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[AGM, Written] Cosmo


Draconus297

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Cosmoraptor- Comps

LIGHT - Level 2 - Dinosaur/Effect - 800/300

When this monster inflicts Battle Damage to your opponent's Life Points, increase the ATK of all face-up Dinosaur-type monsters you control by this monster's current ATK.

 

Cosmoraptor- Velo

LIGHT - Level 3 - Dinosaur/Effect - 1400/800

When this monster inflicts Battle Damage to your opponent's Life Points, select and activate one of the following effects:

•Add 1 "Cosmor" monster from your Deck or Graveyard to your hand.

•Special Summon 1 "Cosmoraptor" monster from your hand.

 

Cosmoraptor- Pteryx

LIGHT - Level 4 - Dinosaur/Effect - 1600/800

When this monster inflicts Battle Damage to your opponent's Life Points, you can select 1 Spell or Trap Card from your opponent's Graveyard: add it to your hand.

 

Cosmoraptor- Dio

LIGHT - Level 5 - Dinosaur/Effect - 2100/1400

When this monster inflicts Battle Damage, destroy the monster your opponent controls with the highest ATK.

 

Cosmoraptor- Uta

LIGHT - Level 6 - Dinosaur/Effect - 2300/1600

Increase this monster's DEF by 100 for every "Cosmor" card you control. When this monster inflicts Battle Damage to your opponent's Life Points and your opponent still controls a monster, this monster can declare an additional attack, using its DEF for damage calculation.

 

Cosmoraptor- Jura

LIGHT - Level 7 - Dinosaur/Effect - 2700/2100

This monster gains 300 ATK and DEF for every "Cosmor" card on the field and in the Graveyard. Once per turn, you can negate the effect of 1 Dinosaur-type monster you control, until the End Phase: this monster gains that monster's effects, and half of that monster's current ATK and DEF (permanently). (This is a Quick Effect).

 

Cosmoraptor - Tyranno

LIGHT - Level 8 - Dinosaur/Effect - 3100/2600

If this monster battles your opponent's Special Summoned monster, this monster gains ATK equal to half the ATK of the opposing monster. If this monster destroys your opponent's monster by battle, you can increase the ATK of all "Cosmoraptor" monsters you control by 200 times the Level of the destroyed monster, and if you do, shuffle the destroyed monster into the Deck instead of sending it to the Graveyard.

 

Cosmorider Red

FIRE - Level 6 - Warrior/Pendulum/Union/Effect - 2200/1600 - Scale 8

Pendulum Effect: When a "Cosmoraptor" monster you control declares an attack, decrease the ATK and DEF of all face-up monsters your opponent controls by 100 until the End Phase of this turn. During your Main Phase, you can return this card to your hand: you can only activate this effect of "Cosmorider Red" once per turn.

Monster Effect: If this monster battles, it gains half the ATK of the opposing monster during the Damage Step only. During your Main Phase, you can equip this monster (from your hand or side of the field) to a face-up "Cosmoraptor" monster you control: it gains this card's effect.

 

Cosmorider Green

WIND - Level 5 - Warrior/Pendulum/Union/Effect - 2000/1400 - Scale 1

Pendulum Effect: Once per turn, you can negate 1 Trap Card that would target a "Cosmo" card you control. During your Main Phase, you can return this card to your hand: you can only activate this effect of "Cosmorider Green" once per turn.

Monster Effect: If this monster battles, your opponent cannot activate Trap Cards for the remainder of the current turn. During your Main Phase, you can equip this monster (from your hand or side of the field) to a face-up "Cosmoraptor" monster you control: it gains this card's effect.

 

Cosmorider Blue

WATER - Level 4 - Warrior/Pendulum/Union/Effect - 1800/1200 - Scale 1

Pendulum Effect: Once per turn, you can target 1 Spell Card your opponent controls: negate its effect and add it to your hand. During your Main Phase, you can return this card to your hand: you can only activate this effect of "Cosmorider Blue" once per turn.

Monster Effect: This monster is unaffected by your opponent's Spell Cards. During your Main Phase, you can equip this monster (from your hand or side of the field) to a face-up "Cosmoraptor" monster you control: it gains this card's effect.

 

Cosmorider Black

EARTH - Level 3 - Warrior/Pendulum/Union/Effect - 1500/900 - Scale 8

Pendulum Effect: Your opponent cannot negate the attacks of "Cosmo" monsters you control. During your Main Phase, you can return this card to your hand: you can only activate this effect of "Cosmorider Black" once per turn.

