User Tag List

Page 52 of 283 FirstFirst ... 242505152535462102152 ... LastLast
Results 511 to 520 of 2828

Thread: Official Create-a-Card Thread

  1. #511
    Registered User Ziz's Avatar
    Join Date
    Oct 2015
    Location
    Mars
    Posts
    85
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Dyson Sphere View Post
    or 18k if you can do it twice
    Second Try
    再 (ふたたび)
    Normal Spell Card
    Discard 1 card, then target 1 monster you control with an effect that can only be used once per turn; it can use that effect twice this turn.

  2. #512
    Registered User Sanokal's Avatar
    Join Date
    Oct 2015
    Location
    New Zealand.
    Posts
    2,479
    Mentioned
    17 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Ziz View Post
    Second Try
    再 (ふたたび)
    Normal Spell Card
    Discard 1 card, then target 1 monster you control with an effect that can only be used once per turn; it can use that effect twice this turn.
    AKA, Big Return from ARC-V (except Big Return targets any card, is a Quick-Play, and has no cost).
    Sanokal

  3. #513
    Registered User Ziz's Avatar
    Join Date
    Oct 2015
    Location
    Mars
    Posts
    85
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Sanokal View Post
    AKA, Big Return from ARC-V (except Big Return targets any card, is a Quick-Play, and has no cost).
    I forgot about that. Have a better one.

    Third Time's the Charm
    Normal Spell Card
    Target 1 monster you control with an effect that can only be used once per turn; it can use that effect three times this turn.

  4. #514
    Registered User Dyson Sphere's Avatar
    Join Date
    Oct 2015
    Location
    The Sun
    Posts
    472
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    quintuple strike
    spell/equip
    equip only to a monster with 1000 or less attack points, it can attack 5 times during each battle phase
    you think you can beat me, I'm a giant frickin satellite bigger than the sun, your move

  5. #515
    Registered User ScionStorm's Avatar
    Join Date
    Sep 2015
    Posts
    4,225
    Mentioned
    22 Post(s)
    Tagged
    0 Thread(s)
    Updated! I think this is it. Unless I think up another trap or Chimeratech.
    Quote Originally Posted by ScionStorm View Post
    My entry for the contest. I will update this later. I'm going with the loose idea that Cyber Ogre is to Cyber Dragon as Red-Eyes B. Dragon is to Blue-Eyes White Dragon-in the way that it has less raw power immediately but is the natural rival monster.

    Cyber Ogre Core
    Machine-Type/EARTH/Level 2/Tuner
    ATK 400/DEF 1500

    When this card is Normal Summoned you can add one "Cyber" or "Byroad" Spell/Trap from your Deck to your Hand. If your opponent controls a monster and you control only a "Cyber Ogre" monster: You can banish this card from your Graveyard; Add 1 "Cyber Ogre" monster from your Deck or Graveyard to your Hand.

    Cyber Ogre Beta
    Machine-Type/EARTH/Level 3
    ATK 1100/DEF 600

    This card's name is also treated as "Cyber Ogre" while it is on the field or in the Graveyard. When a "Cyber Ogre" monster is destroyed: You can Special Summon this card from your Graveyard; Banish it the next time it is removed from the field.

    Cyber Ogre Dio
    Machine-Type/EARTH/Level 4/ Tuner
    ATK 1500/DEF 1000

    If this card attacks an opponent's monster, you can discard a "Cyber Ogre" monster from your hand: Increase the ATK of this monster by half of that monster's ATK during the Damage Step only. Once per turn: you can reveal one monster card in your hand, the name of all Machine-Type "Ogre" monsters you control are also treated as "Cyber Ogre" until the end of the turn (this effect continues even when this card is removed from the field).

    Cyber Ogre Tria
    Machine-Type/EARTH/Level 4
    ATK 1800/DEF 800

    Banish this card from your hand to add 1 "Cyber Ogre" from you Deck to your hand. Banish this card from your Graveyard to Special Summon a "Cyber Ogre" from your hand. When this card is Normal Summoned you can reduce the the level of one "Cyber Ogre" monster you control by up to 2.

