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[Archtype] Timegazer Sentinel


BuraiLaplayce

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Note 1: All the artwork are of other trading card game

 

[spoiler=Main Deck]

 

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Effect: If this card is Normal or Special Summoned: You can add 1 "Timegazer Sentinel" monster from your Deck to your hand. You can Special Summon 1 "Timegazer Sentinel" monster from your hand, except "Timegazer Sentinel - Morgenrot". If this card is banished: Draw 1 card. You can only use each effect of "Timegazer Sentinel - Morgenrot" once per turn.

 

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Effect: If this card is Normal or Special Summoned: You can add 1 "Timegazer" Spell/Trap card from your Deck to your hand. You can Special Summon 1 "Timegazer Sentinel" monster from your hand, except "Timegazer Sentinel - Meteokaiser". If this card is banished: Draw 1 card. You can only use each effect of "Timegazer Sentinel - Meteokaiser" once per turn.

 

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Effect: If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; return that target to the hand. You can Special Summon 1 "Timegazer Sentinel" monster from your hand, except "Timegazer Sentinel - Junger". If this card is banished: Draw 1 card. You can only use each effect of "Timegazer Sentinel - Junger" once per turn.

 

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Effect: If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; destroy that target. You can Special Summon 1 "Timegazer Sentinel" monster from your hand, except "Timegazer Sentinel - Panzer". If this card is banished: Draw 1 card. You can only use each effect of "Timegazer Sentinel - Panzer" once per turn.

 

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Effect: If this card is Normal or Special Summoned: You can target 1 monster on the field; destroy that target. You can Special Summon 1 "Timegazer Sentinel" monster from your hand, except "Timegazer Sentinel - Buster". If this card is banished: Draw 1 card. You can only use each effect of "Timegazer Sentinel - Buster" once per turn.

 

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Effect: If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; banish that target. You can Special Summon 1 "Timegazer Sentinel" monster from your hand, except "Timegazer Sentinel - Jupiter". If this card is banished: Draw 1 card. You can only use each effect of "Timegazer Sentinel - Jupiter" once per turn.

 

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Effect: If this card is Normal or Special Summoned: You can target 1 card on the field or in either player's Graveyard; return that target to either the top or bottom of the Deck. You can Special Summon 1 "Timegazer Sentinel" monster from your hand, except "Timegazer Sentinel - Pluton". If this card is banished: Draw 1 card. You can only use each effect of "Timegazer Sentinel - Pluton" once per turn.

 

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Effect: If this card is Normal or Special Summoned:You can target 1 monster on the field; banish that target. You can Special Summon 1 "Timegazer Sentinel" monster from your hand, except "Timegazer Sentinel - Mond". If this card is banished: Draw 1 card. You can only use each effect of "Timegazer Sentinel - Mond" once per turn.

 

 

 

 

[spoiler=Spell/Trap]

 

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Effect: Fusion Summon 1 "Timegazer Future Sentinel" or "Time-Space Lord Sentinel" Fusion Monster from your Extra Deck, by banishinig Fusion Materials listed on it from your hand or your side of the field. While this card is in the banished, all "Timegazer Sentinel" and "Timegazer Future Sentinel" monsters you control gain 400 ATK and DEF.

 

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Effect: Fusion Summon 1 "Timegazer Future Sentinel" or "Time-Space Lord Sentinel" Fusion Monster from your Extra Deck, by shuffling your banished Fusion Materials listed on it into your Deck. Shuffle it into the Extra Deck during the End Phase. While this card is in the banished, all "Timegazer Sentinel" and "Timegazer Future Sentinel" monsters you control gain 400 ATK and DEF. You can only activate 1 "Temporary Timegazer Fusion" per turn.

 

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Effect: If you control no monsters: Special Summon 1 "Timegazer Sentinel" monster from your hand or Deck. While this card is in the banished, all "Timegazer Sentinel" and "Timegazer Future Sentinel" monsters you control gain 400 ATK and DEF. You can only activate 1 "Timegazer Call" per turn.

 

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Effect: Banish 1 "Timegazer Sentinel" or "Timegazer Future Sentinel" monster or 1 "Timegazer" Spell/Trap Card, except "Timegazer Essence", from your hand or your side of the field, then draw 2 cards. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; target 1 card in either player's Graveyard, banish that target. You can only activate 1 "Timegazer Essence" per turn.

 

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Effect: Once per turn: You can banish 1 "Timegazer Sentinel" or "Timegazer Future Sentinel" monster from your hand or face-up from your side of the field, then target 1 card on the field; banish it face-down. If this card in its owner's possession is destroyed by an opponent's card: You can target up to 6 cards in any Graveyard(s); banish them. While this card is in the banished, all "Timegazer Sentinel" and "Timegazer Future Sentinel" monsters you control gain 400 ATK and DEF. If you have no cards in your banished, you can activate this card from your hand.

