand. Once per turn, when the opponent activates a spell or Trap, you can negate the activation of that card. Once per turn, you can force your opponent to discard 1 card from their hand, and draw a new one. Mightymetal Engine Equip Spell Can only be equipped to a Machine type monster, the equipped monster cannot be destroyed by battle, and during you battle phase, can attack 1 additional time for every 3 levels it has. Mightymetal Dispel Continuous Trap Activate only while there is a Mightymetal monster in your GY. Your opponent cannot activate card effects that would target a card in either players GY. Your opponent cannot activate card effects that originate in the GY. Mightymetal Ryu Level: 10 LIGHT/Machine/Effect ATK: 3000 DEF: 1200 When this card is sent to the GY, you can destroy all Spells and Traps on the opponents field. While this card is in your GY, cards and effects that would prevent a Machine type monster from activating its effects, or battling are negated. Mightymetal Dunker Level: 4 DARK/Machine/Effect ATK: 1500 DEF: 1200 You can discard 1 Mightymetal monster from your hand, inflict 500 damage to your opponent Mightymetal Tank Level: 2 EARTH/Machine/Effect ATK: 200 DEF; 2000 When this card is sent to the GY, you can deal the opponent 500 damage. Once per turn, when your opponent declares an attack, you can special summon this card from your GY, but it is banished when it next leaves the field. If this card is destroyed in battle, after damage calculation, destroy the monster that destroyed this card. Mightymetal Interceptor Level: 4 EARTH/Machine/Effect ATK: 0 DEF: 2000 When your opponent declares a direct attack, you can special summon this card from your Hand or GY. When this card that has been special summoned by its own effect leaves the field it is banished. Mightymetal Reflector Level: 4 EARTH/Machine/Effect ATK: 1100 DEF: 1800 When this card is sent to the GY, you can banish 1 card from the opponents GY. Once per turn, while this card is in the GY, if a level 4 or lower Mightymetal monster were to be sent to the GY by a card effect other than its own, you can banish 1 other MIghtymetal Monster from your GY, then special summon that monster. Mightymetal Werewolf DARK/Machine/Effect Level: 4 ATK: 2000 DEF: 0 When this card is normal summoned, you can add 1 level 4 or lower Mightymetal monster from your Deck to your Hand. When this card is banished from the GY by a card effect, you can add it to your hand Mightymetal Emeralder Level: 6 WIND/Machine/Effect ATK: 2400 DEF: 1400 When Fusion summoning a Machine type Fusion monster, you can substitute this card for any fusion material. If this effect is used, the other fusion material(s) must be correct. When this card is Used for a Fusion Summon of a Machine type monster, you can fuse the required materials together without a Fusion card. Mightymetal Blader Level: 4 DARK/Machine/Effect ATK: 1800 DEF: 1500 You can discard this card from your hand, one Machine type monster gains a permanent 800 ATK boost. Mightymetal Fusion Quick-Play Spell You can use this card to Fusion summon any Machine type Fusion monster using Fusion material monsters from your Hand, Field, or GY, by shuffling this card and those Fusion material into the deck. You must discard 1 card to activate this card. No cards or effects can be chained onto the activation of this card. The Machine type Fusion monster Fusion summoned by this cards effect gains ATK equal to half of the combined total ATK of all Monsters that were used as Fusion material. EDIT: I forgot 2 cards in the archetype,, RIP. Anyway, here are the other 2 cards. Mightymetal Soul-sharer LIGHT/Machine/Effect Level: 1 ATK: 0 DEF: 0 This card cannot be destroyed by battle, once per duel, you can tribute this face-up, Defense position monster, take control of one special summoned monster the opponent controls. Once per turn, while this card is in the GY, if there are no cards in your Hand, you can banish this card, then draw 1 card. Mightymetal Fortress Normal trap When the opponent declares a direct attack, you can reduce all battle damage to 0. If this face-down card is sent to the GY, you can add 1 Mightymetal monster from your GY to your Hand. Once per turn, while this card is in the GY. When a Mightymetal monster is destroyed, you can make all damage 0, then special summon 1 level 4 or lower Mightymetal monster from your GY, other than the one that was destroyed. Well, there's the Archetype, please tell me what y'all think it! Link to comment Share on other sites More sharing options...
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