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Tinkerer

The Eurobeat Continues [WRITTEN] (Super-archetype)

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Hello, fine peoples!

I had a previous version of this, but when the YCM site updated the old thread kinda broke, so I'm reposting it!  This is a card thread, but it has a story alongside it.  If you are interested in the story at all (and I really recommend it ?), you can check it out in the thread HERE.

Anyways, before I jump into it, lemme just explain what this is.  This is a group of five archetypes that are all tied together because they all have ""Drift" Quick-Play Spell" in their card text.  I am using these "Drift" cards as the means to tie the archetypes together and they act as generically usable spells for all the archetypes.  Because of how critical these are, I am just going to take this first week to just post those spells and then get into the real archetypes next week.

Full disclosure: I am generally posting these with minimal changes.  As I begun focusing more and more on the story, I recognize that the power level of the cards may have gotten warped in the process.  On top of that, I have not actually played the game in any kind of serious setting in a long time, so if the archetypes seem under/overpowered please let me know!

Without further ado, let's ride!

Spoiler

 

Up the Beat!
Quick-Play Spell
(This card is always treated as a "Drift" Quick-Play Spell)
Discard 1 card; add 1 "Drift" Quick-Play Spell (except "Up the Beat!") and 1 monster that lists ""Drift" Quick-Play Spell" in its card text from your Deck to your hand. You can only activate 1 "Up the Beat!" per turn.

Full Яeversal
Quick-Play Spell
(This card is always treated as a "Drift" Quick-Play Spell)
Discard 1 "Drift" Quick-Play Spell; draw 2 cards. Your opponent cannot activate cards in response to a "Drift" Quick-Play Spell's activation or effect for the rest of the turn. You can only activate 1 "Full Яeversal" per turn.

Parallel Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target any number of monsters that list ""Drift" Quick-Play Spell" in their card text (min. 2). Move those targets to different Main Monster Zones on your side of the field and change their battle positions. If all your monsters are in the same battle position when this effect resolves, destroy a number of cards your opponent controls equal to the number of cards you targeted.

Inertia Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, also, it gains 1000 ATK and DEF until the End Phase of the next turn. If it changes into attack position during the Battle Phase, immediately after this effect resolves, that monster can declare an attack.

Feint Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then you can move it to an empty Main Monster Zone on your side of the field and change its battle position. If you move the target twice by this effect, you can Special Summon 1 "Afterimage Drift Token" in the Zone the target first moved to. The token is treated as a monster that lists ""Drift" Quick-Play Spell" in its card text, also its Level, Type, Attribute, ATK and DEF are the same as the target, but it is destroyed during the End Phase. You can only activate 1 "Feint Drift" per turn.

Superior Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then, negate the effects of all cards in the same column as the target. You can only activate 1 "Superior Drift" per turn.

Apex Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then, activate the appropriate effect based on whose turn it is when this effect resolves:
- Your turn: The monster can declare a second attack this turn.
- Your opponent's turn: Inflict damage to your opponent equal to the target's ATK.

D.D. Drift
Quick-Play Spell
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Banish it until the next phase. When the card returns to the field, gain LP equal to its ATK, also, it can declare a direct attack during your next Battle Phase.

 

 

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~~~

Blazing Wheels
Level 3 & 4 FIRE monsters. The most conventional archetype of the five. Uses the "drift" spells to help trigger their effects (either directly or on battle position change).  They focus on using teamwork to win the duel by having lots of defensively focused handtrap effects to keep their teammates alive. Has Level 6, 7, and 8 Synchros.

 

Special Drift - Blazing Heroes!
Quick-Play Spell
(This card is also always treated as a "Blazing Wheels" card)
Can be activated from your hand during either player's turn. Pay 1000 LP and target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then, Special Summon 1 monster from your GY that lists ""Drift" Quick-Play Spell" in its card text that can be Normal Summoned.  If all the monsters you control list ""Drift" Quick-Play Spell" in their card text, you can repeat this effect 1 additional time.  You cannot Special Summon monsters the turn you activate this card except monsters that list ""Drift" Quick-Play Spell" in their card text. You can only activate 1 "Special Drift" Quick-Play Spell per turn.