Monster Effect: This monster can attack twice during your Battle Phase. During your Main Phase, you can equip this monster (from your hand or side of the field) to a face-up "Cosmoraptor" monster you control: it gains this card's effect.

 

Cosmoraptor Violet

DARK - Level 2 - Warrior/Pendulum/Union/Effect - 800/500 - Scale 8

Pendulum Effect: During your Battle Phase, you can target 1 "Cosmo" monster you control: it inflicts piercing Battle Damage. During your Main Phase: you can return this card to your hand: you can only activate this effect of "Cosmorider Violet" once per turn.

Monster Effect: This monster inflicts piercing Battle Damage. During your Main Phase, you can equip this monster (from your hand or side of the field) to a face-up "Cosmoraptor" monster you control: it gains this card's effect.

 

Cosmorider White

LIGHT - Level 6 - Warrior/Pendulum/Union/Effect - 2300/1400 - Scale 1

Pendulum Effect: When a "Cosmoraptor" monster you control destroys your opponent's monster by battle, inflict damage to your opponent's Life Points equal to the destroyed monster's original ATK. If a "Cosmor" monster, or "Cosmo" Spell/Trap Card you control is sent to your hand by a card's effect: Increase the ATK of all face-up "Cosmor" monsters you control by 1000.

Monster Effect: This monster gains 200 ATK for every "Cosmor" card you control. During your Main Phase, you can equip this card (from your hand or side of the field) to a face-up "Cosmoraptor" monster you control: it gains this card's effect.

 

Concentrated Cosmos

Continuous Spell

If you control no monsters, or if all monsters you control are "Cosmor" monsters, "Cosmoraptor" monsters in your Graveyard can be Pendulum Summoned. Once per turn, during your Battle Phase, you can target 1 "Cosmor" monster you control: Reduce its ATK by 200. The target monster can attack your opponent's Life Points directly this turn. At the start of your second Main Phase, that monster's ATK returns to normal.

 

Cosmo Force

Quick-Play Spell

Activate only if a "Cosmoraptor" monster you control battles your opponent's Level or Rank 5 or higher monster. The ATK of all "Cosmoraptor" monsters you control is doubled.

 

Cosmic Jungle

Field Spell

(This card is always treated as a "Cosmo" card).

"Cosmor" monsters you control are unaffected by all card effects that would prevent them from attacking during your Battle Phase. Once per turn, if a "Cosmor" monster would be destroyed by your opponent's card effect, you can send that monster to your hand: Special Summon a "Cosmor" monster from your hand that is a lower Level than the monster added to your hand.

 

Cosmo Quanta

Continuous Trap

This card's effect cannot be negated. When this card is activated, place 5 Time Counters on it. If you Pendulum Summon using 2 "Cosmorider" cards as your Pendulum Scales, place 1 Time Counter on this card for each "Cosmor" monster Summoned. During each of your End Phases, remove 1 Time Counter from this card. "Cosmor" monsters you control gain 100 ATK for each Time Counter on this card. If this card has no Time Counters on it, destroy it. As long as this card is face-up on the field, your opponent must Summon monsters in Attack Position, and the attacks of "Cosmo" monsters cannot be negated.

 

Cosmo Fury

Counter Trap

If your opponent negates the attack or effect of a "Cosmor" monster you control by a card's effect, send 1 "Cosmo" card from your hand to your Graveyard: negate that effect, and increase the attacking monster's ATK by half the combined ATK of all other face-up "Cosmor" monsters you control.

 

Cosmo Thunder

Normal Trap

Special Summon 1 "Cosmor" monster from your Graveyard: its original ATK is treated as 0 until the End Phase of this turn. If 2 or more "Cosmo" cards were destroyed this turn, you can activate this card the same turn it was Set.

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Most of the monsters seem tame. Some seem unlikely to be able to inflict Battle Damage. However, as you mentioned, you plan on making support. The only one that seem questionable is "Cosmorider Red", as it seems to serve as an archetype equivalent of "Honest". Otherwise, the cards seem fair, and Battle Damage effects aren't used often (especially when compared to Graveyard effects). And these Battle Damage effects seem subtle. Maybe one of the support cards can allow one of the monsters attack directly in exchange for less damage.

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