    Cyber Ogre Defense Wall
    Machine-Type/EARTH/Level 6
    ATK 600/DEF 2600

    This card cannot be Normal Summoned and cannot be Set. This card cannot be Special Summoned except with "Byroad Opensource". While this face-up card you control is in Defense Position and your opponent controls Attack Position monsters able to attack, they must attack this monster at least once during their Battle Phase. Double Battle Damage your opponent takes when they attack this monster.

    Cyber Ogre Launcher
    Machine-Type/EARTH/Level 7
    ATK 2200/DEF 1600

    This card cannot be Normal Summoned and cannot be Set. This card cannot be Special Summoned except with "Byroad Opensource". Once per turn you can banish 1 monster you control to target 1 other face-up monster on the field; reduce the ATK/DEF of the target by an amount equal to the banished monster.

    Beastform of the Cyber Ogre
    Beast-Warrior-Type/EARTH/Level 4
    ATK 1800/DEF 1000

    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your Deck) by Banishing "Cyber Ogre" equipped with "Blue Fairy Spell". Card effects cannot be activated in response to this monster's Special Summon. This card gains 600 ATK during the Damage Step only. Once per turn (during either player's turn), negate a battle involving this monster.

    Cyber Spiritwalker
    Machine-Type/DARK/Level 3/Spirit
    ATK 0/DEF 0

    This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. Equip 1 Machine-Type monster from your hand to this monster. This monster gains ATK/DEF equal to that of the equipped monster. Any Battle Damage inflicted by a battle involving this monster is halved. Return the equipped monster to the Deck when this card leaves the field.

    Cyber Ogre Eos
    Machine-Type/EARTH/Level 10/ Fusion
    ATK 3800/DEF 2600

    "Cyber Ogre" + "Cyber Ogre" + "Cyber Ogre"
    A Fusion Summon of this card can only be done with the above Fusion Material Monsters. If this card attacks a Defense Position monster who's DEF is lower than this card's ATK, increase your Life Points by the difference after the Damage Step. When this card is sent to the Graveyard, you can add up to 3 banished "Cyber Ogre" monsters to your hand but you cannot Special Summon from your Extra Deck for the rest of the turn.

    Chimeratech Celestial Ogre
    Machine-Type/WIND/Level 8/ Fusion
    ATK 0/DEF 0

    "Cyber Ogre" + 1 or more Machine-Type monster
    Cannot be used as a Fusion Material Monster. Must first be Special Summoned (from your Extra Deck) by banishing the above cards from either player's Graveyard. (You do not use "Polymerization".) This card's ATK/DEF becomes 800 x the number of Fusion Material monsters used for this Special Summon. You cannot attack directly while you control this face-up card.


    Chimeratech Cosmic Ogre
    Machine-Type/WIND/Level 8/Fusion
    ATK ?/DEF ?

    "Cyber Ogre" + 1 or more Machine-Type monsters
    Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Shuffle all other cards you control into the Deck. The original ATK and DEF of this card each become equal to the number of Fusion Material Monsters used for its Fusion Summon x 1000. Each time this card attacks, inflict 100 damage to your opponent x the number of banished cards your opponent owns.

    Cyber Ogre Gravitas
    Machine-Type/EARTH/Level 5/Synchro
    ATK 1900/DEF 1200

    1 Machine-Type Tuner + 1 "Cyber Ogre" monster
    Once per turn you can Equip one banished "Cyber Ogre" monster to this card. You can Special Summon a "Cyber Ogre monster equipped to this card except on the turn it was equipped. This card gains ATK equal to the ATK of one "Cyber Ogre" monster equipped to this card only during the Damage Step. This card cannot attack directly. If this card is removed from the field by an opponent's card effect, you can Fusion Summon 1 Machine-Type Fusion Monster from your Extra Deck using the Fusion Materials listed on the Fusion Monster.

