Jump to content
Sign in to follow this  
BatMed

Single to Archetype Game

Recommended Posts

pixel__green_star_by_apparate-d337m0q.gi Single to Archetype - the Game pixel__green_star_by_apparate-d337m0q.gi

Choose a card (Monster, Spell, Trap) that doesn't belong to any archetype, then the person below will make a bunch of cards (min.2) in order to make the chosen card playable in a Deck alongside the created cards.

Starting with: Fencing Fire Ferret

Share this post


Link to post
Share on other sites

Enchanting_Earth_Ferret.png                      Whiplashing_Wind_Ferret.png

Enchanting Earth Ferret

EARTH/Beast-Type Effect Monster/Level 4/200 ATK/2200 DEF

Lore: You can destroy 1 WIND, WATER or FIRE Beast monster in your Deck; Special Summon this card and 1 other Beast monster from your hand. If this card is destroyed by a card effect: You can target 1 card on the field; destroy it, and if you do, you never take battle damage during the next turn if it would be 500 or more. If a card(s) is destroyed by the effect of a Beast monster while this card is in your GY (Quick Effect): You can banish this card; draw 2 cards. You can only use each effect of "Enchanting Earth Ferret" once per turn.

 

Whiplashing Wind Ferret

WIND/Beast-Type Effect Monster/Level 2/1200 ATK/1100 DEF

Lore: If this card is destroyed by battle or card effect and sent to your GY: You can target 1 card your opponent controls; destroy it, and if you do, you gain 500 LP. If a card(s) is destroyed by the effect of a Beast monster you control while this card is in your GY: You can target 1 Beast monster you control; it loses 500 ATK and gains 500 DEF, then you add this card to the hand. You can only use this effect of "Whiplashing Wind Ferret" once per turn.

 

Hovering_Hydro_Ferret.png                      Ferrets_Secret_Forest_Shrine.png

Hovering Hydro Ferret

WATER/Beast-Type Effect Monster/Level 2/700 ATK/1700 DEF

Lore: When this card is Summoned: You can add 1 Level 4 or lower FIRE, EARTH or WIND Beast monster from your Deck to your hand. If this card is destroyed by battle or card effect: You can target 1 card your opponent controls; your opponent can destroy that target to negate this effect, otherwise reveal your opponent's hand and destroy 1 monster in it with less ATK than that target, also all damage your opponent takes this turn is increased by 500. 

 

Ferret's Secret Forest Shrine

Field Spell Card

Lore: All monsters in your possession that are destroyed by a card effect and sent to your GY are also treated as if they were destroyed by battle. Once per turn: You can pay 500 LP, then reveal 1 Level 4 or lower Beast monster in your hand; each player reveals cards from the top of their Deck, equal to the revealed monster's Level (or all of them, if less than the revealed monster's Level) each player can Set 1 Spell among those revealed cards to the field (if any), and they shuffle the remaining cards into the Deck, but any card Set by this effect cannot be activated (even if this card leaves the field). 

 

Four_Element_Ferret_Entwine.png                      Silencing_Shadow_Ferret.png

 

Four Element Ferret Entwine

Quick-Play Spell Card

Lore: As Chain Link 2: Target 1 Level 2 or 4 Normal Summoned monster you control; apply 1 of these effects.  • Special Summon 1 WATER or FIRE Beast monster from your Deck with the same Level as that monster. Immediately after this effect resolves, Fusion Summon 1 Beast Fusion Monster from your Extra Deck, by destroying Fusion Materials listed on it that you control, including that Summoned monster. • Special Summon 1 WIND or EARTH Beast monster from your hand or GY with the same Level as that monster. Immediately after this effect resolves, Xyz Summon 1 Beast Xyz Monster using monsters you control, including that Summoned monster.

 

Silencing Shadow Ferret

DARK/Beast-Type Fusion Effect Monster/Level 2/1200 ATK/1100 DEF

Lore: 2 WIND, WATER, FIRE, and/or EARTH Beast monsters/If this card is Special Summoned: All monsters on the field lose 1000 ATK, except Beast monsters. All monsters you control are unaffected by an opponent's Spell/Trap effects. Once per turn, if a Beast monster you control battles an opponent's Special Summoned monster, before damage calculation: You can destroy 1 of those battling monsters, and if you do, that Monster Zone it was in cannot be used while you control this card, also return that destroyed monster in the GY to the field during the end of the next turn.