 

MAIN DECK MONSTERS

Spoiler

 

Blazing Wheels - Captain Young

FIRE ****
Machine/Tuner/Effect
Gains 300 ATK/DEF for each "Blazing Wheels" monster you control.  If this card's battle position is changed by the effect of a "Drift" Quick-Play Spell, you can Special Summon 1 "Blazing Wheels" monster from your hand and it gains 300 ATK/DEF for each "Blazing Wheels" monster you control.
1600/1000
 
Blazing Wheels - Rogue Racer X
FIRE ****
Machine/Tuner/Effect
Other "Blazing Wheels" monsters cannot be targeted by your opponent's card effects.  If this card's battle position is changed by the effect of a "Drift" Quick-Play Spell, you can target 1 other "Blazing Wheels" monster you control and 1 monster your opponent controls; reduce the ATK of the second target by the ATK of the first target, and if its ATK is reduced to 0 by this effect, it cannot activate its effects for the rest of the turn.
1800/600
 
Blazing Wheels - Dr. Madoka
FIRE ***
Machine/Tuner/Effect
If a "Blazing Wheels" monster you control is targeted for an attack, you can Special Summon this card from your hand.  "Blazing Wheels" monsters you control cannot be destroyed by battle or card effects during the turn this card is Summoned.  (Quick Effect): You can banish 1 "Drift" Quick-Play Spell from your GY; immediately after this effect resolves, Special Summon 1 monster from the Extra Deck using this card and any number of Machine monsters you control as Material.
1000/1800
 
Blazing Wheels - Gram the Prodigy
FIRE ****
Machine/Effect
(Quick Effect): You can discard this card and target 1 "Blazing Wheels" monster you control and 1 "Drift" Quick-Play Spell in your GY; banish the second target, and if you do, this effect becomes the effect of that banished card. (This effect is treated as being the effect of a "Drift" Quick-Play Spell.) All other "Blazing Wheels" monsters you control gain 500 ATK.
1000/1000
 
Blazing Wheels - Miracle Mechanic Greaseline
FIRE ***
Machine/Effect
If a monster's battle position is changed by the effect of a "Drift" Quick-Play Spell, you can Special Summon this card from your hand or GY.  You can only Special Summon "Blazing Wheels - Miracle Mechanic Greaseline" once per turn by this effect.  Other "Blazing Wheels" monsters you control cannot be destroyed by card effects.
800/1200
 
Blazing Wheels - Henshin Racer
FIRE ****
Machine/Effect
Once per turn, if this card's Battle Position is changed by the effect of a "Drift" Quick-Play Spell: You can add 1 "Blazing Wheels" card from your Deck to your hand.  The first time each "Blazing Wheels" monster you control would be destroyed by battle, it is not destroyed.
1400/1600
 
Blazing Wheels - Master Draft
FIRE ***
Machine/Tuner/Effect
If your opponent targets a "Blazing Wheels" monster you control with a card effect, you can Special Summon this card from your hand, negate that effect, then add 1 "Drift" Quick-Play Spell from your Deck or GY to your hand.  If all the monsters you control are monsters that list ""Drift" Quick-Play Spell" in their card text, you choose the attack targets for your opponent's attacks.
0/2000

 

 

BACKROW

Spoiler

 

Blazing Wheels Burnout

Quick-Play Spell
If you control 2 or more "Blazing Wheels" monsters, you can Special Summon 1 "Blazing Wheels" monster from your Deck, but you cannot Special Summon monsters for the rest of the turn except monsters that list ""Drift" Quick-Play Spell" in their card text.
 
Blazing Wheels Draft's Technique
Trap
If you control a "Blazing Wheels" monster, you can activate this card from your hand.  If a monster you control with ““Drift” Quick-Play Spell” in its card text is targeted by a card effect: You can target 1 other appropriate card on the field, that card is also treated as the target of that effect.  During your opponent's Main or Battle Phase, if you control exactly 1 "Blazing Wheels" monster, you can banish this card from your GY; add up to 2 "Blazing Wheels" monsters with different names from your GY to your hand.

 

 

SYNCHROS

Spoiler

 

Blazing Wheels Advertiser - Mr. Dynamo

FIRE 6*
Machine/Synchro/Effect
1 Machine Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can add up to 2 "Drift" Quick-Play Spells from your GY to your hand.  When this card declares an attack, you can Special Summon 1 Machine monster from your hand, and if you do, this card gains ATK equal to the Summoned monster's ATK until your opponent's next End Phase.
2200/1600

Blazing Wheels Financier - Ms. Erie
FIRE 7*
Machine/Synchro/Effect
1 Machine Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned, you can either: Send 1 "Blazing Wheels" card from your hand or Deck to the GY, then add 1 "Drift" Quick-Play Spell from your Deck to your hand OR: discard 1 "Drift" Quick-Play Spell, then add 1 monster that lists "Drift" Quick-Play Spell from your Deck to your hand.  If this card's Battle Position is changed, you can swap the ATK and DEF of all monsters on the field.  If this card is in Attack Position, other monsters on the field with less ATK than their DEF cannot activate their effects.
0/2500