    Cyber Ogre Beyond
    Machine-Type/EARTH/Level 8/Synchro
    ATK 1900/DEF 1200

    1 Machine-Type Tuner + 2 "Cyber Ogre" monster
    Banish the Synchro Material used for this monster's Synchro Summon from the Graveyard and any Equipped cards attached to them. You can also Synchro Summon this card once per turn by treating one Cyber Ogre Gravitas as a Tuner monster Synchro Material for the Synchro Summon. When this card is Synchro Summoned, immediately equip one banished "Cyber Ogre" monster that was equipped to a monster used as Synchro Material for this monster's Special Summon. Once per turn you can Equip one banished monster from either player to this card. You can Special Summon a "Cyber Ogre" monster equipped to this card except on the turn it was equipped. This card gains ATK equal to half the ATK of one "Cyber Ogre" monster equipped to this card only during the Damage Step. Send one monster equipped to this card to the Graveyard to negate the activation of a card effect targeting this card and return the card to the Deck.

    Cybernetic Revolution
    Continuous Spell

    Destroy this card during your 3rd Standby Phase after activation. Once per turn, if "Cyber Ogre" is on the field: You can add 1 banished EARTH Machine-Type monster to your hand or Extra Deck. When this card is sent from the field to the Graveyard: Discard your entire hand; Special Summon EARTH Machine-Type monsters from your Graveyard equal to the number of discarded EARTH Machine-Type monsters from your hand with their effects negated until the end of the turn. The Battle Phase cannot be conducted the turn this card is destroyed.

    Cybernetic Tremor Blast!
    Spell

    This card cannot be activated the turn you Special Summon a "Cyber Ogre" monster. If you control a "Cyber Ogre": Switch the Battle Positions of all non-EARTH monsters then target 1 face-up card your opponent controls; banish that target. "Cyber Ogre" monsters cannot be Special Summoned the turn this card is activated.

    Byroad Recovery
    Quickplay Spell

    When your opponent's card banishes a monster you control; Send 1 "Cyber Ogre" monster from your Deck to the Graveyard to Special Summon a banished "Cyber Ogre" monster with the same name.

    Byroad Discovery Engine
    Spell

    Exacavate the top 3 cards of your deck. Reveal each of them and add any "Cyber Ogre" monsters to your hand; discard the rest. Then your opponent excavates the top 3 cards of their deck, revealing each and adds any monsters to their hand and discards the rest. You may Banish "Cyber Ogre" monsters from your hand to have your opponent banish monsters they excavate instead.

    Blue Fairy Spell
    Quick-Play Spell

    Target 1 face-up monster on the field; equip this card to it. Reduce it's ATK and DEF by 400. It gains ATK equal to it's DEF during the Damage Step only. Once, you can negate a battle involving the equipped monster.

    Byroad Opensource
    Trap

    Only one effect of this card can be activated per turn.
    1) Tribute 1 "Cyber Ogre"; Special Summon a "Cyber Ogre Defense Wall" from your hand or Deck or Banished.
    2) Activate this card from your hand when your opponent Special Summons a monster: Tribute 2 "Cyber Ogres"; Special Summon a "Cyber Ogre Launcher" from your hand, Deck or Graveyard.
    Last edited by ScionStorm; 26th November 2015 at 07:08 PM.

  6. #516
    Registered User SnorlaxMonster's Avatar
    Join Date
    Oct 2015
    Posts
    129
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    EDIT: I reconsidered, and removed all archetype support for "Moth". The Japanese string is too short to work as an archetype.

    Trying to make the worst series of monsters a little better, while keeping the spirit intact (but there's only so much you can polish a turd). I doubt these cards would make them competitive (and they're not supposed to), but it might make them at least playable in casual Duels (at the moment they're not even fun).