 

Moonlighting_Monarch_Ferret.png

Moonlighting Monarch Ferret

LIGHT/Beast-Type Xyz Effect Monster/Rank 4/2200 ATK/200 DEF

Lore: 2 Level 4 Beast monsters/When this card is Xyz Summoned: You can Special Summon 1 Beast monster from your GY. All Beast monsters you control cannot be targeted by an opponent's monster effects. Once per turn (Quick Effect): You can detach 1 material from this card; when this Chain this effect was activated in resolves, destroy all other cards in this Chain, except Beast monsters (even if this card leaves the field.). Then, if 3 or more cards were destroyed this way, you can add to your hand, 1 "Ferret's Secret Forest Shrine" from your Deck or 1 "Four Element Ferret Entwine" from your GY.

 

 

NEXT UP: 

Phantom King Hyderide

Edited by Black D'Sceptyr
errors in text, spacing

Share this post


Link to post
Share on other sites

Ok, there's way too much flavor that I put in designing these that it's just too much for me to go over now.  I'll probably drop 'em in CC as their own set (maybe add a bit more to their Spell/Trap lineup) since it is a bit rare for me to actually finish an archetype nowadays.  I'll toss lore/flavor in that CC post as well.  Or maybe I'll just drop it in a spoiler here.  Haven't decided yet.
 

Spoiler

Phantom King's Dragon - Tritide
DARK ****
Fiend/Tuner/Effect
Once per turn: You can Fusion Summon 1 DARK Fusion monster using this card and any number of "Phantom King" monsters in your hand or on your side of the field.
1800/400

Phantom King Hydride
DARK ***
Fiend/Tuner/Effect
If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.
1500/300

Phantom King Descendent - Deuteride
DARK **
Fiend/Tuner/Effect
Once per turn: You can Special Summon 1 "Phantom King" monster from your hand, and if you do, you can increase this card's Level by up to 2.
1200/200

Phantom King's Father - Hydron III
DARK *
Fiend/Effect
If this card is Summoned: You can target 1 "Phantom King" monster in your GY that cannot be Normal Summoned/Set; Special Summon that target. During your Main Phase: You can banish this card from your GY; add 1 "Phantom King" card from your Deck to your hand.
900/100

Ancient Phantom King - Quaton
DARK 8*
Fiend/Fusion/Effect
1 "Phantom King" monster + 1 "Phantom King" Synchro monster
You can target 1 "Phantom King" monster in your GY; Special Summon it.  "Phantom King" monsters you control cannot be targeted by your opponent's card effects. During your Main Phase, if this card is in your GY: You can send 2 "Phantom King" monsters you control to the GY; Special Summon this card from your GY, and if you do, increase the ATK of all "Phantom King" monsters you control by 500. If this card leaves the field after being Special Summoned by this effect: return it to the Extra Deck.  You can only use each effect of "Ancient Phantom King - Quaton" once per turn.
3000/800

Ancient Phantom King - Hydride
DARK 7*
Fiend/Fusion/Effect
1 "Phantom King" monster + 1 "Phantom King" Xyz monster
When this card is Fusion Summoned: You can add 1 "Phantom King" card from your GY to your hand. Your opponent cannot destroy "Phantom King" monsters you control with card effects. If this card is Special Summoned from the GY: You can target 1 monster your opponent controls; take control of that target, but banish it during the End Phase. You can only use each effect of "Ancient Phantom King - Hydride" once per turn.
2700/700

Ancient Phantom King - Hydron
DARK 6*
Fiend/Fusion/Effect
1 "Phantom King" monster + 1 "Phantom King" Link monster
You can target 1 DARK monster you control; move that target to a new Monster Zone, and if you do, negate the effects of all other face-up cards in that column until the End Phase. Your opponent cannot destroy "Phantom King" monsters by battle. If this card is Special Summoned from the GY: You can Special Summon 1 "Phantom King" monster from your hand, and if you do, reduce this card's Level by the Level of the Summoned monster. You can only use this effect of "Ancient Phantom King - Hydron" once per turn.
2400/600

Ancient Phantom King - Triton
DARK 5*
Fiend/Fusion/Effect
2 "Phantom King" monsters
When this card is Fusion Summoned: You can target 1 "Phantom King" monster in your GY; Special Summon it. You can Normal Summon 1 DARK monster in addition to your Normal Summon/Set. If this card is in the GY and you Xyz Summon a "Phantom King" monster, you can attach this card to that monster as Xyz Material.  You can only use each effect of "Ancient Phantom King - Triton" once per turn.
2100/500