Blazing Wheels Hauler - Big McMac
FIRE 8*
Machine/Synchro/Effect
1 Machine Tuner + 1+ non-Tuner monsters
You can only Special Summon 1 "Blazing Wheels Hauler - Big McMac" per turn.  If this card is Synchro Summoned: You can Tribute this card and target up to 3 "Blazing Wheels" monsters in your GY; Special Summon them.  If a "Drift" Quick-Play Spell is activated, you can banish this card from your GY: Until the End Phase, monsters you control that list ""Drift" Quick-Play Spell" in their card text are unaffected by your opponent's card effects.
2000/2800

 

 

Edited by Tinkerer

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~~~

Destiny Racers
Level 1 WIND monsters. A highly spammable set of monsters that use the drift spells to trigger excavation mechanics that help summon out more and more. Use themselves as removal and negation while going into their Rank 1s to deal enough damage for the win.

 

Special Drift - Threading the Needle
Quick-Play Spell
(This card is also always treated as a "Destiny Racers" card)
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then excavate cards from the top of your Deck equal to the number of cards in the new column of the target.  Add any number of "Drift" Quick-Play Spells and monsters that lists ""Drift" Quick-Play Spell" from among those excavated cards to your hand and send the rest to the GY. If you only excavate 1 card by this effect, you can look at the bottom 5 cards in your Deck and place any number of them on top of your Deck in any order.  You can only activate 1 "Special Drift" Quick-Play Spell per turn.

 

MAIN DECK MONSTERS

Spoiler

The Original Destiny Racer
WIND *
Machine/Effect
You can target 1 monster your opponent controls; banish this card and that target until the End Phase.  If you control no monsters after this effect resolves, you can Special Summon 1 monster that lists ""Drift" Quick-Play Spell" in its card text from your hand.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is added to your hand, you can Special Summon it and target 1 "Drift" Quick-Play Spell in your GY, add it to your hand during the End Phase.  You can only use each effect of this card's name once per turn.
0/0
 
Destiny Racer, the First Clone
WIND *
Machine/Effect
Your opponent cannot target this card for attacks or card effects while you control another "Destiny Racer" monster.  You can only control 1 "Destiny Racer, the First Clone".  If your opponent activates a monster effect (Quick Effect): you can tribute this card; negate that effect, then your opponent must pay 1000 LP or shuffle that monster into the Deck.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is placed on the bottom of your Deck, you can reveal it then Special Summon 1 "Destiny Racer, the First Clone" or "The Original Destiny Racer" from your Deck, but its effects are negated this turn.  You can only use each effect of this card's name once per turn.
0/0
 
Destiny Racer, the Fan-Favorite Clone
WIND *
Machine/Effect
You can banish 1 "Destiny Racer" card or 1 "Drift" Quick-Play Spell from your GY and target 1 face-up card your opponent controls; return that target to the hand.  If this card is in the same column as the target, your opponent cannot activate cards or effects in response to this effect.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is added to your hand, you can Special Summon this card from your hand and excavate the top 3 cards from your Deck, and place any number of them on the top or bottom of your Deck in any order.  You can only use each effect of this card's name once per turn.
0/0
 
Destiny Racer, the Experimental Clone
WIND *
Machine/Effect
You can tribute this card and send any number of Set cards you control to the GY; destroy a number of face-up cards your opponent controls equal to the number of cards sent to the GY by this effect.  You can only use this effect of this card's name once per turn.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  You can only use this effect of this card's name once per turn.  If this excavated card is placed on the bottom of your Deck, you can Special Summon 1 "Destiny Racer" monster from your hand.
0/0
 
Destiny Racer, the Supreme Clone
WIND *
During either player's Main Phase (Quick Effect): You can target 1 monster your opponent controls; banish this card and that target until the End Phase.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is added to your hand, you can Special Summon this card from your hand, then immediately after this resolves, you can Xyz Summon 1 Machine monster from your Extra Deck using this card and any number of "Destiny Racer" monsters you control or in your hand.  You can only use each effect of this card's name once per turn.
0/0

 

 
BACKROW

Spoiler

 

Genetic Lab of the Destiny Racers
Field Spell
At the start of your Battle Phase: Destroy this card, and if you do, you can excavate cards from the top of your Deck until you excavate 3 "Destiny Racer" monsters.  Add 1 of those excavated monsters to your hand, then place the remaining cards on the bottom of your Deck in any order, after that, place 1 card from your hand on the bottom of your Deck.  During your End Phase: Inflict 300 damage to your opponent’s LP for each monster you control with "Drift" Quick-Play Spell in its card text that did not declare an attack this turn.

