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Militron - RTS in a TCG [20/20] [Written]

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I've been wanting to make a control deck theme like this for some time. Of course one that's machine-- this is something that just needs to be gotten out of my system and I absolutely do not apologize for it.

The idea is that I really want an archetype of military machines. Tanks and guns. I wanted it to be easily splashed into a wide variety of decks, and something you can run differently if you want it to be an engine piece or if you want to run the deck in more of a pure sense. Honestly I wanted to make Machine Shaddolls and can you blame me?

For the "control" aspect I focused on a couple factors. The first was a focus on the maindeck monsters to be supporting engine pieces and fusion materials first and foremost with a minimal focus on monster spamming. There is, of course, high potential for the cards to be involved in combos. I've intentionally worked with the characteristics of the maindeck monsters to make them very easily supported and worked with a lot of other goodstuff generic strategies and a variety of decks, but the cards by themselves won't easily make large field-building combos by themselves, nor will they be very strong as battle pieces on their own.

Then we get to the fusions, with the other two focuses on control being: a minimal use of negation effects, a high focus on disruption, and the act of battling being very secondary to more indirect ways to dealing damage and removing targets. The idea of the deck is rooted in its RTS inspiration: accumulate resources and fortify your position. So let's get to it.


 

Spoiler

 

Militron Multimachine Pioneer
EARTH - Level 4
Machine/Effect

If this card is Normal or Special Summoned: You can activate 1 “Command and Control” from your Deck, and if you do, place 1 Supply Counter on it. You can only use this effect of “Militron Multimachine Pioneer” once per turn. Once per turn: You can target 1 face-up “Militron” Spell or Trap you control; place 1 Supply Counter on it.
ATK 1800 | DEF 500

Militron Aux-Crane Deployment
WATER - Level 3
Machine/Effect

If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 or lower “Militron” monster from your hand or GY in face-up Defense Position, except “Militron Aux-Crane Deployment”. You can target 1 Level 5 or lower “Militron” monster in your GY; add that target to your hand. You can only use 1 “Militron Aux-Crane Deployment” effect per turn, and only once that turn.
ATK 500 | DEF 1600

Militron Surveyor Scout
WIND - Level 2
Machine/Effect

While you control a face-up “Militron” Continuous Spell or Trap, you can Special Summon this card from your hand. You can only Special Summon 1 “Militron Surveyor Scout” this way per turn. If this card is Normal or Special Summoned; you can add 1 “Militron” monster from your Deck to your hand. You can only use this effect of “Militron Surveyor Scout” once per turn.
ATK 0 | DEF 0

I based the maindeck engine monsters around military support vehicles, such as a recovery crane mounted on a boat or a construction dozer (Multimachine). The point is that these cards aren't necessarily supposed to be combat cards, and the exception to this are the stats being as intentionally supported by generic options as possible. If I want the deck to be an engine you splash at multiple sizes, then I want it to be as open to support as it can be.

 

Militron Up-Armor Core
LIGHT - Level 1
Machine/Union/Effect

While this card is in your hand: You can reveal this card in your hand and target 1 face-up “Militron” Spell or Trap you control; send this card from your hand to the GY, and if you do, place 1 “Supply Counter” on that card. Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 500 DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, while this card is equipped to a monster: You can Fusion Summon 1 “Militron” monster from your Extra Deck, using this card and the monster equipped with this card.
ATK 0 | DEF 500

Militron Blitz-Armor Core
LIGHT - Level 1
Machine/Union/Effect

Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 500 ATK, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. While this card is equipped to a monster (Quick Effect): You can Fusion Summon 1 “Militron” monster from your Extra Deck, using this card and the monster equipped with this card. (this card is treated as “Militron Up-Armor Core” for this effect.) You can only use this effect of “Militron Blitz-Armor Core” once per turn.
ATK 500 | DEF 0

Militron Over-Armor Core
LIGHT - Level 1
Machine/Union/Effect

This card can be treated as “Militron Up-Armor Core” for a Fusion Summon, if you use this card from your hand, field, or GY as a material. If this card is used as a material for a Fusion Summon; you can equip this card from your GY to that Fusion Summoned monster. Once per turn, you can either: Target 1 monster you control; equip this card to that target from your hand or field, OR: if this card was not equipped this turn by its effect, unequip it and Special Summon it. A monster equipped with this card loses 500 ATK/DEF, but cannot be destroyed by battle or card effects, also if the equipped monster would be banished or returned to your hand by a card effect, destroy this card instead.