    "Metamorphic Moth"
    EARTH/Level 1
    [Insect/Effect]
    ATK 300/DEF 200
    This card's name becomes "Petit Moth" while it is on the field or in the Graveyard. If this card is Summoned: You can add 1 "Cocoon of Evolution" card from your Deck to your hand. When an Equip Card(s) is equipped to this card: Change this card to Defense Position.

    "Impenetrable Cocoon of Evolution"
    EARTH/Level 5
    [Insect/Effect]
    ATK 0/DEF 3000
    This card's name becomes "Cocoon of Evolution" while it is in the Spell & Trap Zone. You can target 1 "Petit Moth"; equip this card from your hand to that target, then change it to Defense Position. While equipped to a monster by this effect, its ATK becomes 0 and its DEF becomes 3000, also both it and this card cannot be destroyed by card effects.

    "Cocoon Guardian"
    EARTH/Level 4
    [Insect/Effect]
    ATK 2000/DEF 2000
    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control "Cocoon of Evolution". Your opponent cannot target Insect-Type monsters you control for attacks or card effects, except "Cocoon Guardian". "Cocoon of Evolution" Spell Cards on the field cannot be destroyed by card effects. The Special Summon of "Great Moth" monster(s) cannot be negated.

    "Penultimate Great Moth"
    EARTH/Level 8
    [Insect/Fusion]
    ATK 2600/DEF 2500
    "Petit Moth" + "Cocoon of Evolution"

    "Moth Eggs"
    Normal Spell Card
    Special Summon, from your hand and/or Deck, any number of "Petit Moth" and/or Level 2 or lower Insect-Type monsters that list "Petit Moth" in their card text, ignoring their Summoning conditions, but they are destroyed during the End Phase unless they are equipped with an Equip Card(s). You cannot Special Summon monsters the turn you activate this card, except Insect-Type monsters. You can only activate 1 "Moth Eggs" per turn.

    "Moth-ter Reborn"
    Normal Spell Card
    Target 1 "Petit Moth" or 1 Insect-Type monster that lists "Petit Moth" in its card text, in either player's Graveyard; Special Summon that target, ignoring its Summoning conditions.

    "Cocoon of Voracity"
    Equip Spell Card
    Activate this card by Tributing 1 monster that has a Level; place counters on this card equal to the Tributed monster's Level on the field. Equip only to "Petit Moth". The equipped monster's ATK becomes 0 and its DEF becomes 1000. This card's name becomes "Cocoon of Evolution" while it is on the field. To Special Summon a monster using its own procedure by Tributing "Petit Moth" equipped with "Cocoon of Evolution", treat this card as having been equipped for a number of your turns equal to the number of counters on it instead.

    "Cocoon of Transformation"
    Equip Spell Card
    Equip only to a Level 2 or lower Insect-Type monster. This card's name becomes "Cocoon of Evolution" while it is on the field. The equipped monster's name becomes "Petit Moth", also its ATK becomes 0 and its DEF becomes 2000.

    "Cocoon of Devolution"
    Equip Spell Card
    Equip only to a "Great Moth" monster. The equipped monster's ATK becomes 0. You can Tribute the equipped monster; Special Summon 1 Insect-Type monster from your hand or Deck with a lower Level and different name to the Tributed monster on the field, ignoring its Summoning conditions.

    "D.D. Cocoon of Evolution"
    Continuous Spell Card
    Activate this card by targeting 1 "Petit Moth" you control; banish that target. To Special Summon a monster using its own procedure by Tributing "Petit Moth" equipped with "Cocoon of Evolution", you can banish this card instead of Tributing, as long as this card has been on the field for exactly the number of your turns that monster requires "Petit Moth" to have been equipped with "Cocoon of Evolution". You can only control 1 "D.D. Cocoon of Evolution".

