Tinkerer Posted September 11, 2015 Report Share Posted September 11, 2015 The weirdest Trap Monsters you will ever see. They can't attack as Trap Monsters, but you don't take Battle Damage from them being attacked. Once they're destroyed, however . . . they clog your opponent's field, lock down their Graveyard, banish their Extra Deck, keep them from drawing, and are just the biggest jerks this game has ever seen. Effectively, unless your opponent can banish or bounce them, this archetype will troll them into ragequitting.Hello, fine peoples! So yeah, I really had a ton of fun with this prompt. I hope y'all enjoy! Falsehood DrawloqueContinuous TrapSpecial Summon this card as an effect monster (Zombie-type/DARK/level 9/ATK 0/DEF 0). This card cannot attack and you do not take damage from battles involving this card. You cannot draw outside the Draw Phase. If this card is destroyed and sent from the field to the Graveyard, you can banish 1 trap card from your Graveyard to Special Summon this card to your opponent's side of the field as an Effect Monster. You can only use this effect of "Falsehood Drawloque" once per turn. Falsehood FinarrestContinuous TrapSpecial Summon this card as an effect monster (Zombie-type/DARK/level 9/ATK 0/DEF 0). This card cannot attack and you do not take damage from battles involving this card. You cannot activate card effects in their Graveyard except "Falsehood" cards. If this card is destroyed and sent from the field to the Graveyard, you can banish 1 trap card from your Graveyard to Special Summon this card to your opponent's side of the field as an Effect Monster. You can only use this effect of "Falsehood Finarrest" once per turn. Falsehood Ex-trandeathContinuous TrapSpecial Summon this card as an effect monster (Zombie-type/DARK/level 9/ATK 0/DEF 0). This card cannot attack and you do not take damage from battles involving this card. During your End Phase, you must banish a number of Extra Deck monsters equal to the number of "Falsehood" monsters you control. If this card is destroyed and sent from the field to the Graveyard, you can banish 1 trap card from your Graveyard to Special Summon this card to your opponent's side of the field as an Effect Monster. You can only use this effect of "Falsehood Ex-trandeath" once per turn. Falsehood HelpoemerContinuous TrapSpecial Summon this card as an effect monster (Zombie-type/DARK/level 9/ATK 0/DEF 0). This card cannot attack and you do not take damage from battles involving this card. During your End Phase, discard 1 card. If this card is destroyed and sent from the field to the Graveyard, you can banish 1 trap card from your Graveyard to Special Summon this card to your opponent's side of the field as an Effect Monster. You can only use this effect of "Falsehood Helpoemer" once per turn. Falsehood MX-gardnaContinuous TrapSpecial Summon this card as an effect monster (Zombie-type/DARK/level 9/ATK 0/DEF 0). This card cannot attack and you do not take damage from battles involving this card. Change all monsters you control into defense position. If this card is destroyed and sent from the field to the Graveyard, you can banish 1 trap card from your Graveyard to Special Summon this card to your opponent's side of the field as an Effect Monster. You can only use this effect of "Falsehood MX-gardna" once per turn. Falsehood TribugonContinuous TrapSpecial Summon this card as an effect monster (Zombie-type/DARK/level 9/ATK 0/DEF 0). This card cannot attack and you do not take damage from battles involving this card. Players must destroy a card they control to Special Summon a monster(s) from their Hand or Deck. If this card is banished, you can excavate the top 3 cards of your Deck; Set any number of continuous traps among them then shuffle the rest back into your Deck. Falsehood SlitehandCounter TrapActivate when a "Falsehood" card is targeted by a card effect. Negate that effect and destroy 1 card on the field. If this card is banished, you can add 1 "Falsehood" card from your Deck to your Hand. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted September 11, 2015 Report Share Posted September 11, 2015 This seems like it would be a fun archetype. Each one inhibits the player and if they're destroyed, it is Special Summoned to the other side of the field. The effects don't seem broken. Any reason why they're all Level 9? Or does that just contribute to the wierdness? Link to comment Share on other sites More sharing options...
Tinkerer Posted September 11, 2015 Author Report Share Posted September 11, 2015 Yeah, for the weirdness mostly, but also there really isn't any way to reasonably make Rank 9s. So if your opponent doesn't take the bait, you can turn things around with your own offensive presence. Oh, I also put up "Helpoemer" and "MX-gardna". Link to comment Share on other sites More sharing options...
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