Tunnel of Destiny
Quick-Play Spell
(This card is always treated as a "Destiny Racer" card)
Special Summon 2 Level 1 "Destiny Racer" monsters from your hand and/or GY, then immediately after this effect resolves, Xyz Summon 1 monster using any number of monsters you control including both of the monsters Summoned by this card's effect.  During your Main Phase, except the turn this card was sent to the GY, you can banish this card from the GY and target 1 Xyz Monster you control: Attach up to 2 "Destiny Racer" monsters from your GY to that target.

 


XYZS

Spoiler

 

The Original Destiny Racer - Prime
WIND R*
Machine/Xyz/Effect
2+ Level 1 Machine monsters
Cannot be destroyed by battle.  Any battle damage this card inflicts to your opponent is doubled.  If this card battles a monster, your opponent takes damage from that battle instead.  If your opponent activates a Spell/Trap card or effect, you can detach 2 Xyz Materials from this card; negate the activation, and if you do banish that card.
0/0

King Orichalcum, Lord of the Destined Racer
WIND R*
Machine/Xyz/Effect
3+ Level 1 monsters
Cannot be targeted for attacks or by your opponent’s card effects.  You can discard 1 "Drift" Quick-Play Spell and target up to 3 monsters with "Drift" Quick-Play Spell in their card text in your GY; place them on the bottom of your Deck in any order, and if you do, draw 1 card.  You can detach 1 or 2 Xyz Materials from this card; apply this effect depending on the number you detached.
1: Activate 1 “Genetic Lab of the Destiny Racers” from your hand, Deck, or GY.
2: Special Summon 1 “Destiny Racer” monster from your hand, Deck, or GY, then you can immediately activate its first effect.
0/2500

Vanished Queen, Mother of the Destined Racer
WIND R*
Machine/Xyz/Effect
3+ Level 1 monsters
You can also Xyz Summon this card using 1 Rank 1 monster you control with no Xyz Material as Xyz Material.  Cannot be destroyed by card effects.  Gains DEF equal to the number of Level/Rank 1 monsters in your GY x 500.  If a monster(s) with "Drift" Quick-Play Spell is banished or sent to the GY, you can detach 1 Xyz Material from this card and target 1 of those monsters; Special Summon it OR: Attach it to 1 Xyz monster you control as Xyz Material.  During your opponent’s Main Phase 1, if your opponent controls 3 or more monsters (Quick Effect): End the Phase.  If your opponent enters the Battle Phase, they must attack with all monsters they control (if possible).
0/?

 

 

Edited by Tinkerer

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Level 4 & 8 LIGHT monsters. A set that has a "protect the castle" playstyle that focuses on direct attacks. Level 4s focus on recycling the cards while the Level 8s beat face. Common effect: Unaffected by the effects of cards that are not in the same column as them/can attack directly if the opponent does not control a monster in the same column.

To be honest, the Galactic Flash was the original idea I'd had for this series when I first thought of this archetype: Monsters that'd use the Drift cards to dodge their opponent's effects and strike at the opponent directly by "drifting" around their defenses.  I had to change up the original concept a bit for the purposes of lore, but they're still pretty functional in the way I'd intended.

 

Special Drift - Galactic Rotation
Quick-Play Spell
(This card is also always treated as a "Galactic Flash" card)
Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and you can change its battle position. Double its ATK. If this card is added from your GY to your hand, you can banish it from your hand; draw 2 cards. You can only use this effect of "Special Drift - Galactic Rotation" once per turn. You can only activate 1 "Special Drift" Quick-Play Spell per turn.

 

MONSTERS

Spoiler

 

Sunstreak, Leader of the Galactic Flash
LIGHT 8*
Scale: 3<>9
Machine/Pendulum/Effect
PE: You can discard 1 card and target 1 monster you control with "Drift Quick-Play Spell" in its card text; shuffle it into the Deck, and if you do, Special Summon this card, and if you do that, Set 1 "Drift" Quick-Play Spell from your Deck.
ME: Cannot be Normal Summoned/Set. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. If there's a DARK monster on the field, this card gains 2 Levels and 800 ATK. If this card is Special Summoned, you can discard 1 "Drift" Quick-Play Spell: Add 1 monster with "Drift" Quick-Play Spell in its card text from your GY or face-up in your Extra Deck to your hand, and if you do, this card gains ATK equal to that monster's ATK until the End Phase.
3000/2500

