Little Shuriken Posted May 25, 2023 Report Share Posted May 25, 2023 Quote T.G. Halq Cat Dark/Link 2 Beast/Effect/Link 1000/ATK 2 Effect Monsters, including a "T.G" Monster If this card is Linked Summoned; Special Summon 1 "T.G." Monster from your Deck. After you Link Summon this card, "T.G."monsters you control are also treated as Machine Type for the rest of this Duel. If this card is used a Link material for a "T.G." Link Monster; add 1 "T.G." Monster from you deck to your hand. You can only each of "T.G. Halq Cat" once per turn. Cannot be used a Link Material, except for the Link Summon of a "T.G." Monster. This card is meant to be a replacement to the Banned Halq, which was used to Link climb into T.G. Trident Launcher. There are some restrictions to it like not being able to use it as link Material except for the Link Summon of a T.G. Link monster so keep it from becoming abused in ways that it wasn't intended to be used. This card also has some flavor text that makes T.G. you control gain the machine type, this is a reference to T.G.s anime effect which made them have the machine type. Potentially this can give T.G.s access to generic Machine support such as Machine duplication or the ability to Summon Extra deck monsters that require a machine type as material such a Hi-Speedroid Kite Drake. The last effect serves two purposes, one is to set up your Trident Launcher's effect so you have a T.G. in hand to Summon, and the 2nd purpose it to Chain Block T.G. Trident Launcher's effect; T.G.s can easily be stopped by Ashing Trident so being able to Chain block for this effect is very useful. Quote T.G.R - AP Continuous Trap When this card is activated: Special Summon 1 T.G. Monster from your Hand, GY, Deck or that is Banished. During the Main Phase: You can activate 1 of these effects; ● Target 1 monster your opponent Controls and 1 "T.G." monster you control; switch control of both monsters. ● Target 1 "T.G" monster you control; destroy it, and then destroy 1 card your opponent controls. You can only use each effect of "T.G.EX- 20R" once per turn. T.G.s received a noticeable amount of Spell/Trap support, the one with the most competitive history being TG1 - EMI which a Trap Creature Swap. I wanted to pay an homage to these cards by with this card. First and foremost, activating this card summons a T.G. from deck, which is mainly intended to fuel it's other disruption effects since they require you to control a T.G. to use. Its first effect just destroys a T.G. you control and a card your opponent controls. Destroying a T.G. will cause it to add another T.G. to you hand during the End Phase, so you'll have another T.G. next turn to use the effect again, which makes a cycle of Destroying T.G.s and your opponents cards. If you opponent is running Floadgates such as skill drain to shut down your monster effects you should be able to deal with them easily with this card's effect. Alternaitvely you are able to use this card's creature swap effect instead of it's destruction effect. Repeatedly stealling you opponent's important pieces/boss monsters can be game winning on it's own, so Im considering errataing this card's effect to send iself to the GY after using the creature swap effect or just replacing the effect with something else. I would like more opionions on this card especially. Quote T.G. Steam Toad Water/Level 2 Psychic/Effect ATK/0 DEF/1000 Cannot be used as a Synchro or Link material, except if the other material is a "T.G." monster. If this card you control is used as Synchro Material for a "T.G." monster, you can treat it as a Tuner. If you control no monsters, or if you control a "T.G." monster, you can special summon this card from your hand. When this card is Normal or Special Summoned; you can target 1 "T.G." monster you control; change this cards level to that card's level minus 5. If this card is sent to the GY as Synchro or Link Material for a "T.G." monster: you can special Summon 1 "T.G." monster from deck. You can only use each effect of "T.G. Steam Toad" once per turn. The purpose of this card is to be a powerful extender for the deck. It's effect essentially lets it be able to be used with any other T.G. main deck monster(Other than that assault mode card) to make the Archetypal level 5 Synchros. Being able to special summon itself on an empty field lets the deck also be able to play without the normal summon since you would just need to special summon another T.G. from hand to make a Synchro or the new Link 2. Quote T.G. Slug Gunner Fire/Level 5 Aqua/Synchro/Effect ATK/2500 DEF/1700 1 Tuner + 1 or more non - Tuner "T.G." monsters If this card is Special Summoned: target 1 card on the field; destroy that target, and if you do, Special Summon 1 "T.G." Monsters