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[AGM] Volt Satellite: EARTH Thunder-Types with Quick-play Rituals! (16/16)


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If your opponent takes damage from a card effect: You can Special Summon this card (from your hand or Graveyard). You can only Special Summon 1 "Volt Satellite Sail" per turn this way. Once per turn: You can target 1 Level 4 Ritual Monster in your Graveyard OR 2 Level 3 or lower Thunder-Type monsters in your Graveyard; shuffle them into your Deck, then add 1 Thunder-Type monster from your Deck to your hand.

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You can target 1 EARTH in your Graveyard: Shuffle it into your Deck, then Special Summon this card (from your Graveyard). You can only Special Summon 1 "Volt Satellite Battery" per turn this way. If you Ritual Summon exactly 1 "Volt Satellite" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement.

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If you attack your opponent directly and deal battle damage while they control a monster(s): You can add this card to your hand (from your Graveyard). If this card is Tributed by the effect of a Quick-Play Spell: You can shuffle 1 "Volt Satellite" monster from your Graveyard into your Deck.

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During your Standby Phase: You can shuffle 1 Thunder-Type monster from your Graveyard into your Deck, then Special Summon this card (from your Graveyard), and, if you do, draw 1 card. You can only Special Summon 1 "Volt Satellite Dish" this way per turn. If this card is Normal Summoned: You can add 1 "Volt Satellite" Card from your Deck to your hand.

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When you draw an EARTH Thunder-Type monster(s) during your Draw Phase: You can Special Summon this card (from your Graveyard). You can only Special Summon 1 "Volt Satellite Laser" this way per turn. If this card is Summoned while you control a Ritual Monster(s): You can reveal 3 "Volt Sattelite" monsters with different names from your Deck; your opponent randomly picks 1 for you to add to your hand, and you send the rest to the Graveyard.

 

 

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If a Thunder-Type monster attacks your opponent directly, they gain 500 ATK until the end of the Damage Step. "Volt Satellite" monsters you control cannot be destroyed by battle once per turn and by card effects once per turn. You can only use ach effect of "Volt Satellite Shell" once per turn.

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When a Thunder-Type monser is shuffled into your Deck, except by this card's effect: You can send 1 Thunder-Type monster from your Deck to the Graveyard. If you control no monsters: You can target 1 Thunder-Type monster in your Graveyard; shuffle it into your Deck, or add it to your hand. You can only use each effect of "Volt Satellite Intelligence" once per turn.

 

 

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"Volt Satellite" monsters cannot be targeted by attacks or card effects this turn. If a "Volt Satellite" non-Ritual Monster is Special Summoned from your Graveyard: You can add this card to your hand (from your Graveyard). You can only use this effect of "Volt Satellite Shield" once per turn.

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You can target any number of "Volt Satellite" monsters you control, then target an equal number of cards your opponent controls; regardless, your opponent takes damage equal to the number of Thunder-Type monsters you control you did not target at first x 500, then destroy the second targets (if any) . If a "Volt Satellite" monster is added to your hand from your Graveyard: You can add this card to your hand (from your Graveyard). You can only use each effect of "Volt Satellite Strike" once per turn.

 

 

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This card can be used to Ritual Summon any "Volt Satellite" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Volt Satellite" Ritual Monster from your hand whose Level is equal to or less than the total Levels of those monsters. If a "Volt Satellite" monster(s) is shuffled into your Deck: You can add this card to your hand OR your opponent takes 500 damage. You can only activate this effect of "Volt Satellite Materilization" once per turn.

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This card can be used to Ritual Summon any "Volt Satellite" Ritual Monster. Tribute monsters from your field, then Ritual Summon any number of "Volt Satellite" Ritual Monsters from your hand whose total Level is equal to or less than the total Levels of the Tributed monsters. If a "Volt Satellite" monster(s) is shuffled into your Deck: You can add this card to your hand OR your opponent takes 500 damage. You can only activate this effect of "Volt Satellite Mass Production" once per turn.

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This card can be used to Ritual Summon any "Volt Satellite" Ritual Monster. Tribute monsters from your field, then Ritual Summon "Volt Satellite" Ritual Monster from your hand or Graveyard whose Level is equal to or less than the total Levels of those monsters. If a "Volt Satellite" monster(s) is shuffled into your Deck: You can add this card to your hand OR your opponent takes 500 damage. You can only activate this effect of "Volt Satellite Formation" once per turn.

 

 

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You can Ritual Summon this card with any "Volt Satellite" Quick-Play Spell Card. This card can attack your opponent directly. If a "Volt Satellite" monster you control attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, if you your opponent takes damage from one of your card effects: This card gains ATK equal to the damage taken. If this card wasn't revealed this turn: You can reveal this card and 1 other Ritual Monster in your hand; add 1 Level 3 or lower "Volt Satellite" monster from your Deck to your hand, but it cannot be Summoned or activate its effects this turn. You can only activate this effect of "Volt Satellite Central" once per turn.

