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A FIRE Archetype! Contains 28 cards.


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Decided to make a dedicated thread for this Archetype. Anyway, here they are!

 

 

[spoiler=[b]Korne Monsters[/b]]

[spoiler=[b]Ancient Korne Shaman[/b]]

 

Spellcaster/FIRE/Ritual/Effect/Level 6/ATK 1000/DEF 2000

 

 

This monster can only be Ritual Summoned with the Ritual Spell Card, "Ancient Korne Ritual". Once per turn, you can move this card to an adjacent unoccupied Monster Card Zone. Once per turn, you can increase the ATK of 1 other "Korne" monster by 200 X this cards Level, until the End Phase. If you activate this effect, this card cannot attack this turn. When this card destroys your opponents monster by battle, increase this card level by 1.

 

 

[spoiler=[b]Korne Beast Master[/b]]

 

Warrior/FIRE/Effect/Level 2/ATK 500/DEF 1500

 

 

When this card is Normal or Flip Summoned, you can flip all cards on your opponents side of the field that are in the same column as this card face-up and look at them. Your opponent then selects and destroys one of the flipped cards. Activate an appropriate effect based on the destroyed card:

 

•Monster: Send this card to the Graveyard and Special Summon 1 Level 5 or lower "Great Kronel Beast" monster from your hand or Deck to your side of the field.

 

•Spell: This card gains 1500 ATK.

 

•Trap: Twice per turn, you can negate your opponents attack.

 

 

 

[spoiler=[b]Korne Demolishun Skwod[/b]]

 

Warrior/FIRE/Effect/Level 4/ATK 800/DEF 1500

 

 

Once per turn, you can move this card to an adjacent unoccupied Monster Card Zone. During either players Battle Phase, you can destroy the Spell or Trap card in the same column as this card on your side of the field. The appropriate effect is then applied, based on the type of card destroyed, until the End Phase:

 

•Spell: This card gains 1500 ATK

 

•Trap: Change the battle position of the attacking monster.

 

 

 

[spoiler=[b]Korne Doctor[/b]]

 

Warrior/FIRE/Effect/Level 3/ATK 0/DEF 1850

 

 

Once per turn this card can be flipped into face-down Defense Position. When this card is flipped face-up, destroy the Spell or Trap card on your opponents side of the field, in the same column as this card. Then you can add 1 "Korne" monster from your Graveyard to your hand.

 

 

 

[spoiler=[b]Korne Franker[/b]]

 

Warrior/FIRE/Effect/Level 4/ATK 2500/DEF 0

 

 

This card cannot be Special Summoned. When this card is Normal or Flip Summoned it is changed to Defense Position. This cards battle position cannot be changed. This card can attack while in Defense Position. If this card attacks while in Defense Position, apply the ATK of this card for damage calculation. When this card destroys an opponents monster by battle, destroy all Spell and Trap cards in the same column as this card.

 

 

 

[spoiler=[b]Korne Kannon Marstar[/b]]

 

Warrior/FIRE/Effect/Level 7/ATK 2500/DEF 1200

 

 

"Kannonball" + 1 or more non-Tuner

 

Once per turn, this card can move to an adjacent unoccupied Monster Card Zone. If this monster has "Kannonball" equipped to it, it gains the following effects:

 

•Once per turn, you can send 1 face-up Equip card you control to the Graveyard to destroy all your opponents cards in the same column as this card.

 

 

 

[spoiler=[b]Korne Kannonball[/b]]

 

Rock/FIRE/Effect/Level 3/ATK 1200/DEF 1200

 

 

If this card is sent to the Graveyard for a Synchro Summon, you can activate this cards effect in the Graveyard. Discard 1 card, you can treat this card as an equip card and equip this to the Synchro monster that this monster was used for Synchro material. When equipped to a monster by this effect, each time the equipped monster destroys your opponent's monster by battle, inflict 800 damage to your opponent. If this card is sent to the Graveyard due to the effect of "Korne Kannon Marstar", this card cannot be used as an equip card until your next Standby Phase.

 

 

 

[spoiler=[b]Korne Kommander[/b]]

 

Warrior/FIRE/Ritual/Effect/Level 7/ATK 1500/DEF 1000

 

 

This monster can only be Ritual Summoned with the Ritual Spell Card, "Korne Kommander Kall". Once per turn, you can move this card to an adjacent unoccupied Monster Card Zone. When this card battles your opponents monster apply the appropriate effect, based on the type of monster:

 

•Normal: Destroy the monster without applying damage calculation.