    "Bug Block"
    Counter Trap Card
    When a Spell/Trap Card or monster effect is activated that targets exactly 1 Insect-Type monster on the field (and no other cards): Negate the activation, and if you do, destroy it.
    Last edited by SnorlaxMonster; 27th November 2015 at 12:18 AM. Reason: Removing support for "Moth" as an archetype

  7. #517
    Registered User TheycallmeBrick's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    A while back, I said I was looking to make the "Crystal Beast" cards more viable. Today, I finally remembered that I said that.

    Spoiler Alert!
    Advanced Crystal Beast Amber Mammoth
    EARTH / Level 4 / Beast / Effect
    ATK 1700 / DEF 1600
    If there is no face-up "Advanced Dark" on the field, destroy this card. If a "Crystal Beast" monster you control is targeted by a card effect: You can negate that effect, and if you do, destroy that card and this card. You can only use this effect of "Advanced Crystal Beast Amber Mammoth" once per turn. If this face-up monster is destroyed, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

    Advanced Crystal Beast Amethyst Cat
    EARTH / Level 3 / Beast / Effect
    ATK 1200 / DEF 400
    If there is no face-up "Advanced Dark" on the field, destroy this card. Can attack your opponent directly, but if it does with this effect while you control no other "Crystal Beast" monsters, halve any battle your opponent takes. If this face-up monster is destroyed, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

    Advanced Crystal Beast Cobalt Eagle
    WIND / Level 4 / Winged Beast / Effect
    ATK 1400 / DEF 800
    If there is no face-up "Advanced Dark" on the field, destroy this card. Once per turn: You can target 1 "Crystal Beast" monster on the field or in your Graveyard; return it to the hand. If this face-up monster is destroyed, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

    Advanced Crystal Beast Emerald Tortoise
    WATER / Level 3 / Aqua / Effect
    ATK 600 / DEF 2000
    If there is no face-up "Advanced Dark" on the field, destroy this card. Once per turn, during either player's turn: You can target 1 monster your opponent controls; change its battle position. If this face-up monster is destroyed, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

    Advanced Crystal Beast Ruby Carbuncle
    LIGHT / Level 3 / Fairy / Effect
    ATK 300 / DEF 300
    If there is no face-up "Advanced Dark" on the field, destroy this card. Once per turn, if this card is in your Spell & Trap Card Zone: You can discard 1 card; Special Summon this card. If you do: You can target any number of "Crystal Beast" monsters in your Graveyard; Special Summon them. If this face-up monster is destroyed, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

    Advanced Crystal Beast Sapphire Pegasus
    WIND / Level 4 / Beast / Effect
    ATK 1800 / DEF 1200
    If you do not control a face-up "Advanced Dark" on the field, destroy this card. Once per turn: You can send 1 "Crystal Beast" card from your hand or field to the Graveyard; Special Summon 1 "Crystal Beast" monster from your Deck. If this face-up monster is destroyed, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

    Advanced Crystal Beast Topaz Tiger
    EARTH / Level 4 / Beast / Effect
    ATK 1600 / DEF 1000
    If you do not control a face-up "Advanced Dark" on the field, destroy this card. If this card attacks, it gains 300 ATK for each "Crystal Beast" card you control during damage calculation only. If this face-up monster is destroyed, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

    Rainbow Dark Dragon (unofficial Errata)
    DARK / Level 10 / Dragon / Effect
    ATK 4000 / DEF 0
    (This card is always treated as a "Rainbow Dragon" card.)
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) while you have 7 "Advanced Crystal Beast" cards with different names on your field or in your Graveyard, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can send all "Advanced Crystal Beast" cards you control to the Graveyard; this card gains 1000 ATK for each cards sent, until the End Phase. If this card would be destroyed, you can send 1 "Crystal Beast" monster from your Deck to the Graveyard instead.

    Advanced Dark (unofficial Errata)
    Field Spell Card
    All "Advanced Crystal Beast" monsters become DARK-Attribute on the field or in the Graveyard. If a "Rainbow Dragon" or "Rainbow Dark Dragon" you control attacks, negate the effects of the attack target during that Battle Phase. If you would take battle damage from an attack involving a "Crystal Beast" monster you control, during damage calculation: You can send 1 "Crystal Beast" monster from your Deck to the Graveyard; you take no Battle Damage from that attack.