from your deck and 1 from your GY who's combined levels are equal to or less then 5. You can only use this effect of "T.G. Slug Gunner" Once per turn, during the End Phase, if this card is in the GY and sent there this turn: you can add 1 "T.G" card from your GY to your Hand. "Why make a new level 5 Synchro? T.G.s already have T.G. Hyper Librarian which is a near broken card" You might be thinking, well I personally find that Hyper Liberian isn't as abuse-able in T.G.s as in other deck like Synchrons, which are able to make the Synchro and keep combo'n off to draw plenty; T.G.s usually end up making their level 5 non-tuner in the middle of the combo so they only really draw into 1 or 2 cards. So I just made a Level 5 Synchro who's effect would be consistently useful. It's first effect lets you target a card on the field and destroy it, it could be your opponent's card or your own T.G. monsters, either choice is beneficial to you; after that then it would special summon a T.G. from deck and Gy who's level are equal to or less then 5, so you can potentially make the Link 2/3 or a Synchro of your choice like T.G. Star Guardian. Or just make any generic Synchro like Baronne or Omega. It's second effect a slow recycling effect to tie this card in with the other T.G. card's floating effects. This card might need more restrictions on it to prevent it from Soley being used as a tool to climb into generic Synchros. Quote T.G. Blade Blaster EX Earth/Level 10 Warrior/Synchro/Effect ATK/3300 DEF/2200 1 T.G. Synchro Tuner + 1 T.G. Synchro Non Tuner If this card is Synchro Summoned; set 1 Spell/Trap that mentions "T.G." from your deck. During either player's turn; return this card to the Extra Deck, then Special Summon, from your hand and/or GY, as many "T.G." monsters who's total levels equal 10. Each effect of T.G. Blade Blaster can only be used once per turn. This is my reimagining of Blade Blaster that acts as a combo enabler and searcher for the deck instead of playing as a boss monster. On it's synchro summon it sets a Spell/trap that mentions 'T.G." in it's test so it allows us to consistently search a out our T.G.R - AP or search any of the other older spells. Most of them aren't great so I wouldn't recommend it. It can also put iself back into the Extra at quick effect speed to Summon T.G.s from the Hand or GY, most of the time you'll end up just summoning back the two level 5's to make this to summon another synchro. Another benefit for this effect being a quickie is that it can dodge targeting effects just how the old blade blaster would. As well as tagging it out on the opponent's turn to summon Star Guardian and Slug Gunner to trigger their on summon effects. Quote T.G. Raging Railgunner Light/Level 12 Machine/Synchro/Effect ATK/4000 DEF/3200 1 T.G. Tuner + 2 Non-Tuner Synchro Monsters If a monster would be Summoned, OR your opponent activates a card or effect that would summon a monster: you can shuffle 1 "T.G." card from your GY, Hand or that is Banished into the Deck; Negate that Card's Effect or the Summon and if you do, Banish that Card. You can only use this effect of "T.G. Raging Railgunner" Twice per turn. If this Synchro Summoned Card leaves the field: You can Special Summon 1 level 10 or lower "T.G." Monster from your Hand, Deck, Extra Deck, GY, or that is Banished.(This is treated as a Synchro Summon) My intent for this card is to make it so good that T.G.s decks would prioritizes this card over any other generic Synchro, because it would need to compete with generic negates Baronne and Shooting Blazar. So improving upon Halberd Cannon's negation effect is a necessity. Raging Railgunner negates effects that would Special Summon so can negate booth inherent summons and non-inherent summons. Compared to Halberd Cannon this card doesn't just stand there while your opponent fusions/Ritual Summons. Another thing that I've added it making it a hard twice per turn instead of a normal hard once per turn to encourage the use of this card over Blazar, since Blazar can also serve a similar role to Rail Gunner. I've also decided to give it a very strong floating effect, unlike Halberd Cannon it doesn't missing timing all the dam time and actually works against removal that banishes. Most of the time you'll chose to float into Blade Blaster Ex, which will activate it's effect and set a card, then Blade Blaster will Tag out to Summon Slug Gunner and Star Guardian, which will also activate their effects, then Star Guardian can activate it's effect to summon another Synchro such as Barrone to Satellite Warrior. Lmk what yall think of this retrain of Halberd Cannon. Link to comment Share on other sites More sharing options...
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