ATK 0 | DEF 0

Now these 3 light monsters are far more abstract. Besides the continuous spell, two of these three cards are the primary Fusion means through Union effects. I think I blame Gearframe for getting me to like unions. Anyways, this was originally supposed to be 2 because I was keeping the archetype numbers smaller, but I added Over-Armor to fully flesh out the union mechanics in the deck. Again, the attribute of LIGHT as well as the union side is meant to push the flexibility of support for the deck.

 


 

Spoiler

 

Command and Control
Field Spell Card

(This card is always treated as a “Militron” card.)
If this card is activated, and once during each of your Standby Phases, place 1 Supply Counter on this card. You can add 1 “Militron” monster from your Deck to your hand, or set 1 “Militron” Continuous Spell or Trap from your Deck, but it cannot be activated this turn. You can remove 1 Supply Counter from this card and target 1 monster you control; equip it with 1 LIGHT “Militron” Union monster from your Deck or GY. You can remove 2 Supply Counters from this card; Special Summon 1 non-LIGHT “Militron” monster from your Deck, or activate 1 “Militron” Continuous Spell or Trap from your Deck. You can only use 1 “Command and Control” effect per turn, and only once that turn.

Militron Ore Foundry
Continuous Spell Card

Once per turn, during each Standby Phase, place 1 Supply Counter on 1 face-up “Militron” Spell or Trap you control. You can banish 1 Machine Monster from your GY, and if you do, place 1 Supply Counter on a face-up “Militron” Spell or Trap you control, or if that banished monster was Level/Rank 5 or higher, place 2 Supply Counters on 1 other “Militron” Spell or Trap you control instead. You can remove 2 Supply Counters from this card; draw 2 cards. You can only activate 1 “Militron Ore Foundry” effect per turn, and only once that turn.

Militron Armor Factory
Continuous Spell Card

If this card is activated and you have not activated another “Militron Armor Factory” this turn, place 1 Supply Counter on this card. Once per turn: You can Fusion Summon 1 “Militron” Fusion Monster from your Extra Deck, using monsters from your hand or field as material, or if this is the first time you have activated this effect of “Militron Armor Foundry” this turn, you can remove any number of Supply Counters from this card and use that many monsters from your Deck as material instead.

Militron Support Network
Continuous Trap Card

Once per turn, during each Standby Phase, place 1 Supply Counter on this card, or 2 Supply Counters if you control a face-up Level 10 or higher “Militron” Fusion Monster. If a face-up “Militron” Card you control would leave the field by an opponent’s card effect, you can remove 1 Supply Counter from your field instead.

Militron Sentry Battlement
Continuous Trap Card

If this card is activated, place 1 Supply Counter on this card. “Militron” monsters you control gain 200 ATK/DEF for each Supply Counter on cards you control. Once per turn: You can target 1 “Militron” monster you control; remove any number of Supply Counters from face-up “Militron” cards you control, and if you do, that target gains 800 ATK/DEF for each Supply Counter removed by this effect.

Militron Counter-Intel Bunker
Continuous Trap Card

Once per turn: You can target 1 “Militron” monster you control; negate the next effect that targets that card, or the next attack declared by your opponent’s monster on that card. These changes last until the end of the turn. Once per turn: You can target 1 face-up card your opponent controls and remove 1 Supply Counter from a face-up “Militron” card you control; negate that target’s effects, and if that target is a monster on their field, change it to face-up Defense Position.

Nothing special here, in terms of lore or mechanics. The Supply Counter part is meant to play into the RTS side of inspiration for the theme.

 


 

Spoiler

 

Militron Siege Engine
EARTH - Level 5
Machine/Fusion

1 non-LIGHT “Militron” monster
ATK 2300 | DEF 2300

Militron Shore Blaster
WATER - Level 5
Machine/Fusion

1 non-LIGHT “Militron” monster
ATK 2000 | DEF 2600

Militron Sky Hunter
WIND - Level 5
Machine/Fusion

1 non-LIGHT “Militron” monster
ATK 2600 | DEF 2000

No, I did not forget details. These three cards are intentionally vanillas and intentionally only require one material. "Gee Link Monsters, how come your mom lets you summon with only one material?!" A lot of choices were made surrounding these three very simple cards with no real function of their own.
- The choice of being 1 material is meant to keep the cost of the no-function monsters low, without using actual Link Monsters to reign in combo potential for the deck.
- The choice of being 1 material is also to allow these cards to be used as a means to get the attribute you want at any time, without having a deck that combos into every one of its pieces whenever you want. Of course, you have the trade-off of having to run vanillas in your extra deck in order to accommodate this, so I feel like despite being one material it does come with its downsides.
- The other reason for these being Fusions instead of Links is that using it puts potential limits on the boards you end up producing through your turn, to add additional nuance to its strategy.
- The final reason for being Fusions, not Links, as well as being vanillas is: Ready Fusion! Yes, in my efforts to have this deck take as much advantage of generic support as possible.
- These cards are also meant to be the primary beatsticks of the deck, believe it or not. You'll find out soon.