Parallapex, Star Private of the Galactic Flash
LIGHT 8*
Scale: 3<>9
Machine/Pendulum/Effect
PE: Monsters with ""Drift" Quick-Play Spell" in their card text gain 400 ATK. Your opponent cannot negate the effects of "Drift" Quick-Play Spells you control.
ME: During each of your Standby Phases, halve this card's ATK and increase its DEF by 1000. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. When this card is destroyed by battle, you can add 1 "Drift" Quick-Play Spell from your GY to your hand.
3200/0

Blue Moon, Analyst of the Galactic Flash
LIGHT 8*
Scale: 3<>9
Machine/Pendulum/Effect
PE: If you activate a "Drift" Quick-Play Spell: You can target 1 monster your opponent controls, Move it to another Main Monster Zone, and if you do, gain LP equal to that monster's Level/Rank/Link Rating x 100.
ME: If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. During either player's Damage Step, when a "Galactic Flash" monster you control is battling: You can reveal this card in your hand: shuffle this card from your hand into the Deck; that monster gains 1000 ATK until the End Phase.
2800/2400

Miles Zenith, Commander of the Galactic Flash
LIGHT 8*
Scale: 3<>9
Machine/Pendulum/Effect
PE: If a card outside your Deck is shuffled into your Deck: You can Special Summon 1 "Galactic Flash" monster from your hand.
ME: You can Normal Summon this card without tributes or with 1 tribute, but it loses 1000 ATK for each fewer tribute used. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. When this card is destroyed by battle, you can add 1 "Drift" Quick-Play Spell from your Deck to your hand, then you can Special Summon 1 "Galactic Flash" monster from your hand. If you do not Special Summon a monster, shuffle 1 card from your hand into your Deck.
2800/1000

Asterbolt, Recruiter of the Galactic Flash
LIGHT ****
Scale: 3<>9
Machine/Pendulum/Effect
PE: If you only control 1 "Galactic Flash" monster, it gains 500 ATK. If you activate a "Drift" Quick-Play Spell: You can shuffle this card into your Deck; add 1 "Galactic Flash" monster from your Deck to your hand. You can only use this effect of this card's name once per turn.
ME: If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. When this card is destroyed by battle: You can Special Summon 1 Level 4 "Galactic Flash" monster from your Deck.
1000/1600

The Equinox, Twin Mechanics of the Galactic Flash
LIGHT ****
Scale: 3<>9
Machine/Pendulum/Effect
PE: Once per turn, if your Deck has more cards than your opponent's: You can target 1 "Drift" Quick-Play Spell in your GY; add it to your hand, but you cannot activate cards with the same name as that card this turn.
ME: If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. If a "Galactic Flash" monster is destroyed by battle, you can reveal this card in your hand; shuffle it into your Deck, and if you do, Special Summon the destroyed monster.
1200/2000

Nebulous, Bounty Hunter of the Galactic Flash
LIGHT ****
Scale: 3<>9
Machine/Pendulum/Effect
PE: Once per turn: You can reveal 1 monster with ""Drift" Quick-Play Spell" in its card text in your hand; shuffle it into your Deck, and if you do, Special Summon this card.
ME: If this card is Special Summoned by the effect of a "Galactic Flash" card or a "Drift" Quick-Play Spell, its original ATK is doubled. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. If this card would be destroyed by battle, you can make this card lose 400 ATK and shuffle 1 "Drift" Quick-Play Spell from your hand into your Deck instead.
1400/1000

 

 

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    • By Tinkerer
      "The Eurobeat Continues" is a "super-archetype" thread composed of five separate archetypes tied together by a group of "Drift" Quick-Play Spells.  The card thread can be found HERE.
      When I had originally begun designing the archetype, I had also started writing a story alongside the cards.  The new thread is now called "The Eurobeat Continues", because I had an older thread with all of this set-up and spoiler'd so it was nice and neat.  I posted the story bits every week when I "bumped" the thread, however, when the YCM site was updated, the post got way out of hand since the spoilers weren't working.
      All that said, it was one of my personal favorite projects, so I plan to repost the whole thing in weekly installments just like I had done last time.  This thread will have the story while the other will have the cards.  On the whole, I am going to try to write these independently so if you are interested in the story, you don't need to look at the cards, and vice versa.  However, for maximum flavor and lore, I would recommend glancing at both threads.
      Thanks for looking through and I hope you enjoy!
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