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You can Ritual Summon this card with any "Volt Satellite" Quick-Play Spell Card. This card can attack your opponent directly. If this card would deal battle damage to your opponent: Your opponent instead takes damage equal to the ATK of this card. If this card wasn't revealed this turn: You can reveal this card and 1 other Ritual Monster in your hand; add 1 "Volt Satellite" Ritual Monster from your Deck to your hand, but it cannot be Summoned or activate its effects this turn. You can only activate this effect of "Volt Satellite Central" once per turn.

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You can Ritual Summon this card with any "Volt Satellite" Quick-Play Spell Card. This card can attack your opponent directly. Once per turn: You can target 1 Ritual Monster in your Graveyard; Special Summon it, but it cannot attack this turn. If this card wasn't revealed this turn: You can reveal this card and 1 other Ritual Monster in your hand; add 1 "Volt Satellite" Quick-play Spell Card from your Deck to your hand, but it cannot be Summoned or activate its effects this turn. You can only activate this effect of "Volt Satellite Transport" once per turn.

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You can Ritual Summon this card with any "Volt Satellite" Quick-Play Spell Card. This card can attack your opponent directly. You can inflict damage to your opponent equal to the number of "Volt Satellite" monsters you control x 300. If this card wasn't revealed this turn: You can reveal this card and 1 other Ritual Monster in your hand; add 1 "Volt Satellite" non-Quick-play Spell or Trap Card from your Deck to your hand, but it cannot be Summoned or activate its effects this turn. You can only activate each effect of "Volt Satellite Weapon" once per turn.

 

 

 

[spoiler=Origin: (AGM)]Volt Satellite

A group of EARTH Thunder-type monsters. The majority of their members are level 4 Ritual monsters that are ritual summoned off quick-play spells. The non-ritual monsters tend to search and recycle while the rituals have burn effects and can attack directly. Also, their quick plays are even more wonky in that they can be activated from the Grave by banishing itself and a various amount of other cards.

 

 

 

I love Rituals. Also, I love Rituals. Also, I seem to be making a lot of them. Thoughts?

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*EDITED*

 

Arc-V needs a Ritual Dimension. They have Standard, Xyz, Fusion, and Synchro. Yet they ignore Rituals like Nekroz was never a Tier 0 deck.

 

Overall, great cards. They are adaptable to the gamestate, which I love in a card. Quickplay Rituals are DESPERATELY needed in Yu-Gi-Oh. Komoney just had to kick down Nekroz for Kozmo sales, ugh. It's also easy to make Level 4 Xyz with these guys.

 

Cards like Mystic Wok can also be used in correspondence, since it is a Quickplay Spell Card that requires tribute. These cards play defensive at first, before dishing out major damage.

 

Like Sakura said, check back on some of the wording. I can understand the meaning, but it's always better to make it more clear.

 

I give 7/10. Jk. XD

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Arc-V needs a Ritual Dimension. They have Standard, Xyz, Fusion, and Synchro. Yet they ignore Rituals like Nekroz was never a Tier 0 deck.

 

Overall, great cards. 

 

I give 7/10. XD

Any particular reason why you think the cards are great (the effects are nicely designed, they're balanced enough, etc)? Not trying to be hard on you, but you kind of have to explain your thought process with regards to the card's designs due to the AC (doesn't have to be much, but just a short piece of reasoning will suffice).

 

I hate dragging rag's name through the mud again, but back then, we had a member who made repeated comments like this (and they weren't necessarily helpful).

 

Same goes for the above user (I've told you this in the other two threads).

 

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That in mind, I'm not fond of Weapon being a 26/18 monster that effectively burns the opponent for its attack every time it damages them (coupled with the Rituals being very reminiscent of the Nekroz ones, barring the need for exact Levels). Lower its stats a bit and nerf the ATK damage thing. 

 

Battery is essentially Shurit/Ritual Raven for these; I'm assuming you meant to say EARTH monster with its SS effect. 

 

Laser should reveal the Thunder monster, so the opponent knows you have drawn an eligible card to trigger its graveyard SSing. It won't necessarily change anything, but that's basically a check to make sure you can do it. (Heart of the Underdog and some other stuff do similar things)

 

Satellite Strike is worded awkwardly, but I understand it burns the opponent for 500 x however many monsters you didn't target, then blows up the opponent's board. So basically, you decide between burning them for a sizable amount or destroying stuff, or some happy medium. 

 

 

In all, I know this is an AGM prompt but these things do have the potential to be problematic, especially with Shell pumping their stats up when they direct attack (and yeah, Generator getting pluses off of Weapon). 

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