    Crystal Tree (unofficial Errata)
    Continuous Spell Card
    Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Card Zone, place 1 Crystal Counter on this card (max. 5) for each card. You can send this card to the Graveyard; place as many "Crystal Beast" monsters from your Deck in your Spell & Trap Card Zone as possible as Continuous Spell Cards, up to the number of Crystal Counters that were on this card.

    Advanced Crystal Arts
    Continuous Spell Card
    This card's name is treated as "Advanced Dark" while face-up on the field. When you would place a "Crystal Beast" card(s) in your Spell & Trap Card Zone as a Continuous Spell Card(s): You can place any of those monsters as Continuous Trap Cards instead. If this card is destroyed: You can activate 1 "Advanced Dark" from your hand or Deck.

    Crystal Reborn
    Normal Spell Card
    Target 1 "Crystal Beast" monster in your Graveyard; Special Summon that monster OR place it in your Spell & Trap Card Zone as a Continuous Spell Card. You can only activate 1 "Crystal Reborn" per turn.

    Rainbow Dark Refraction
    Quick-Play Spell Card
    If a monster in your possession whose original name is "Rainbow Dark Dragon" activated its effect this turn: Special Summon any number of "Advanced Crystal Beast" monsters with different names from your Deck.

    Rainbow Gravity (unofficial Errata)
    Normal Trap Card
    Activate an appropriate effect, based on the number of cards you have on your field or in your Graveyard.
    ● 7 "Crystal Beast" cards, except "Advanced Crystal Beast" cards, with different names: Special Summon 1 "Rainbow Dragon" from your deck or Graveyard, ignoring the Summoning conditions.
    ● 7 "Advanced Crystal Beast" cards: Special Summon 1 "Rainbow Dark Dragon" from your Deck or Graveyard, ignoring the Summoning conditions.
    You can only activate 1 "Rainbow Gravity" per turn, and only once that turn.

    Crystal Fortress
    Normal Trap Card
    Your opponent cannot declare an attack this turn with monsters whose ATK is less than the total number of "Crystal Beast" monsters you control x 1000.

    Last Resort
    Normal Trap Card
    When your opponent declares a direct attack while you control no monsters: You can activate 1 Field Spell Card from your Deck, then if both players control a face-up Field Spell Card, both players draw 1 card.

  8. #518
    Registered User ScionStorm's Avatar
    Join Date
    Sep 2015
    Posts
    4,225
    Mentioned
    22 Post(s)
    Tagged
    0 Thread(s)
    I want to make 1 last Byroad trap but I'm not sure if it should be Byroad Blocker (spam blocker) or Byroad Torrent (rip download).

  9. #519
    Registered User Aromaiden's Avatar
    Join Date
    Oct 2015
    Location
    US of A
    Posts
    146
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Exod Creation
    Spell/Normal
    Send 1 "Forbidden One" monster or 1 "Exodia" card from your hand to the Graveyard; draw 2 cards. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; Add 1 "Forbidden One" monster or "Exodia" card from your Deck to your hand. You can only use this effect of "Exod Creation" once per turn.

    Harbinger of Exodia
    Dark/Spellcaster/Effect
    Level 4
    1800 ATK/0 DEF
    If this card is Normal Summoned: You can add 1 "Exod" Spell/Trap Card from your Deck or Graveyard to your hand.
    Current Favorite Decks: Ritual Beast, Blue-Eyes, Burgesstoma, Phantom Knights, D/D/D, and Raidraptor.