 

•Effect: Negate the effect of the opponents monster. This card gains 1000 ATK.

 

•Ritual: This card gains ATK equal to the total ATK and DEF of the opponents monster.

 

•Fusion: Send the opponents monster to the Graveyard. If all the Fusion Material Monsters that were used for the Fusion Summon for the Fusion Summon of that Fusion Monster are in your opponents Graveyard, your opponent can Special Summon them.

 

•Synchro: This monster gains 2000 ATK.

 

 

 

[spoiler=[b]Korne Krypt Raider[/b]]

 

Warrior/FIRE/Effect/Level 6/ATK 2300/DEF 1200

 

 

Once per turn, this card can move to an adjacent unoccupied Monster Card Zone. This card cannot attack your opponent directly. During a battle involving this card, all Battle Damage both players would receive becomes 0 and neither monster can be destroyed by battle. If this card is targeted by the effects of a Spell, Trap or Monster, destroy this card. This card can only declare an attack while there is a Spell or Trap card on your opponents side of the field, in the same column as this card. When this card declares an attack, flip your opponents Spell or Trap card that is in the same column as this card and apply the appropriate effect, based on the type of card that is revealed:

 

•Spell: Destroy the flipped card and inflict 1000 damage to your opponent.

 

•Trap: Destroy the flipped card and Special Summon 1 Level 3 or lower "Korne" monster from your Deck or Graveyard.

 

 

 

[spoiler=[b]Korne Secret Defiler[/b]]

 

Warrior/FIRE/Effect/Level 5/ATK 1800/DEF 2400

 

 

Once per turn, you can flip this card into face-down Defense Position. When this card is Flip Summoned, you can toss a coin and call it. If you call it right, pick up all Set cards on your opponents side of the field and look at them, then return them all to their original position. If you call it wrong, pick up all Set cards on your opponents side of the field in the same column as this card and look at them. Return them to their original position afterwards.

 

 

 

[spoiler=[b]Mighty Korne Beast Lord[/b]]

 

Warrior/FIRE/Fusion/Effect/Level 9/ATK 3000/DEF 1500

 

 

"Korne Beast Master" + "Great Kronel Beast, Titanus"

 

While this card is face-up on the field, you can Normal Summon or Set "Great Kornel Beasts" without tributing. If this card destroys your opponents monster by battle, you can flip the Spell or Trap card on your opponents side of the field, in the same column as this card and activate the appropriate effect, based on the card's type:

 

•Spell: Place the flipped card in you Hand.

 

•Trap: Destroy the flipped card.

 

 

 

 

 

 

 

[spoiler=[b]Great Kronel Beast Monsters[/b]]

 

[spoiler=[b]Great Kronel Beast, Arameyis[/b]]

 

Beast/FIRE/Effect/Level 5/ATK 2600/DEF 1350

 

 

If this card is Special Summoned by the effect of "Korne Beast Master" it gains the following effect:

 

•During battle between am attacking "Korne" monster on your side of the field and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.

 

 

 

[spoiler=[b]Great Kronel Beast, Krileya[/b]]

 

Winged-Beast/FIRE/Effect/Level 4/ATK 1700/DEF 1200

 

 

If this card is Special Summoned by the effect of "Korne Beast Master" it gains the following effect:

 

•All "Korne" monsters can attack your opponent directly if there are no cards in the same column as the attacking monster.

 

 

 

[spoiler=[b]Great Kronel Beast, Silactor[/b]]

 

Sea Serpent/FIRE/Effect/Level 2/ATK 700/DEF 300

 

 

If this card is Special Summoned by the effect of "Korne Beast Master" it gains the following effect:

 

•Once per turn, during your Main Phase, if you control this card on the field, you can equip it to 1 other "Korne" monster on your side of the field, as an Equip Spell Card, OR unequip the Union equiment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, the equipped monster gains 500 ATK. While the equipped monster is in the same column as this card, this card cannot be destroyed by the effect of a "Korne" monster and the equipped monster gains an additional 500 ATK.

 

 

 

[spoiler=[b]Great Kronel Beast, Squilid[/b]]

 

Aqua/FIRE/Effect/Level 1/ATK 100/DEF 1000

 

 

If this card is Special Summoned by the effect of "Korne Beast Master" it gains the following effect:

 

•When a "Korne" monster you control destroys your opponents monster by battle, you can select 1 Fusion Monster in your Extra Deck that lists a "Korne" monster as Fusion Material and have this card's name treated as 1 of the Fusion Material Monsters, until the End Phase.

