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Empty Zones Matter! The "Shocking" Zaparticle Archtype!

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   Once again in the mood to share my ideas, this time the somewhat incomplete "Zaparticle" Archtype, a group of Thunder monsters that like to either have empty zones between them or a sequence of monsters whose combined Level is 0 to make their spell/traps and ED monsters more powerful, all loosely based on the idea of positive/negative ions. it uses my (very unoriginal) concepts of "Negative" monsters (monsters whose level is a negative value) and my iteration of Trap Pendulums (seen here: 

The Monsters

    The strategy primarily revolves around using the effects of the three pendulum monsters to easily swarm the field, after which they can be used as both link materials and tribute fodder for you link monster's effects.

dflma5l-281488c5-d629-4661-909d-9ff56dca

"Once per turn, If you have a Thunder-Type monster in your other Pendulum Zone, you can draw one card for each empty zone between (exclusive) this card and that monster."

"If you control a face-up Thunder-Type Negative Monster you can Special Summon this card to a zone adjacent to that monster."

dflma5t-25b1d89d-da13-44f9-a50c-632fcfd0

"Once per turn, If you have a Thunder-Type monster in your other Pendulum Zone, you can target one card on the field; return that card to it's owners Hand. You cannot Pendulum Summon except "Zaparticle" Monsters. (this cards Pendulum Scales is always treated as -2)."

"If you control a face-up Thunder-Type Monster with a positive Level you can Special Summon this card to a zone adjacent to that monster. This cards Level is always treated as -1."

Nuetra by inkescher

"Target two Thunder-Type Monsters you control whose combined Levels equals 0, monsters you control in zones between those targets cannot be removed from the field until the Endphase, then you can Pendulum Summon Thunder-Type monsters. This cards Pendulum Scale is always treated as the scale of the monster in your other Pendulum Zone x-1."

"Cannot be Normal Summoned/Set. If you control Thunder-Type monsters whose combined Levels equals 0 you can Special Summon this card from your Hand."

    The Link monsters, with the exception of Collida, each have effects revolving around the level of monsters you tribute for their effects or summon.

dflma5w-c5d7276d-da49-4b7d-a070-0ae64db5

"1 Thunder-Type monsters
You can also Link Summon this card by discarding one "Zaparticle Prota" and "Zaparticle Electra", if Link Summoned this way you can, immediately after this effect resolves, Link Summon one "Zaparticle" monster from your Extra Deck using this card and other "Zaparticle" monsters you control. Once per turn you can tribute this Link Summoned monster (quick effect); Special Summon up to three monsters from your Hand, GY, or faceup from your Extra Deck whose combined Levels equals 0. You can only Link Summon one "Zaparticle Collida" per turn.
"

Wyrm by inkescher

"2 Thunder-Type Monsters
This card and any monster it is used as a Link Material for the summon of gains the following effects based on the level of "Zaparticle Monsters used as Materials for this card's Link Summon;
● -1 or lower: This card is immune to Spell Cards/Effects.
● 0: When this card is summoned destroy cards on the field equal to the number of empty zonesthis card points to.
● 1 or higher: This card is immune to trap cards/effects.
"

Origin by inkescher

"3 Thunder-Type monsters
If you control a Negative Monster and a monster with a positive Level you can move this card to a main monster zone between those monsters. Once per turn you can tribute a monster linked to this card, add one "Zaparticle" Spell or Trap card from your Deck to your Hand.
"

image has an error, Reactor Dragon's ATK is 2800

Reactor by inkescher

"2+ Thunder-Type and/or Negative Monsters
Once per turn you can tribute a monster linked to this card, activate the appropriate effect based on that monsters Level;
● -1 or lower: this card can attack all monsters with a positive Level your opponent controls during your next battlephase.
●0: add monsters from your Deck or face-up from your Extra Deck to your Hand whose combined Levels equals 0.
●1 or higher: Special Summon one Thunder-Type Monster from your GY or Face-up from your Extra Deck to a zone this card points to.
"

The Spells/Traps

I currently don't have images for the few spells/traps I have made.

Ionized Zaparticles

Quickplay

"Discard one card then target two Thunder-Type Monsters you control whose combined Levels equals 0; Special Summon as many "Zaparticle Ion Token" (Thunder/LIGHT/Level 0/ATK 0/DEF 0) as possible to Monster Zones between those targeted monsters."

Zaparticle Inversion

Normal

"Target one Thunder-Type monster you control; it's Level becomes equal to it's original Level x-1."

Zaparticle Barrier

Continuous

"Face-up Thunder-Type monsters you control cannot be destroyed by battle or your opponents card effects. Destroy this card if the combined Levels of monsters you control is not 0."

Charged Zaparticles

Normal

"Target all "Zaparticle" monsters you control in zones adjacent to each other whose combined Levels equals 0; Those monsters gain 500 ATK for each targeted monster until the Endphase."

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    • By |0P|
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    • By Princess Raven
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      WATER Psychic Ritual Archetype, based on humanoid slime creatures, that focuses heavily on the strategic and careful placement of its own cards in order to properly utilize the versatility of its abilities. The lower Level "fodder" monsters have a certain effect they can earn depending on which of these three MMZs theyre in: Center, Leftmost, and Rightmost. They also have a bit of a floating effect on destruction involving an opponent's card, becuz I was having major issues with being forced to end my turn cuz I got negated merely once. Plus, theyre slimes. They aint particularly easy to kill. The Bigger, Bossier, Ritual monsters of the archetype focus on disruptive effects on summon with column play, they give buffs or get abilities when there is an archetypal monster in an adjacent MMZ to them, and some gain an additional effect if there is a Spell/Trap card in the adjacent space below them. 