Elder Phantom King - Tritide
DARK 7*
Fiend/Synchro/Effect
1 DARK Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned: You can target 1 monster your opponent controls; halve its ATK, and if you do, negate its effects. If this card is Special Summoned from the GY: You can Fusion or Xyz Summon 1 "Phantom King" monster from your Extra Deck using monsters from your hand or side of the field as appropriate materials. You can only use each effect of "Elder Phantom King - Tritide" once per turn.
2700/700

Elder Phantom King - Deuteron
DARK 6*
Fiend/Synchro/Effect
1 DARK Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned: You can target 1 Spell/Trap your opponent controls; banish it. You can target 1 "Phantom King" Spell/Trap in your GY; Set that target, but it cannot be activated this turn.  You can only use each effect of "Elder Phantom King - Deuteron" once per turn.
2400/600

Elder Phantom King - Hydron II
DARK 5*
Fiend/Synchro/Effect
1 DARK Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned: You can send 1 DARK monster from your hand or side of the field to the GY; draw 2 cards.  If a "Phantom King" monster is Special Summoned from the GY while this card is in your GY: You can Special Summon this card, but return this card to the Extra Deck when it leaves the field.  You can only Special Summon 1 "Elder Phantom King - Hydron II" from your GY per turn this way.
2100/500

The Phantom King's Knight
DARK R****
Fiend/Xyz/Effect
2 Level 4 DARK monsters
You can detach 1 Xyz Material and target 1 monster your opponent controls; destroy it.  You can treat this card as a Level 4 monster for the Synchro Summon of a DARK Synchro monster.  If this card is Special Summoned from the GY: You can target 1 monster your opponent controls; it loses 500 ATK, and if it does, increase the ATK of 1 "Phantom King" monster you control by 1000 until the End Phase. You can only use each effect of "The Phantom King's Knight" once per turn.
2500/2000

The Phantom King's Bard
DARK R***
Fiend/Xyz/Effect
2 Level 3 DARK monsters
You can detach 1 Xyz Material; add 1 "Phantom King" card from your Deck to your hand.  You can treat this card as a Level 3 monster for the Synchro Summon of a DARK Synchro monster.  If this card is Special Summoned from the GY: You can target 1 "Phantom King" monster in your GY; Special Summon that target. You can only use each effect of "The Phantom King's Bard" once per turn.
2000/1000

The Phantom King's Weaponsmaster
DARK Link: S
Fiend/Link/Effect
1 "Phantom King" monster, except a Link Monster
When this card is Link Summoned: You can target 1 "Phantom King" monster in your GY; Special Summon it to the Zone this card points to.  If a DARK monster is Special Summoned to a Zone this card points to: You can destroy 1 monster your opponent controls whose ATK is less than the Summoned monster's ATK.  If this card is Special Summoned from the GY: You can add 1 "Phantom King" monster from your Deck to your hand, and if you do, return this card to your Extra Deck.  You can only use two effects of "The Phantom King's Weaponmaster" and you can only use them once per turn.
1000/LINK 1


Phantom King's Armory
Spell
Special Summon 1 "Phantom King" monster from your hand.  During your Main Phase, if this card is in the GY: You can reveal 1 monster in your hand.  Special Summon this card in Attack Position as an Effect Monster (Fiend/DARK/ATK 0), but banish it when it leaves the field.  This card's Level equals the Level of the revealed monster.  This card's DEF equals its Level x 100. (This card is NOT treated as a Spell.) This card gains the following effect:
- If this card is used as Material for the Summon of a Fusion, Synchro, or Xyz "Phantom King" monster: Draw 1 card.

Phantom King's Sacred Sword
Continuous Trap
Tribute 1 "Phantom King" monster you control and target 1 face-up card your opponent controls; negate its effects as long as this card remains face-up on the field, and if the target is a monster, its ATK becomes 0. Once per turn, during your opponent's End Phase: Special Summon 1 "Phantom King" monster from your GY.

 

King Tiger Wanghu

Edited by Tinkerer

Share this post


Link to post
Share on other sites

King Tiger Whuzu

Level 4

FIRE

Beast/Effect

ATK: 1400 DEF: 1200

 

Each time your opponent Normal or Special Summons a monster with a higher ATK than this card: Destroy it.

 

King Tiger Zara

Level 4

WIND

Beast/Effect

ATK: 1500 DEF: 1300

 

If your opponent Normal or Special Summons a monster with less ATK than this card: Destroy it.

