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Cell Fighter Archetype [Written]


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Cell Fighter is a Level 4 Cyberse theme focused on dealing with various effects and combating them but are only effective when they are as a unit with no outside sources or Extra Deck monsters as those could be infectous viruses.

Cell Fighter Striker T.
lv 4 DARK
Cyberse/Effect
Once per turn, when your opponent activates a Spell Card while all monsters you control are "Cell Fighter" monsters (Quick Effect): You can negate that cards effects until the End Phase this turn.
ATK/1900 DEF/800

Cell Fighter Eospear
lv 4 FIRE
Cyberse/Effect
If this card or a "Cell Fighter" monster you control attacks a face-down Defense Positon Monster while all monsters you control are "Cell Fighter" monsters: The attack targets effects are not activated when flipped face-up, also, inflict piercing battle damage.
ATK/1800 DEF/1200

Cell Fighter B. Buster 
lv 4 WIND
Cyberse/Effect
Once per turn, when your opponent activates a Trap Card while all monsters you control are "Cell Fighter" monsters (Quick Effect): You can negate that cards effects until the End Phase this turn.
ATK/1700 DEF/1300

Cell Fighter Whites
lv 4 LIGHT
Cyberse/Effect
Once per turn, when your opponent activates a monster effect while all monsters you control are "Cell Fighter" monsters (Quick Effect): You can negate that cards effects and its ATK and DEF becomes 0 until the End Phase this turn. 
ATK/1600 DEF/1400

Cell Fighter T. Supporter
lv 4 WATER
Cyberse/Effect
If this card is Normal or Special Summoned while all monsters you control are "Cell Fighter" monsters: Add 1 "Cell Fighter" Card from your Deck to your hand.
ATK/1400 DEF/1100

Cell Fighter Platelet Guard
lv 4 EARTH
Cyberse/Effect
Once per turn, If your opponents monster declares an attack while all monsters you control are "Cell Fighter" monsters: Negate that attack.
ATK/800 DEF/2000

Body Structure Prison
Field Spell Card
(This card is always treated as a "Cell Fighter" Card.)
After activation: Special Summon 1 "Cell Fighter" monster from your GY. All Level 4 or lower Cyberse Monsters gain 1000 ATK and DEF. Once per turn: You can Special Summon 1 "Cell Fighter" Monster from your hand. You can only activate 1 "Body Stucture Prison" per turn.

Code Black
Quick-Play Spell Card
(This card is always treated as a "Cell Fighter" Card.)
Activate this card while you control no monsters or all monsters you control are "Cell Fighter" monsters. Special Summon 1 "Cell Fighter" monster from your Deck, also, for the rest of this turn, you cannot Special Summon monsters except "Cell Fighter" monsters. You can only activate 1 "Code Black" per turn.

Cell Fighter Security
Continous Spell Card
While all monsters you control are "Cell Fighter" monsters, your opponent cannot activate cards or effects from their hand or GY. If this card is destroyed by an opponents card effect: Special Summon 1 "Cell Fighter" monster from your hand or GY.

Cell Fighter Red Recovery
Continous Spell Card
Once per turn, while all monsters you control are "Cell Fighter" monsters: Target 1 "Cell Fighter" monster you control or in your GY; return the targeted card to your hand, then, gain 1500 LP. If this card is destroyed by an opponents card effect while all monsters you control are "Cell Fighter" monsters: Draw 2 cards, then, discard 1.

Cell Fighter Monobuster
Trap Card
Special Summon this card as a Effect Monster (Cyberse-Type/DARK/Level 4/ATK 2000/ DEF2000) (This card is NOT treated as a Trap Card.) If your opponents monsters attack, this card becomes the target of that attack. If this card battles an opponents monster whose ATK is higher than this cards while all monsters you control are "Cell Fighter" monsters, this cards ATK becomes equal to the ATK of the card it battles +100.

Cell Fighter Call MASTer
Trap Card
If you control no monsters, you can activate this card from your hand. Special Summon as many "Cell Fighter" monsters with different names from your hand and/or GY, also for the rest of this turn, you cannot Special Summon monsters except "Cell Fighter" monsters.

Cell Fighter Macroguards
Counter Trap Card
If you control 3 or more "Cell Fighter" monsters, you can activate this card from your hand. Activate this card when your opponent activates a Spell/Trap Card or a Monster effect while all monsters you control are "Cell Fighter" monsters. Negate the activation and banish it, then, set this card instead of sending it to the GY. 

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