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[AGM] Nightmare Engines: Runs on Nightmare Fuel


ChampionZero

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Nightmare Engine: The new Trains, and these guys don't mess around. An archetype of DARK Level 10 Machines, Nightmare Engines are based around burn and long Summon combos. Naturally, they do have their own Field Spell to start their combos with, but that's just the start of their support. No, their most necessary support card is "NightmareFuel"- a single Normal Spell that searches, sets off combos, and is even recyclable. Essentially, you need to run all of their support to get these guys out of your hand in the first place, but once you have them all out there's little that can stop you.

 

[spoiler= MD MONSTERS]

Nightmare Engine Thalasso

Level 10 ~ DARK ~ Machine/Effect

Once per turn, you can discard this card from your hand to activate one of the following effects:

  • Inflict 1000 points of damage to your opponent.  You must control a face-up “Nightmare Engine” to activate and resolve this effect.

  • SS 1 Nightmare Engine from your Graveyard.

ATK: 3000

DEF: 3000

 

Nightmare Engine Siderodromos

Level 10 ~ DARK ~ Machine/Effect

When this monster is Special Summoned, you can deal 1000 points of damage to your opponent. You cannot conduct your Battle Phase the turn this effect is activated.

ATK: 3000

DEF: 3000

 

Nightmare Engine Ouranous

Level 10 ~ DARK ~ Machine/Effect

When your opponent attacks you directly, you can negate the attack by discarding this card from your hand, and then inflict 1000 points of damage to your opponent. You must control a face-up “Nightmare Engine” to activate and resolve this effect.

ATK: 3000

DEF: 3000

 

Nightmare Engine Ipogeos

Level 10 ~ DARK ~ Machine/Effect

When this monster is added to your hand by a card effect, you can Special Summon it to the field, and if you do, take 1000 points of damage.

ATK: 3000

DEF: 3000

 

 

 

[spoiler=SPELLS]

Nightmare Supercollider Atomica

Field Spell

When you Summon a “Nightmare Engine,” you can activate this effect: your opponent takes no Effect damage for the rest of this turn, also you can Summon one Nightmare Engine from your Graveyard in face-up Defense Position. You can discard one “Nightmare Engine” from your hand to add another “Nightmare Engine” from your Deck or Graveyard to your hand. You can only activate one effect of “Nightmare Supercollider Atomica” per turn, and only once that turn.

 

Nightmare Fuel

Normal Spell

Add 1 “Nightmare Engine” monster from your Deck to your hand. You can discard one “Nightmare Engine” monster from your hand to shuffle this card from your Graveyard into your Deck. You can only activate this effect of “Nightmare Fuel” once per turn.

 

Mass Production

Quick-Play Spell

Activate this card only when you Summon a “Nightmare Engine” monster. Target that monster: switch it to Defense Position, then Special Summon up to two “Nightmare Engines” with the same name in face-up Defense Position. The Targeted and Summoned monsters cannot change battle position, and their effects are negated.

 

Nightmarify

Normal Spell

Take 1000 points of damage: Take control of one monster your opponent controls: It counts as a Level 10, DARK, Machine-Type monster, and counts as 2 Tributes when used to Tribute summon a Level 10 Monster.

 

 

 

[spoiler=ED MONSTERS]

Nightmare Engine Kessler

Rank 10 ~ DARK ~ Machine/Xyz/Effect

3 Level 10 "Nightmare Engine" monsters

Once per turn, you can attach one DARK Machine-type monster from your Deck or hand to this card as Xyz Material. Once per turn, during your Main Phase 1: you can destroy other cards on the field equal to the number of Xyz Materials attached to this card, then banish this card until the End Phase. You can only use this effect of "Nightmare Engine Kessler" once per turn.

ATK: 3500

DEF: 4000

 

 

 

 

I know I tried to do this a while back, but I will add ED monsters and TRAPS later. CnC?

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The effects of this archetype are rather short, so I'll try to keep my comments short as well.

 

Thalasso: Feels like the first effect is just there for when you want to try burning for game rather than SS'ing a monster.

 

Siderodomos: Again, feels like the burn is only there when you don't want to attack with a 3k beatstick.

 

Ouranous: Kind of sucks that you need an Engine on field to use his effect. It'd be more useful without that restriction, but then people would run it just for burn-punishing attacks, so I can't fault you there.

 

Ipogeos: If you manage to pull out a Des Wombat or something else that stops/reflects effect damage, then he becomes immensely broken, since his SS effect isn't once per turn. Although, if you don't run something to that effect, it might be perfectly fine as long as you don't create anything that lets you add more than one, because just adding two Engines would be a free 6000 ATK on board for 1k damage to yourself.

 

Supercollider Atomica: The first effect is useful when you're trying to beat their face in, and the second one is good for setting up Thalasso or Ipogeos. You've already stuck a HOPT on it, so nothing much else to say here.

 

Fuel: Again, set-ups for both Thalasso and Ipogeos.

 

Mass Production: Not sure why you would ever do this unless one of your Engines gets hit with Fiendish Chain or something, so you can then turn all 3 copies into tribute fodder that you can SS later. Seems like the most situational of all the supports. Oh, I suppose you could Xyz summon with the now-useless meat-shields.

 

Nightmarify: Stealing you're opponent's monsters to set up your own? Great, since the deck almost can't start up without the Field Spell, Fuel, or this card, and they currently have no removal whatsoever atm.

 

Overall: Curious to see where this ends up. It'd be funny to see people go into Gustav Max or Number 81 with this deck.

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  • 5 weeks later...

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