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[Duel Links] Crusolars (yet again)

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Crusolar Commander
Fairy/LIGHT/Level 4/ATK 1800/DEF 1600
If this card is Normal or Special Summoned: You can place 1 "Crusolar" monster from your hand or side of the field in your Spell & Trap Card Zone as a Continuous Spell. If this card inflicts Battle Damage to your opponent: You can add 1 "Crusolar" monster from your Deck to your hand, except "Crusolar Commander," and if you do, place this card face-up in your Spell & Trap Card Zone as a Continuous Spell. If your opponent activates a Spell or Trap Card while this card is a Continuous Spell and you control another "Crusolar" Continuous Spell: You can send this card to the GY; negate that effect.

Crusolar Conjurer
Spellcaster/LIGHT/Level 4/ATK 1000/DEF 900
If this card is Normal or Special Summoned: You can Special Summon 1 "Crusolar Drake Token" (Wyrm/LIGHT/Level 4/ATK 1800/DEF 1500), and if you do, place this card in your Spell & Trap Card Zone as a Continuous Spell. If a "Crusolar" monster(s) is sent from your field to the GY: You can send this Continuous Spell to the GY, then target 1 of those cards; place it in your Spell & Trap Card Zone as a Continuous Spell, but its effects are negated until the end of the turn.

Crusolar Lancer
Fairy/LIGHT/Level 4/ATK 1500/DEF 1000
If your opponent's monster attacks and this card is a Continuous Spell: You can send this card to the GY; negate the attack, and if you do, decrease the ATK/DEF of that monster by 500. This card gains the following effects depending on the number of "Crusolar" Continuous Spells you control:
1+: This card inflicts Piercing Damage.
2+: When this card attacks an opponent's monster: Negate that monster's effect until the end of the Battle Phase.
3: Your opponent cannot activate Spell or Trap Cards during your Battle Phase.

Crusolar Magus
Spellcaster/LIGHT/Level 4/ATK 1200/DEF 1000
If this card is Normal or Special Summoned: You can target 1 "Crusolar" monster in your Spell & Trap Card Zone; Special Summon it. This effect of "Crusolar Magus" can only be activated once per turn. During the Damage Step, if this card attacks an opponent's monster: You can send 1 "Crusolar" Continuous Spell you control to the GY; destroy the opponent's monster.

Crusolar Paladin
Warrior/LIGHT/Level 4/ATK 1900/DEF 1500
If this card attacks a monster while you control a "Crusolar" Continuous Spell Card: That monster loses 500 ATK and DEF until the end of the turn. If this card inflicts Battle Damage to your opponent: You can draw 1 card, and if you do, place this card face-up in your Spell & Trap Card Zone as a Continuous Spell. If an opponent's monster activates its effect while this card is a Continuous Spell and you control another "Crusolar" Continuous Spell: You can send this card to the GY; negate that effect.

Crusolar Rethresher
Fish/LIGHT/Level 4/ATK 1300/DEF 1800
If your opponent declares a direct attack while you control a "Crusolar" Continuous Spell: You can Special Summon this card from your hand, and if you do, change the attack target to this card. If this card inflicts Battle Damage to your opponent: You can target 1 card you control; shuffle it into your Deck, and if you do, place 1 "Crusolar" monster from your hand, Deck, or GY in your Spell & Trap Card Zone as a Continuous Spell. Each effect of "Crusolar Rethresher" can only be activated once per turn.

Crusolar Sniper
Warrior/LIGHT/Level 2/ATK 800/DEF 2000
If you Normal or Special Summon a "Crusolar" monster: You can place this card from your hand or side of the field in your Spell & Trap Card Zone as a Continuous Spell. If a "Crusolar" monster you control battles an opponent's monster while this card is a Continuous Spell: You can send this card to the GY; the opponent's monster loses 1000 ATK/DEF and your opponent takes Piercing Damage from all battles involving it. These changes last until the end of the turn.

Crusolar Dual Advance
Normal Spell
Reveal 1 "Crusolar" monster in your hand; add 1 "Crusolar" monster with the same Type to your Deck to your hand, then place the revealed card in your Spell & Trap Card Zone as a Continuous Spell.

Crusolar Eternal Hall
Field Spell
If this card is activated: You can place 1 "Crusolar" monster from your hand, Deck, or GY in your Spell & Trap Card Zone as a Continuous Spell. If an opponent's monster attacks or is attacked: Decrease the ATK/DEF of that monster by 300 for each "Crusolar" Continuous Spell you control during the Damage Step. You can only activate 1 "Crusolar Eternal Hall" per turn.