      Now that the basic summary is out of the way, without further ado, the "Protean" archetype:
       
      ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

      Main Deck Monsters
      Cerulean Protean
      WATER - Level 3 - Psychic/Effect - 800/1300
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      ● Center: Once per turn, you can shuffle 1 "Protean" card from your GY into your Deck, then draw 1 card.
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      Lavender Protean
      WATER - Level 3 - Psychic/Effect - 1000/1000
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      ● Rightmost: Once per turn, you can Special Summon 1 Level 4 or lower "Protean" monster from your hand.
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      Seafoam Protean
      WATER - Level 4 - Psychic/Effect - 1300/1200
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      ● Center: Once per turn, you can banish 1 "Protean" monster from your GY; this card's Level becomes the banished monster's Level.
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      Vermillion Protean
      WATER - Level 4 - Psychic/Effect - 1400/1100
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      ● Center: During your Main Phase; you can add 1 "Protean" Spell/Trap card from your Deck to your hand. You can only use this effect of "Protean Lavender" once per turn.
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      Magenta Protean
      WATER - Level 6 - Psychic/Ritual/Effect - 1000/2000
      You can Ritual Summon this card with any "Protean" Ritual Spell. If this card is Ritual Summoned: destroy all cards your opponent controls that share a column with this card. If a monster in a Main Monster Zone adjacent to this card would be Tributed for the Ritual Summon of a "Protean" monster: you can treat that monster as all the necessary Tributes for the Ritual Summon.
       
      Scarlet Protean
      WATER - Level 7 - Psychic/Ritual/Effect - 2500/2400
      You can Ritual Summon this card with any "Protean" Ritual Spell. When this card is Ritual Summoned, return all cards your opponent controls that share a column with this card to their hand. Once per turn: you can target 1 monster your opponent controls; Psychic monsters in Monster Zones adjacent to this card gain half the targeted monster's ATK until the End Phase. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: this card can attack twice per Battle Phase.
       
      Silver Protean
      WATER - Level 8 - Psychic/Ritual/Effect - 3000/2300
      This card can be Ritual Summoned with any "Protean" Ritual Spell. If this card is Ritual Summoned: You can banish all cards your opponent controls in this cards column. Monsters in Main Monster Zones adjacent to this card cannot be destroyed by battle or your opponent's card effects. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: once per turn, you can destroy all Special Summoned monsters your opponent controls with original ATK less than or equal to this card's current ATK.
       
      Spells and Traps
       
      Protean Arcane Torrent
      Continuous Spell
      If this card is activated: You can add 1 "Protean" monster from your Deck to your hand. Once per turn: You can activate 1 of the following effects:
      ● Move 1 "Protean" monster you control to another of your Main Monster Zones.
      ● Switch the locations of 2 "Protean" monsters in your Main Monster Zones.
      You can only activate 1 "Protean Arcane Torrent" per turn.
       
      Riverbed of the Proteans
      Field Spell
      When this card is activated: you can add 1 "Protean" card from your Deck or GY to your hand. You can only use this effect of "Riverbed of the Proteans" once per turn. Psychic Ritual Monsters you control gain 500 ATK and DEF, and cannot be targeted or destroyed by your opponent's card effects.
       
      Protean Metamorphosis
      Ritual Spell
      This card can be used to Ritual Summon any "Protean" Ritual monster from your hand or GY. You must also Tribute monsters from your hand and/or field whose total Levels equal or exceed the Level of the Ritual monster you Ritual Summon. If this card is in your GY: you can Tribute 1 "Protean" monster you control; add this card to your hand.
       
      Protean Emergency Morph
      Continuous Trap
      When your opponent declares an attack, or when your opponent targets a monster(s) with a card effect: you can reveal 1 Ritual monster in your hand; Tribute from your hand and/or field monsters whose total Levels equal or exceed the revealed monster's, then Special Summon the revealed monster (This Special Summon is always treated as a Ritual Summon). Once per turn, you can banish this card from your GY; "Protean" monsters you control cannot be destroyed by battle this turn. You can only use each effect of "Protean Emergency Morph" once per turn.
       
      Extra Deck Monsters
       
      Rainbow Protean
      WATER - Rating 2 - Psychic/Link/Effect - 1300/2
      Link Markers: South, Southeast
      2 "Protean" monsters
      If this card is Link Summoned: you can add 1 "Protean" Ritual Monster from your Deck to your hand, then immediately after this effect resolves, you can Ritual Summon it to a Zone this card points to, by Tributing monsters from your hand and/or field whose total Levels equal or exceed the Level of the Ritual Monster. Ritual Monsters this card points to gain 500 ATK and DEF.
       
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      Whew! That was a lot.. Please feel free to critique these and give inputs on what needs nerfed, what needs boosted, etc. But as of the current moment, I feel pretty good about the way this turned out!~ P.S. I dont have a clue how to utilize spoilers in this format, so sorry for the wall of text..
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