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Posted: Thu Sep 02, 2010 11:37 pm
Name: Magical Archer Zio Level: 6 Attribute: LIGHT Type: Spellcaster/Effect This card cannot be special summoned from the hand or deck. This card is treated as if it has no attribute. When this card attacks, apply one of the following effects depending on this card's Attribute: LIGHT: If this monster battles a DARK monster, destroy the monster without applying damage calculation. DARK: If this monster battles a LIGHT monster, destroy the monster without applying damage calculation. FIRE: If this monster battles a WATER monster, destroy the monster without applying damage calculation. WATER: If this monster battles a FIRE monster, destroy the monster without applying damage calculation. WIND: If this monster battles an EARTH monster, destroy the monster without applying damage calculation. EARTH: If this monster battles a WIND monster, destroy the monster without applying damage calculation. DIVINE: This monster can attack your opponent's life points directly unless your opponent controls a DIVINE monster. ATK: 1900 DEF: 1600
Name: Shocker Arrow Equip Spell This card can only be equipped by "Magical Archer Zio". Increase the ATK of the equipped monster by 400 and its attribute is treated as LIGHT. Once per turn, you can destroy 1 DARK monster on the field. If you do, your opponent skips their next Battle Phase.
Name: Blazer Arrow Equip Spell This card can only be equipped by "Magical Archer Zio". Increase the ATK of the equipped monster by 500 and its attribute is treated as FIRE. When this card inflicts battle damage to your opponent, your opponent discards a card at random. If your opponent discards a spell card, your opponent loses 500 Life Points.
Name: Frigid Arrow Equip Spell This card can only be equipped by "Magical Archer Zio". Increase the ATK of the equipped monster by 300 and its attribute is treated as WATER. When this card declares an attack, destroy 1 spell or trap card on the field.
Name: Cyclonic Arrow Equip Spell This card can only be equipped by "Magical Archer Zio". Increase the ATK of the equipped monster by 200 and its attribute is treated as WIND. When this card attacks, select one card at random from your opponent's hand and reveal it. If it is a Spell Card, shuffle it back into your opponent's deck and repeat this effect. Otherwise, your opponent draws 1 card.
Name: Entropic Arrow Equip Spell This card can only be equipped by "Magical Archer Zio". Increase the ATK of the equipped monster by 500 and its attribute is treated as DARK. Once per turn, you may remove 1 DARK monster or 1 "Entropic Arrow" from your graveyard from play to draw 1 card. If the card you drew was a spell card, you may reveal it and set it face-down to draw once more.
Name: Natural Arrow Equip Spell This card can only be equipped by "Magical Archer Zio". Increase the DEF of the equipped monster by 1000 and its attribute is treated as EARTH. When this card is attacked, you may send Natural Arrow from the field to the graveyard to return the attacking monster to the top of your deck.
Name: Artemis Arrow Equip Spell This card can only be equipped by "Magical Archer Zio". This card can only be played by discarding 2 :Arrow" equip spell cards and 1 "Arrow" trap card from your hand. Increase the ATK of the equipped card by 1500 and its attribute is treated as DIVINE. When this card attacks, the effects of spells, traps, or effects of effect monsters cannot be activated until the end of the damage step.
Name: Quiver of Versatility Continuous Spell "Arrow" cards that would be sent to the graveyard are returned to the deck instead. The deck is then shuffled.
Babel Spire Field Spell This card cannot be destroyed by the effects of Spell cards. When a "Magical Archer Zio" you control is equipped with an "Arrow" equip spell card, place 1 Babel Token on this card. When "Magical Archer Zio" would be destroyed by battle, you may remove a Babel Token from this card instead.
Long Range Arrow Normal Trap Send 1 "Arrow" Equip Spell from the field to the graveyard when a "Magical Archer Zio" is attacked by your opponent's monster. Double the ATK of 1 "Magical Archer Zio" on your side of the field. This card cannot be activated during the damage step.
Hail of Arrows Normal Trap Remove any number of "Arrow" cards from your graveyard from the game. Destroy cards on your opponent's side of the field equal to the number of cards removed this way.
Arrow Jammer Counter Trap Send 1 "Arrow" card from the field to the graveyard. Negate the activation of a spell, trap, or the effect of an effect monster, and destroy it. Then activate one of the following effects depending on what was negating: Effect Monster: Neither player can activate the effects of effect monsters until the end of the turn. Trap: Neither player can activate trap cards or set face-down cards until the start of their next turn. Spell: Neither player can activate spell cards (except "Arrow" equip spell cards) until the end of the turn.
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Posted: Fri Sep 03, 2010 5:02 am
A very interesting set. Reliant on a single monster a bit like Mai Valentines early deck.
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Jevan R. H. Divinitive Crew
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Posted: Fri Sep 03, 2010 6:33 am
Hey, there's decks based around a single morphing jar. Why not? It looks interesting.
I have to say, I was really confused when I read the monster's effect without even seeing that you had a bunch of equips for it. I thought "How can it activate an effect based on attribute if it has NO attribute?" Then I scrolled and had a face-palm moment.
Again, seems interesting. I'd definitely try to make a deck from that.
However, some can be a bit broken.
Shocker should say that "you" skip your battle phase, rather than your opponent. You just got a +1 from destroying his monster. Even things out a little.
Artemis arrow seems a bit much to be upping his attack by 1500. That's a 3400 ATK monster with immunity to traps during battle AND the ability to attack directly because, we all have to face it, there's really only one useful DIVINE attribute monster and that's Polar God Loki. a 500 attack boost might be slower but 2400 attack straight to your opponent's LP is quite enough without getting it completely banned from the get-go.
Other than that, they look great. Once you get them into YVD, lets give them a spin. 3nodding
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Posted: Fri Sep 03, 2010 12:49 pm
Aka_Saiyaku Hey, there's decks based around a single morphing jar. Why not? It looks interesting. I have to say, I was really confused when I read the monster's effect without even seeing that you had a bunch of equips for it. I thought "How can it activate an effect based on attribute if it has NO attribute?" Then I scrolled and had a face-palm moment. Again, seems interesting. I'd definitely try to make a deck from that. However, some can be a bit broken. Shocker should say that "you" skip your battle phase, rather than your opponent. You just got a +1 from destroying his monster. Even things out a little. Artemis arrow seems a bit much to be upping his attack by 1500. That's a 3400 ATK monster with immunity to traps during battle AND the ability to attack directly because, we all have to face it, there's really only one useful DIVINE attribute monster and that's Polar God Loki. a 500 attack boost might be slower but 2400 attack straight to your opponent's LP is quite enough without getting it completely banned from the get-go. Other than that, they look great. Once you get them into YVD, lets give them a spin. 3nodding obelisk is divine too and he's useful. not as good as loki, but still good.
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Posted: Sat Sep 04, 2010 9:18 am
axean obelisk is divine too and he's useful. not as good as loki, but still good. But how many people run an Obelisk? It's not like it's a staple, or even side deck worthy.
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