Crusolar Skycavalry
Xyz/Fairy/LIGHT/Rank 4/ATK 2000/DEF 1700
2 Level 4 monsters
Once per turn, when your opponent activates a card effect during the Battle Phase: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that card. During your opponent's Main Phase: You can detach 1 Xyz Material from this card; place this card in your Spell & Trap Card Zone as a Continuous Spell with the following effect:
* Decrease the ATK/DEF of all monsters your opponent controls by 500.

 

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I took out the Field Spell's win condition because it would be too easy to accomplish on a 3-card backrow. I also tried to make it so the cards didn't have a billion effects but tbh they still do. I don't think I could repurpose all the cards due to smaller deck space and the fact that Duel Links is an entirely different beast where some of these battle effects would be too powerful (like for example, they don't even have Scrap-Iron Scarecrow). So now it's just a beatdown stunny deck that puts its monsters in the backrow to be d i s t i n c t i v e.

Thoughts would be appreciated!

Edited by A Burgerking Crouton

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NECRO!!!!!!!ing this thread with some updates. Mostly new additions, but with one card (previously known as Vanguard) nerfed a bit because I didn't like how easily it could just sit at 2800 DEF with Snipers.

Here is the one change:

Crusolar Vanguard
Warrior/LIGHT/Level 4/ATK 1300/DEF 1800
If your opponent declares a direct attack while you control a "Crusolar" Continuous Spell: You can Special Summon this card from your hand, and if you do, change the attack target to this card. If this card inflicts Battle Damage to your opponent: You can target 1 card you control; shuffle it into your Deck, and if you do, place 1 "Crusolar" monster from your hand, Deck, or GY in your Spell & Trap Card Zone as a Continuous Spell.

Crusolar Rethresher
Fish/LIGHT/Level 4/ATK 1300/DEF 1800
If your opponent declares a direct attack while you control a "Crusolar" Continuous Spell: You can Special Summon this card from your hand, and if you do, change the attack target to this card. If this card inflicts Battle Damage to your opponent: You can target 1 card you control; shuffle it into your Deck, and if you do, place 1 "Crusolar" monster from your hand, Deck, or GY in your Spell & Trap Card Zone as a Continuous Spell. Each effect of "Crusolar Rethresher" can only be activated once per turn.

Every card has a generic name and then there's Punny McGee over here.

 

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New cards:

Crusolar Conjurer
Spellcaster/LIGHT/Level 4/ATK 1000/DEF 900
If this card is Normal or Special Summoned: You can Special Summon 1 "Crusolar Drake Token" (Wyrm/LIGHT/Level 4/ATK 1800/DEF 1500), and if you do, place this card in your Spell & Trap Card Zone as a Continuous Spell. If a "Crusolar" monster(s) is sent from your field to the GY: You can send this Continuous Spell to the GY, then target 1 of those cards; place it in your Spell & Trap Card Zone as a Continuous Spell, but its effects are negated until the end of the turn.

Crusolar Magus
Spellcaster/LIGHT/Level 4/ATK 1200/DEF 1000
If this card is Normal or Special Summoned: You can target 1 "Crusolar" monster in your Spell & Trap Card Zone; Special Summon it. This effect of "Crusolar Magus" can only be activated once per turn. During the Damage Step, if this card attacks an opponent's monster: You can send 1 "Crusolar" Continuous Spell you control to the GY; destroy the opponent's monster.

Crusolar Dual Advance
Normal Spell
Reveal 1 "Crusolar" monster in your hand; add 1 "Crusolar" monster with the same Type to your Deck to your hand, then place the revealed card in your Spell & Trap Card Zone as a Continuous Spell.

Crusolar Skycavalry
Xyz/Fairy/LIGHT/Rank 4/ATK 2000/DEF 1700
2 Level 4 monsters
Once per turn, when your opponent activates a card effect during the Battle Phase: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that card. During your opponent's Main Phase: You can detach 1 Xyz Material from this card; place this card in your Spell & Trap Card Zone as a Continuous Spell with the following effect:
* Decrease the ATK/DEF of all monsters your opponent controls by 500.

 

 

Conjurer lets you start filling up your backrow while still having a decent monster on the field so you aren't wide open. Magus offers you effect destruction, not similar to how it did in the original archetype, but it also gives you a way to Xyz Summon as well. That's because this archetype finally has an Extra Deck monster. Skycavalry hoses dangerous BP effects and then can toss itself onto your backrow for a small stat debuff. Idk how useful that part would be but it is spell-speed 2 so that's gotta be nice for something. Dual Advance helps you set up your backrow if you don't open with the Field Spell, and I suppose it makes it easier to use the (about to be nerfed) Balance skill for the deck as well. It's because of this card that Rethresher is a Fish now btw. It felt like it would get a little too annoying with Sniper+old Vanguard.

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