 

 

 

 

[spoiler=Extra Deck]

 

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Effect: 1 "Timegazer Sentinel" monster + 1 Level 3 or more monster

You can Special Summon this card (from your Extra Deck) by banishing 1 "Timegazer Sentinel" monster and 1 Level 3 or more monster from your side of the field. While this card is face-up on the field, "Timegazer Sentinel" and "Timegazer Future Sentinel" monsters you control cannot be destroyed by opponent card effects once per turn. Once per turn, during either player's turn, when a card or effect is activated that would destroy a card(s) on the field: You can shuffle 1 of your banished monsters into the Deck; negate the activation, and if you do, destroy it. While this card is face-up on the field, any card sent to the Graveyard is banished instead.
 
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Effect: 1 "Timegazer Sentinel" monster + 1 Level 5 or more monster
You can Special Summon this card (from your Extra Deck) by banishing 1 "Timegazer Sentinel" monster and 1 Level 5 or more monster from your side of the field. While this card is face-up on the field, your opponent cannot activate Set Spell/Trap Cards. Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card: You can shuffle 1 of your banished monsters into the Deck; negate the activation, and if you do, destroy it. While this card is face-up on the field, any card sent to the Graveyard is banished instead.
 
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Effect: 1 "Timegazer Sentinel" monster + 1 Level 7 or more monster
You can Special Summon this card (from your Extra Deck) by banishing 1 "Timegazer Sentinel" monster and 1 Level 7 or more monster from your side of the field. While this card is face-up on the field, your opponent cannot activate monster effects on the field. Once per turn, during either player's turn, when your opponent activates a monster's effect: You can shuffle 1 of your banished monsters into the Deck; negate the activation, and if you do, destroy it. While this card is face-up on the field, any card sent to the Graveyard is banished instead.
 
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Effect: 1 "Timegazer Sentinel" monster + 1 Level 9 or more monster
You can Special Summon this card (from your Extra Deck) by banishing 1 "Timegazer Sentinel" monster and 1 Level 9 or more monster from your side of the field. While this card is face-up on the field, your opponent cannot banish cards. Once per turn, when a card is banished: You can shuffle 1 of your banished monsters into the Deck; double the original ATK of this card until the end of this turn. While this card is face-up on the field, any card sent to the Graveyard is banished instead.
 
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Effect: 3 "Timegazer Future Sentinel" monsters
You can Special Summon this card (from your Extra Deck) by banishing 3 "Timegazer Future Sentinel" monsters from your side of the field. Unaffected by all other cards' effects. Once per turn, during either player's turn: You can shuffle all your banished cards (min.1) into the Deck; banish all cards your opponent controls. This card gains 200 ATK and DEF for each card banished. While this card is face-up on the field, any card sent to the Graveyard is banished instead.
 
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Effect: 3 "Timegazer Future Sentinel" monsters
You can Special Summon this card (from your Extra Deck) by banishing 3 "Timegazer Future Sentinel" monsters from your side of the field. Unaffected by all other cards' effects. Once per turn, during either player's turn: You can shuffle all your banished cards (min.1) into the Deck; banish all cards of your opponents Extra Deck. This card gains 200 ATK and DEF for each card banished. While this card is face-up on the field, any card sent to the Graveyard is banished instead.
 

 
Thank you by reading.
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you can try fix the post by neatly organize them. give them space in between the imgur link, align them in center and you can try to use Spoiler Tag  to hide 1 each of them or per category by sandwiching the imgur link and card lore or effects (most member will ask this since sometimes text on card are just to little to read and is easier to copy paste to point grammar fixes) with: spoiler=title tag and ended with /spoiler (when type each of them put them in square bracket [...] )

 

Timegazer Sentinels: so all of them have Tellar/monarch activation effect on summon to mostly disturb your opponent, a swarm effect, and Draw when it Banished (you can fix the "Banish" word to "Banished") this seem to much until i realize you put a quite hard OPT on them as its mandatory to active its Disruption effect other effect won't able to use in same turn. their attack is quite low in comparative to its Levels.