 

King Tiger Doppleganger 

DARK

Level 7

Fiend/Effect

ATK: 2600 DEF: 1900

 

You can Special Summon this card from your GY by banishing 1 “King Tiger” monster from your GY. If your opponent activates an effect that would summon a monster when it resolves: You can send 1 “King Tiger” from your Deck to the GY; You cannot Summon monster’s this turn, also this card gains the sent card’s Effect this turn.

 

King Tiger Jade

Level 5

WATER

Beast/Effect

ATK: 2000 DEF: 0

 

You can tribute 1 “King Tiger” monster you control to Special Summon this card. When your opponent Normal or Special Summons a monster(s), or activates an effect that would Special Summon a monster(s): You can pay half your LP; Special Summon 1 “King Tiger” monster from your Deck. You can only use each effect of “King Tiger Jade” once per turn.

 

Pride of the King Tiger

Quick play Spell

 

If you only control “King Tiger” monsters, you can activate this card from Hand. Target 1 monster your opponent controls that was Summoned this turn; Change it to Defense Position. If you control only “King Tiger” cards, that monster cannot be used as material in a Link or XYZ Summon.

 

Denial of the King Tiger

Quick play Spell

 

Only activate this card if you only control “King Tiger” cards. If you only control “King Tiger” monsters, you can activate this card from Hand. Target 1 monster your opponent controls; Apply the appropriate effect depending on the type of card:

XYZ: Detach all materials from that card.

Synchro: Special Summon 1 of that monster’s materials from your opponent’s GY to your side of the field.

Link: It cannot point to other monsters or have Link monsters pointing to it. If it was pointing at a monster or if a monster was pointing to it when this card was activated, move those monsters to other zones, otherwise destroy them.

Aegaion the Sea Castrum

Edited by MetalSonic

Share this post


Link to post
Share on other sites

Kottos the Earth Castrum

EARTH / Level 7 / Machine / Effect

You can Reveal This card from your hand; Both Player Guess the monster card type of the top face-down cards of your opponent's Extra Deck and then reveal that card, Unless your opponent is the only Player that guess it right, Special Summon this card and then shuffle that Extra Deck. additionally; if you are the only Player that Guess it right, Banish the top face-down card of your opponent Extra Deck face-up. You can only activate this effect of "Kottos the Earth Castrum" thrice per turn. also, you can only Banish a card with this effect once per turn. If this card attached on Machine XYZ Monster as Xyz Material: Attached Monster cannot be Destroyed by card Effects. also, if the number of that monster Xyz Material is equal or lower than the number of opponent monster that banished from the Extra Deck, the Attached Monster gain 2500 ATK

ATK 0 / DEF 2500

Gyges the Sky Castrum

WIND / Level 7 / Machine / Tuner / Effect

You can Reveal This card from your hand; Both Player Guess the monster card type of the top face-down cards of your opponent's Extra Deck and then reveal that card, Unless your opponent is the only Player that guess it right, Special Summon this card and then shuffle that Extra Deck. additionally; if you are the only Player that Guess it right, Banish the top face-down card of your opponent Extra Deck face-up.You can only activate this effect of "Gyges the Sky Castrum" thrice per turn. also, you can only Banish a card with this effect once per turn  If this card attached on Machine XYZ Monster as Xyz Material: Attached Monster cannot be Destroyed by Battle. also, if the number of that monster Xyz Material is equal or lower than the number of opponent monster that banished from the Extra Deck, Attached monster cannot be Targeted by opponent card effect

ATK 0 / DEF 2500

Tartarus the Grand Castrum

Field Spell

Once per turn, During your Standby Phase, You Must  Shuffle 1 of your opponent Banished card to his/her deck  (this is not optional), or this card other effects is negated. If you would Activate "Castrum" Xyz Monster effect by Detaching its Material, You can Banish 1 card from the top of either your Deck or Extra Deck. During your Main Phase: You can Shuffle cards in your hand up to number of Banished Monsters with the different monster card type that banished by "Castrum" card(s) +1; Draw that Many card. and then add 1 "Castrum card from your Deck to your hand except "Tartarus the Grand Castrum"

Next: Light bringer Lucifer

 

Edited by Jolly Glot

Share this post


Link to post
Share on other sites

Similar to the make a Fusion game thread, can the thread creator change the prompt, or the last poster tackle its own prompt or otherwise change it? This one requires knowledge on the game Monster Strike to make cards faithful to Light Bringer Lucifer, but after more than half a year I don't think any NCMer is familiar enough with it.

