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Quickdraw Outlaw


ClemsContent

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Name - Quickdraw Outlaw

Attribute - EARTH

Level - 3

Type - Warrior

Effect - If this card is in your hand during the first turn of the duel: You can Special Summon this card from your hand in face-up Attack Position, and if you do, the turn player can conduct a Battle Phase this turn. You cannot Normal Summon or Set monster(s) during the turn this card is Special Summoned by its own effect. Once per turn, during your Main Phase: You can add 1 equip spell card from your deck to your hand.

ATK/DEF - 1200/1000

 

Name - Quickdraw Sheriff

Attribute - EARTH

Level - 3

Type - Warrior

Effect - 

ATK/DEF - 1400/1200

Effect  - Your opponent cannot Set cards. At the end of the Battle Phase: Return all monsters which attacked this turn to their owner's hands.

 

Name - Quickdraw Bounty

Spell Type - Quick-Play

Effect - This card activation cannot be negated. Target 1 monster your opponent controls, and if it is destroyed, inflict damage to your opponent's LP equal to its ATK.

 

Name - Quickdraw Steel Revolver

Spell Type - Equip

Effect - Equip only to a "Quickdraw" monster. Battle damage inflicted to your opponent by battles involving the equipped monster is doubled. During the Battle Phase: Increase the ATK of the equipped monster by 800 until the end of the Battle Phase. If the equipped monster is destroyed: You can target another "Quickdraw" monster on the field and equip it with this card. You can only equip 1 "Quickdraw Revolver" to each monster.

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4 hours ago, ClemsContent said:

Name - Quickdraw Outlaw

Attribute - EARTH

Level - 3

Type - Warrior

Effect - If this card is in your hand during the first turn of the duel: You can Special Summon this card from your hand in face-up Attack Position, and if you do, the turn player can conduct a Battle Phase this turn. You cannot Normal Summon or Set monster(s) during the turn this card is Special Summoned by its own effect. Once per turn, during your Main Phase: You can add 1 equip spell card from your deck to your hand.

ATK/DEF - 1200/1000

Easiest FTK card ever and even if that somehow fails it searches an equip spell.

Name - Quickdraw Sheriff

Attribute - EARTH

Level - 3

Type - Warrior

Effect - 

ATK/DEF - 1400/1200

Effect  - Your opponent cannot Set cards. At the end of the Battle Phase: Return all monsters which attacked this turn to their owner's hands.

2 Floodgates in a monster. This is fairly balanced.

Name - Quickdraw Bounty

Spell Type - Quick-Play

Effect - This card activation cannot be negated. Target 1 monster your opponent controls, and if it is destroyed, inflict damage to your opponent's LP equal to its ATK.

1. Original ATK or ATK on field?

2. There is no reason this should have protection from negation.

Name - Quickdraw Steel Revolver

Spell Type - Equip

Effect - Equip only to a "Quickdraw" monster. Battle damage inflicted to your opponent by battles involving the equipped monster is doubled. During the Battle Phase: Increase the ATK of the equipped monster by 800 until the end of the Battle Phase. If the equipped monster is destroyed: You can target another "Quickdraw" monster on the field and equip it with this card. You can only equip 1 "Quickdraw Revolver" to each monster.

so this card in deck and one more solid ATK boost card in hand (only 2k) wins you the game with the first monster.

 

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1 hour ago, Loleo said:

Easiest FTK card ever and even if that somehow fails it searches an equip spell.

If I added a clause to limit it to 1 equip spell equipped at any one time, or some other way to limit how much damage it could do on the first turn, could it be playable?

1 hour ago, Loleo said:

1. Original ATK or ATK on field?

2. There is no reason this should have protection from negation.

1. The ATK on the field, if it wouldn't be too OP. It could even become a risky strategy to try and power up your opponent's monster. If that's too exploitable though, then the original ATK could work also.

2. I'm a bit unsure when to include protection effects lol. I guess I included here because the effect on its own doesn't do much, and needs another way to destroy the targeted monster before it pays off.

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43 minutes ago, ClemsContent said:

If I added a clause to limit it to 1 equip spell equipped at any one time, or some other way to limit how much damage it could do on the first turn, could it be playable?

1. The ATK on the field, if it wouldn't be too OP. It could even become a risky strategy to try and power up your opponent's monster. If that's too exploitable though, then the original ATK could work also.

For both of those hopes I can say it's worth a try. It's very likely there is an easy exploit but you can put it up and see if it's abused

2. I'm a bit unsure when to include protection effects lol. I guess I included here because the effect on its own doesn't do much, and needs another way to destroy the targeted monster before it pays off.

Fair thought process but I don't think that's an appropriate use (in my personal opinion, it's not wrong).  Maybe instead of protection you can banish from GY to activate again if you control a quick draw? Don't add that second part if it deals he damage on the field though.

note would like your comment but am out of reactions

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