 

 

 

[spoiler=[b]Great Kronel Beast, Titanus[/b]]

 

Dragon/FIRE/Effect/Level 6/ATK 3000/DEF 1500

 

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "Great Kornel Beast" on your side of the field. If this card is Special Summoned, you cannot Normal Summon or Set this turn. While this card is face-up on the field, your opponent cannot select another monster as an attack target. When a "Korne" monster you control declares an attack, you can increase the ATK of the attacking monster by half of this monsters ATK until the end of the Battle Phase. This monster cannot attack during the turn you activate this effect.

 

 

 

 

 

 

 

[spoiler=[b]Spell Cards[/b]]

 

[spoiler=[b]Demo Trigger[/b]]

 

Equip Spell

 

 

This card can only be equipped to a "Korne" monster. The monster that is equipped with this card gains 200 ATK for each Spell or Trap card on the field. During the turn when a Spell or Trap card on the field is destroyed and sent to the Graveyard, the equipped monster can attack your opponents Life Points directly.

 

 

 

[spoiler=[b]Great Korne Karsall[/b]]

 

Continuous Spell

 

 

While this card is face-up, this card cannot be destroyed by the effects of "Korne" monsters. When this card is targeted by the effects of a "Korne" monster, that monster gains 100 ATK and 500 DEF.

 

 

 

[spoiler=[b]Korne Grimoire[/b]]

 

Spell

 

 

Select 1 "Korne" monster in your Graveyard and Special Summon it to your side of the field.

 

 

 

[spoiler=[b]Wild but Controlled Fire[/b]]

 

Quick-Play Spell

 

 

Activate this card when it is targeted by the effects of "Korne Demolishun Skwod". Destroy all Spell and Trap cards on your opponents side of the field.

 

 

 

[spoiler=[b]Rescue by Kronel Beasts[/b]]

 

Quick-Play Spell

 

 

Only activate this card when a "Korne" monster you control is selected as an attack target. This cards name is treated as "Korne Beast Master" while it is face-up on the field. Special Summon 1 Level 4 or lower "Great Kronel Beast" monster from your Deck. You can change the attack target of your opponents monster to the Summoned monster.

 

 

 

[spoiler=[b]Ancient Korne Ritual[/b]]

 

Ritual Spell

 

 

This card is used to Ritual Summon "Ancient Korne Shaman". You must also Tribute monsters from the field or your hand whose total Levels equal 6 or more.

 

 

 

 

 

 

 

[spoiler=[b]Trap Cards[/b]]

 

[spoiler=[b]Discovery of Heavy Explosives[/b]]

 

Continuous Trap

 

 

While this card is face-up, it cannot be destroyed by the effects of "Korne" monsters. When a "Korne" monster is Summoned or is moved by its own effect to the same column as this card, Special Summon 1 "Gre-Korne-Ade Token" (Machine/FIRE/Level 2/ATK 100/DEF 100) to your opponents side of the field. When a "Gre-Korne-Ade" Token is destroyed, its controller takes 300 damage.

 

 

 

[spoiler=[b]Korne Rekovery[/b]]

 

Trap

 

 

Activate when a "Korne" monster you control is destroyed by battle. Special Summon that monster and apply one of the following effects to the Summoned monster:

 

•Decrease the monsters Level by 1. It gains 500 ATK and loses 500 DEF.

 

•Increase the monsters Level by 1. It gains 500 DEF and loses 500 ATK.

 

 

 

[spoiler=[b]Espionage Reversal Tactics[/b]]

 

Trap

 

 

Activate only when a "Korne" monster on your side of the field is selected as an attack target. Flip the Spell or Trap card on your opponents side of the field in the same column as the attack target. If the flipped card's effect can be used, this card is treated as the flipped card. If the effect cannot be used, destroy this card. If your opponent has no Spell or Trap cards in the same column as the attack target, destroy this card.

 

 

 

[spoiler=[b]Explosive Self-Destruction[/b]]

 

Counter Trap

 

 

Only activate this card when a "Korne" monster you control targets this card with it's effect. Destroy all cards in the same column as this card.

 

 

 

[spoiler=[b]Rebellion of Allied Forces[/b]]

 

Trap

 

 

This card can only be activated while both players control an equal amount of monsters. All monsters are removed from play. During the End Phase, all monsters are returned to their respective owners opponents side of the field in the same battle positions.

 

 

 

 

 

 

 

 

I thought I'd give a shot at something slightly unique. Can't think of any cards that are affected by their position on the field except the Destiny Board stuff and Rampaging Rhynos.

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