 

but despite their own restriction render its swarm effect to tolerable most of the time. its on summon effect will always live and won't miss timing unless you negate them. especially in term of how easy of them to be swarm by other member. its draw effect will always give you +2 or more in almost each turn which quite unfair since other card gimmick is to aid further banishment 

 

Timegazer Spell/Trap: we have a 2 fusion spell card that complement each other that can recycle your deck and an Emergency Teleport-esque card, which all them happen to be a quick play that also give 400 stat each while banished. in minimum that a 800-1200+ of easy gain mitigate completely Timegazer sentinel weakness if not they buffed first in tandem of fusion their summon or lack of counter attack due to at least a pair of disruption effect. and if your Fusions is negated or you not control D Fissure or Macro you can simply chain them with Essence to make sure the stat gain will happen while you adding a +1 to Draw that would happen with banishment of Fusion material. the trap basically a draw enabler that either +1 or a humongous possible +6 in tandem with a complete destruction of opponent graveyard setup. 400+ its just a mean icing to it

 

the Fusion: all of them are Macro/D Fissure on legs. despite my love towards complete banish deck like D.D, all 6 of them are too much since they enable all of the deck function by simply as 1 of them existing (which more easier than Macro or Banisher Fairies to set up) this is not good there a reason those kind of cards is limited, weak, or hard to setup (except 1 card...i'm looking at you Dark Law) and then they can make the deck almost invincible as fast as early games with  Dunkleheit and its just snowballed to overkill that point onward (with +2 hand and 400 gain in its process). and why you make all them to be have alternative summon method and a material recurring effect (other than the lords) on it ?

 

all in all... they OP. while the main deck being the bunch with the closest term to be fair, its still a potent Tellar/Monarch style disruption  that wont miss timing and a possible +2 (luckily none of them are DARK monster)

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Good observation , the focus of sentinel timegazer are quick moves to end the chances of the opponent make a counter. Regarding the alternative way to summon the merger , it is because this is a deck where the polymerization is very useful as it does not contribute to the activation of the effects of monster fusion since everyone has the cost of the return monsters banished to the deck. The effects of recycling of fusion monsters i will change as this does not influence the dynamics of the deck. Think of the Timegazer Sentinels as if they were sentinels of the time they move in time to get more knowledge and power, the fusions are your future forms the and Time- Space Lord are the end result and the supreme knowledge of the entire universe . Thanks your position, i will make some changes yet.

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Okay, so let's start with the Main Deck monsters. I haven't finished looking at the fusions, but the look at the Main Deck gave me something to work with.

 

Although the stats are somewhat low, there are some areas that I've noticed which raised alarms. For example, although their effects can only be used OPT, it still leads to the possibility of nuking the field with their effects. Granted, there are Solemns and Breakthroughs, so that is a relatively minor issue.

 

However, each of them have the ability of +1 each time they are banished. To be honest, running cards like Dimension Gate, Macro Cosmos, and Dimensional Fissure would abuse this archetype too much. Not to mention the difference in levels, so using Reasoning in correspondence with one of those banishing cards would wreck havoc on the opponent.

 

Also, in case their banishing effect doesn't go off to give pluses, their ability that resolves on Summon can also be used with COTH and the like. I wouldn't want to be an opponent when Soul Charge is activated, having the potential to give off 5+ effects in a turn. Maybe tone it down to "You can only use 1 -insert sentinel name- effect per turn" for some, if not all.

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Okay, so let's start with the Main Deck monsters. I haven't finished looking at the fusions, but the look at the Main Deck gave me something to work with.

 

Although the stats are somewhat low, there are some areas that I've noticed which raised alarms. For example, although their effects can only be used OPT, it still leads to the possibility of nuking the field with their effects. Granted, there are Solemns and Breakthroughs, so that is a relatively minor issue.

 

However, each of them have the ability of +1 each time they are banished. To be honest, running cards like Dimension Gate, Macro Cosmos, and Dimensional Fissure would abuse this archetype too much. Not to mention the difference in levels, so using Reasoning in correspondence with one of those banishing cards would wreck havoc on the opponent.

 

Also, in case their banishing effect doesn't go off to give pluses, their ability that resolves on Summon can also be used with COTH and the like. I wouldn't want to be an opponent when Soul Charge is activated, having the potential to give off 5+ effects in a turn. Maybe tone it down to "You can only use 1 -insert sentinel name- effect per turn" for some, if not all.

hehehehe, the purpose of the draw effects when are banned is for fusions, fusion decks spend a lot of stuff and we need a way to recycle the draw is this form that deck.

I do not think to change with relation to the effect that there are already banishing monsters that make things worse than a draw, as Kozmo level 5+ and they no have limit to the effect.

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hehehehe, the purpose of the draw effects when are banned is for fusions, fusion decks spend a lot of stuff and we need a way to recycle the draw is this form that deck.

I do not think to change with relation to the effect that there are already banishing monsters that make things worse than a draw, as Kozmo level 5+ and they no have limit to the effect.

Well, alright. I would recommend testing them to make sure though. Kozmos have no fusions, and they are't good at swarming the field unlike these guys.

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