Share this post


Link to post
Share on other sites
14 hours ago, Darj said:

Similar to the make a Fusion game thread, can the thread creator change the prompt, or the last poster tackle its own prompt or otherwise change it? This one requires knowledge on the game Monster Strike to make cards faithful to Light Bringer Lucifer, but after more than half a year I don't think any NCMer is familiar enough with it.

hmmm if anything i probably gonna change the prompt soon since right before the YCM down again the Lucifer one already gamed but i essentially forgot what's is the last prompt being put out

Share this post


Link to post
Share on other sites

Crimson Senator
FIRE 7*
Warrior/Effect
If this card is in your hand, you can reveal this card and declare a card name; reveal the bottom card of your Deck. If it has the declared name, add it to your hand then Special Summon this card. Otherwise, banish that bottom card from your Deck face-down. You can only use this effect of "Crimson Senator" once per turn. If this card is Normal or Special Summoned, you can destroy a number of cards on the field equal to the number of "Crimson Sen" monsters you control. Those destroyed cards are treated as being destroyed by battle.
2500/2000

Crimson Sentencer
FIRE 6*
Warrior/Effect
If you control a FIRE monster, you can Special Summon this card from your hand then place 1 monster you control on the bottom of your Deck. Once per turn: You can declare 1 card name; reveal the bottom card of your Deck. If it has the declared name, double this card's ATK until the End Phase. Otherwise, banish that card face-down, then halve this card's ATK until the End Phase.
2400/1000

Crimson Seneschal
FIRE *****
Warrior/Effect
If you control a FIRE monster, you can Special Summon this card from your hand then destroy 1 monster you control. A monster destroyed by this effect is treated as though it were destroyed by battle. If this card is destroyed by battle, you can add 1 "Crimson Sen" card from your Deck to your hand, then place this card on the bottom of your Deck.
2100/200

Crimson Sentinel
FIRE ***
Warrior/Effect
If a monster you control was destroyed by battle this Phase (Quick Effect): You can target that monster in your GY; Special Summon this card from your hand, then place the target on the bottom of your Deck, and if you do, all monsters your opponent controls lose ATK equal to the target's ATK.
1000/2000

Crimson Sensei
FIRE **
Warrior/Effect
If a monster is placed on the bottom of your Deck, you can reveal it and reveal this card from your hand: Special Summon the monster on the bottom of your Deck, and if you do, place this card on the bottom of your Deck. You can only use this effect of "Crimson Sensei" once per turn.
800/1000

Crimson Senior
FIRE *
Warrior/Effect
If this card is Normal or Special Summoned, you can excavate cards from the top of your Deck until you excavate a "Crimson Sen" card; add the excavated "Crimson Sen" card to your hand then place the remaining excavated cards on the bottom of your Deck in any order.  If this card is destroyed by battle: You can place it on the bottom of your Deck; Special Summon 1 "Crimson Sen" monster from your hand.
100/1600

Crimson Sentiments
Spell
Declare 1 card name, then reveal the bottom card of your Deck. If the revealed card the one declared, add it to your hand. Otherwise, send it to the GY. Regardless, add 1 "Crimson Sen" monster from your Deck to your hand, then place 1 card from your hand onto the bottom of your Deck. You can only activate 1 "Crimson Sentiments" per turn.

Crimson Sendals
Continuous Trap
"Crimson Sen" monsters cannot be destroyed, except by battle. Once per turn, if you control a "Crimson Sen" monster, you can target 1 monster you control and 1 monster your opponent controls; immediately after this effect resolves, conduct battle between those monsters, then, the controller of the monster(s) that remain on the field must place a card from their hand on the bottom of their Deck.

Crimson Senescence
Continuous Spell
During each Standby Phase, increase the Levels of all "Crimson Sen" monsters by 1. "Crimson Sen" monsters are unaffected by the effects of monsters with a lower Level than them, or the effects of monsters without a Level. If a monster you control is destroyed, it is always treated as though it were destroyed by battle. During your End Phase, place 1 monster from your side of the field or GY onto the bottom of your Deck or destroy this card.

Crimson Sensorium
Field Spell
While you control a "Crimson Sen" monster, face-up Spells/Traps you control cannot be destroyed. If a "Crimson Sen" monster is destroyed by battle, you can target 1 face-up card your opponent controls; negate its effects until the End Phase of the next turn. Once per turn: You can send 1 Continuous Spell/Trap or Field Spell from your hand to the GY, then declare 1 card name; reveal the bottom card of your Deck. If it has the declared name, add it to your hand, otherwise, banish it face-down.

 

Next: Astra Ghouls

(personally, I'd prefer to have the YCM and NCM have different prompts for the sake of diversity and so things won't get confusing if an archetype is posted in one and not the other.)

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...