  10. #520
    Registered User Baroque's Avatar
    Join Date
    Oct 2015
    Posts
    766
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    So, someone in one of the news threads gave me an idea:

    Quote Originally Posted by Dyson Sphere View Post
    LV pendulums?
    I thanked them for the archetype-writan fuel, and I've burnt through that fuel now, for better or worse. I leave which it was for you to judge, as I present my Multi-Strike Fighter archetype in the spoiler below!
    (And yes, 'Multi-Dive Bomber' would be their OCG names; I'm a sucker for Dark Strike Fighter, okay? The aesthetic I'm going for is sort of DSF-style machines building up through parts added -- hence Cast Off as a Level Down of sorts.)
    Spoiler Alert!
    Multi-Strike Fighter LV1
    Level 1 - WIND - Machine/Pendulum/Effect

    2 left - right 2
    atk 1000 def 800
    Pendulum Effect: During your End Phase: You can target 1 "Multi-Strike Fighter" monster you control; destroy this card and Tribute that target, and if you do, you can Special Summon 1 monster listed in its text from your hand or Deck. You can only use the Pendulum Effect of "Multi-Strike Fighter LV1" once per turn.
    Monster Effect: Cannot be Pendulum Summoned, except if no other monsters would be Summoned at that time. Can be Pendulum Summoned (from your Extra Deck) if both cards in your Pendulum Zones are "Multi-Strike Fighter" cards. If this card is Pendulum Summoned: You can add 1 "Multi-Strike Booster" from your Deck or Graveyard to your hand. During your Standby Phase: You can Tribute this face-up card; Special Summon 1 "Multi-Strike Fighter LV3" from your hand or Deck.

    Multi-Strike Fighter LV3
    Level 3 - WIND - Machine/Pendulum/Effect

    6 left - right 6
    atk 1500 def 1200
    Pendulum Effect: If you did not Set a card(s) from your hand to your Spell/Trap Zones this turn: You can target 1 "Fighter Formation" card in your Graveyard; Set it in your Spell/Trap Zones.
    Monster Effect: Cannot be Pendulum Summoned, except if no other monsters would be Summoned at that time. If this card is Pendulum Summoned: You can target 1 face-up "Multi-Strike Fighter" card in your Extra Deck or Graveyard; add that card to your hand. If this card is Special Summoned by the effect of a "Multi-Strike Fighter" card: You can target 1 Spell/Trap card on the field; destroy it. During your Standby Phase: You can Tribute this face-up card; Special Summon 1 "Multi-Strike Fighter LV5" from your hand or Deck.

    Multi-Strike Fighter LV5
    Level 5 - WIND - Machine/Pendulum/Effect

    6 left - right 6
    atk 2000 def 1600
    Pendulum Effect: During either player's turn: You can Tribute 1 "Multi-Strike Fighter" monster you control; send 2 face-up "Multi-Strike Fighter" cards from your Extra Deck to the Graveyard, except the Tributed monster, and if you do, Special Summon 1 monster listed in its text from your hand or Deck, then destroy this card. You can only use the Pendulum Effect of "Multi-Strike Fighter LV5" once per turn.
    Monster Effect: Cannot be Pendulum Summoned, except if no other monsters would be Summoned at that time. If this card is Pendulum Summoned: You can send 1 face-up "Multi-Strike Fighter" card from your Extra Deck to the Graveyard; shuffle 1 card your opponent controls into the Deck. If this card is Special Summoned by the effect of a "Multi-Strike Fighter" card: You can target 1 monster your opponent controls; return it to the hand. During the End Phase, if this card inflicted Battle Damage this turn: You can Tribute this face-up card; Special Summon 1 "Multi-Strike Fighter LV7" from your hand or Deck.