 


 

Spoiler

 

Militron Strato-Station
LIGHT - Level 9
Machine/Fusion/Effect

“Militron Up-Armor Core” + 1 LIGHT Machine Monster
If this card is Special Summoned, while you control no face-up “Militron Strato-Station” in your Spell/Trap Zone: You can place this card face-up in your Spell/Trap Zone as a Continuous Spell, and if you do, place 1 Supply Counter on this card. Once per turn: You can Special Summon 1 Machine monster from your hand. While this card is treated as a Continuous Spell by its own effect, it has the following effects.
● Once per turn, during each Standby-Phase; place 1 Supply Counter on this card.
● You can remove 1 Supply Counter from this card; Special Summon 1 Level 5 “Militron” Fusion Monster from your Extra Deck. This is treated as a Fusion Summon.
● “Militron” Fusion Monsters you control gain 400 ATK/DEF and cannot be destroyed by card effects.
ATK 0 | DEF 2900

Militron Frontline Fortress
EARTH - Level 10
Machine/Fusion/Effect

“Militron Up-Armor Core” + 1 EARTH Machine Monster
At the end of your opponent’s turn, remove 1 Supply Counter from your field, otherwise this card cannot activate its effects next turn. This card can attack while it is in Defense Position, applying its ATK for damage calculation. You can only use 1 of the following effects per turn, and only once that turn.
● (Quick Effect): You can choose 1 of your unused Main Monster Zones; move this card from its current Monster Zone to that Main Monster Zone.
● (Quick Effect); If your opponent controls at least 1 card in this card’s column, destroy them and inflict 500 damage to your opponent for each card destroyed. Otherwise, inflict 2000 damage to your opponent. This card cannot use this effect next turn.
ATK 1000 | DEF 3000

Militron Beachfront Bombarder
WATER - Level 10
Machine/Fusion/Effect

“Militron Up-Armor Core” + 1 WATER Machine Monster
At the end of your opponent’s turn, remove 1 Supply Counter from your field, otherwise this card’s ATK/DEF become 0 and it cannot activate its effects until the end of your opponent’s next turn. If another “Militron” monster you control battles your opponent’s monster, your monster gains 500 ATK/DEF until the end of damage calculation. You can only use 1 of the following effects per turn.
● Once per turn (Quick Effect): You can choose 1 of your unused Main Monster Zones; move this card from its current Monster Zone to that Main Monster Zone.
● Up to 3 times per turn (Quick Effect); destroy 1 card your opponent controls in this card’s column, or in a column adjacent to this card, and if you do inflict 500 damage to your opponent. This card cannot use this effect next turn.
ATK 500 | DEF 3500

Militron Sonic Striker
WIND - Level 10
Machine/Fusion/Effect

“Militron Up-Armor Core” + 1 WIND Machine Monster
At the end of your opponent’s turn, remove 1 Supply Counter from your field, otherwise return this card to your Extra Deck. While you control at least 1 other “Militron” Fusion Monster, your opponent’s monsters cannot attack this card. You can only use the following effects once per turn.
● (Quick Effect): You can choose 1 of your unused Main Monster Zones; move this card from its current Monster Zone to that Main Monster Zone.
● (Quick Effect); destroy 1 card your opponent controls in this card’s column, then if they control a card in the same column as that destroyed card or in a column adjacent to it, you can destroy it. Repeat this effect until you choose not to destroy a card, or until a card is not destroyed by this effect.
ATK 1500 | DEF 2500

Militron Celestial Judgment
LIGHT - Level 12
Machine/Fusion/Effect

4 “Militron” monsters with different Attributes
Cannot be Special Summoned to a Main Monster Zone. While this card is in an Extra Monster Zone, this card is unaffected by the effects of your opponent’s monsters in Main Monster Zones, and they cannot attack this card. When this card inflicts Battle Damage to your opponent, lower its ATK/DEF by that amount. If this card is destroyed, destroy all monsters you control. You can only use 1 of the following effects per turn, and only once that turn.
● (Quick Effect); you can remove any number of Supply Counters from your field, and if you do, this card gains 1000 ATK/DEF for each counter removed.
● (Quick Effect); You can lower this card’s ATK/DEF in multiples of 1000, and if you do, banish 1 card your opponent controls for each multiple of 1000 this card’s ATK/DEF was lowered by, then inflict 300 damage to your opponent for each card banished.
ATK 0 | DEF 0

 

 

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