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Thomas★Zero

[Concept] Burst Cards and Sun Dragon monsters

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So the idea of Burst cards are that they are a new type of cards that spans between non-Spell/Trap like cards and monsters where they are placed face-down in the Field Spell/Burst Zone and are activated when their Burst condition is met. The following Sun Dragon Archetype with some cards that support burst or can counter bursts will set an example of this. Finally Burst Cards themselves both monsters and non monster bursts have a fiery red card boarder.

Sun Dragon Blaze
lv 2 FIRE
Burst: Your opponents monster attacks.
Wyrm/Burst/Effect
If this card is Burst Summoned: Destroy all monsters your opponent controls with 1500 or less DEF. During the turn this card was Normal Summoned: You can tribute summon 1 "Sun Dragon" monster in addition to your Normal Summon/Set. (You only gain this effect once per turn.) This card can be treated as 2 Tributes for the Tribute Summon of a "Sun Dragon" monster.
ATK/800 DEF/200

Sun Dragon Spark
lv 3 FIRE
Burst: Your opponent summons a monster.
Wyrm/Burst/Effect
If this card is Burst Summoned: Inflict damage to your opponent equal to the number of monsters your opponent controls x 500. (Quick Effect): You can discard this card from your hand, then target 1 "Sun Dragon" on the field; it gains 1500 ATK until the end of this turn. You can only use this effect of "Sun Dragon Spark" once per turn.
ATK/1500 DEF/500

Sun Dragon Heat
lv 4 FIRE
Burst: If you Normal Summon a "Sun Dragon" monster.
Wyrm/Burst/Effect
If this card is Burst Summoned: Add 1 "Sun Dragon" monster from your Deck to your hand. Gains 200 ATK for each "Sun Dragon" monster you control, except this card.
ATK/1800 DEF/800

Sun Dragon Nova
lv 5 FIRE
Burst: If your opponent activates a Spell/Trap card.
Wyrm/Burst/Effect
If this card is Burst Summoned: Negate the activation of the activated Spell/Trap card and destroy it. If this card attacks a Defense Position monster, inflict piercing battle damage.
ATK/2100 DEF/1200

Sun Dragon Apollo
lv 7 FIRE
Burst: If your opponents monster attacks.
Wyrm/Burst/Effect
If this card is Burst Summoned: Inflict 1000 points of damage to your opponent. If this card destroys a monster by battle: Inflict damage to your opponent equal to the destroyed monsters original ATK.
ATK/2500 DEF/2000

Burst Search
Spell Card
Discard 1 Burst card; Add 1 Burst card from your Deck to your hand. For the rest of the turn after this card is activated, you cannot summon monsters except Burst monsters. You can only activate "Burst Search" once per turn.

Flattened Face Down
Spell Card
Target 1 face-down card on the field; destroy the targeted card. Your opponent cannot activate cards or effects in response to the activation of this card. You can only activate "Flattened Face Down" once per turn.

Counter Burst
Counter Trap Card
Activate this card when your opponent activates a Burst card. Negate the activation of that card and destroy it, then, if the destroyed card is a monster: Inflict damage to your opponent equal to the destroyed monsters Level x 200.

Burst Barrier
Burst Card
Burst: When your opponents monster attacks directly.
Gain 1500 LP before damage calculation, then, after damage calculation: End the Battle Phase.

Burst Boost
Burst Card
Burst: When a Burst monster you control battles an opponents monster.
Your battling monster gains ATK equal to the ATK of the monster it battles during damage calculation only.

Edited by Thomas★Zero

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the concept for the archetype over all is interesting but i don't see much reason for it to be it's own card type (this coming from someone who made an ED type that's essentially just contact fusion), for the monsters it just seems like they're an archetype of hand traps and for the non-monsters it feels like they could pretty easily just be trap cards plus since they use the field zone not only do you lose the opportunity to run field spells in any deck that uses burst cards but you can only have one on the backburner (so to speak) at a time which, considering they're somewhat situational nature, puts you at the disadvantage of having to choose what you want to prepare for to a much higher degree than you would by just using spells/traps that have similar effects.

Edited by |0P|

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