    Multi-Strike Fighter LV7
    Level 7 - WIND - Machine/Pendulum/Effect

    2 left - right 2
    atk 2500 def 2000
    Pendulum Effect: If the card in your other Pendulum Zone has a Pendulum Scale of 2, this card's Pendulum Scales become 8. While this card's Pendulum Scales are different from their original (printed) value, you cannot Pendulum Summon monsters, except "Multi-Strike Fighter" monsters.
    Monster Effect: Cannot be Normal Summoned or Set. Cannot be Special Summoned, except by Pendulum Summon or the effect of a "Multi-Strike Fighter" card, and no other monsters can be Summoned at the same time as this card. If this card is Pendulum Summoned: For the rest of this turn, when this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this card is Special Summoned by the effect of a "Multi-Strike Fighter" card: For the rest of this turn, this card is unaffected by the effects of Trap Cards.

    Multi-Strike Booster
    Level 3 - WIND - Machine/Tuner/Effect
    atk 0 def 2000

    During your opponent's turn: You can discard this card from your hand and target 1 "Multi-Strike Fighter" monster you control that has an effect(s) that would activate when it is Special Summoned (including Pendulum Summon), except "Multi-Strike Fighter LV1"; choose one of those effects, and this card's effect becomes that effect (if the effect would apply to the card that the effect belongs to, apply it to that card).

    Multi-Strike Fighter LV10
    Level 10 - WIND - Machine/Synchro/Effect
    atk 3000 def 2400
    1 Tuner + "Multi-Strike Fighter LV7"
    If this card is Special Summoned, you cannot Special Summon other monsters at the same time or for the rest of this turn. During the turn this card is Special Summoned, your opponent cannot target it for attacks or with card effects. If this card is Synchro Summoned using "Multi-Strike Booster" as a Synchro Material: This card can attack directly this turn. If this card is removed from the field, except when it is destroyed: You can Special Summon 1 face-up "Multi-Strike Fighter LV7" from your Extra Deck or Graveyard.

    Target Verification Complete
    QUICK-PLAY SPELL

    For the rest of this turn, the activation and effects of "Multi-Strike Fighter" monsters you control cannot be negated. During your Main Phase, while this card is in your Graveyard: You can send 2 face-up "Multi-Strike Fighter" cards from your Extra Deck to the Graveyard; shuffle this card into the Deck.

    Fighter Formation - Roll Out
    QUICK-PLAY SPELL

    Tribute 1 face-up "Multi-Strike Fighter" monster you control: You can shuffle 1 face-up "Multi-Strike Fighter" card from your Extra Deck into the Deck, except the Tributed monster or one listed in its text; Special Summon 1 "Multi-Strike Fighter" monster from your hand or Deck listed in the Tributed monster's text, and if you paid this card's optional cost, you can treat it as having either been Pendulum Summoned or Special Summoned by the effect of a "Multi-Strike Fighter" card.

    Fighter Formation - Cast Off
    NORMAL TRAP

    Activate when a face-up "Multi-Strike Fighter" monster you control with an original Level of 3 or higher is targeted for an attack: Shuffle that monster into the Deck; Special Summon 1 face-up monster from your Graveyard or Extra Deck that lists the shuffled monster in its text, and treat it as having been Special Summoned by the effect of a "Multi-Strike Fighter" card, and for the rest of this turn that monster cannot be destroyed by battle.

    Fighter Formation - All Stop
    COUNTER TRAP

    Activate when a card or effect is activated during a battle involving a "Multi-Strike Fighter" monster you control: Negate that card or effect, and end the Battle Phase immediately.

    My intention regarding the inclusion of level-up effects in-house was to get around how Pendulum Monsters flat-out won't work with Level Up! without pulling derpy Neo Bubbleman shenanigans (this time), whilst the point of the ditching-them-to-Grave-for-stuff was for the purposes of making other LV support usable (the Graveyard and Modulation, namely), along with other things (Iron Call into LV3 perhaps?), and lastly . . . I really didn't want this to turn into a ridiculous spamarchetype, so I put in the restrictive summoning conditions (particularly on their Pendulum Summoning) to make it a little less patently ridiculous.

    How successful was I, and would any of you consider these any good (not so much competitively as functionally or for-actual-enjoyment-ly)?
    Last edited by Baroque; 27th November 2015 at 12:37 AM.

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •