Deck Spotlight: Foot Clan

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UberTrainerMinusInfinity
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Deck Spotlight: Foot Clan

Post #1 by UberTrainerMinusInfinity » Thu Nov 03, 2022 8:39 pm

FOOT CLAN
https://www.duelingbook.com/deck?id=11026690
Year of Origin: 1984, as part of Teenage Mutant Ninja Turtles
Is it real?: Yes
Ace Monster: Shredder, Head Of The Foot Clan
The Main Races: Warrior
The Main Attributes: DARK
Extra Monsters: Fusion, Synchro, Xyz, Link
Attack: 3/5
Defence: 1/5
Strategy: 5/5
Intellect: 5/5
Luck: 5/5
THE STORY:
A criminal orginization made of mechanical ninjas and mutants alike, led by the mastermind Shredder, who took up leadership after proving to be one of its deadliest warriors. But leadership came at a cost....the loss of his brother. Shredder fights to avenge his brother....and to dine on turtle soup!
STRATEGY:
Tonight, you dine on duelist soup! This deck revolves around the unique spell card known as Foot Clan Mutagen Capsule. When your opponent summons a monster from their extra deck, you can use Foot Clan Mutagen Capsule to steal their materials and mutate the monster into your opponent's worst nightmare!
Led by the mastermind Shredder, the Foot Clan are also good at strategy. They have all the tools they need to Fusion Summon, Synchro Summon, and Xyz Summon their mutants without the need of Foot Clan Mutagen Capsule! For example, Foot Clan Soldiers can fuse itself with another Foot Clan monster to form Foot Clan Mutant Bebop, who may make your opponent discard cards when your Foot Clan monsters deal damage, Foot Clan Swordsmen can tune itself with a Foot Clan to form Foot Clan Mutant Rocksteady, those piercing effect will make your opponent fear Tuners, and Foot Clan Axewielders can use its effect to make itself level 6 to bring out the deadly Foot Clan Mutant Leatherhead, who can destroy enemy cards with a detach of a material!
They've also come prepared for a situation where your opponent has no extra deck for Foot Clan Mutagen Capsule to use. The lack of an extra deck allows Foot Clan Commander Krang to be summoned by discarding 1 Foot Clan Mutagen Capsule instead of 3, who has good stats and can protect Foot Clan monsters, and can set up the summon of Shredder, Head Of The Foot Clan without an enemy extra deck!
When the time has come to end things, mutate two of your enemy monsters with Foot Clan Mutagen Capsule and Link them together to form Shredder, Head Of The Foot Clan! He can only be slain by battle, makes the ATK/DEF of any monster he points to 0 with their effects negated, and shows no mercy when attacking a monster, especially if it's those accursed Turtles!
KILLER COMBOS:
If there's one thing that anyone fears, it's Foot Clan Dimension Slash. If you can pull off a Foot Clan Mutagen Capsule, you can use this card to get rid of an Extra Monster type entirely, extra deck and all, severally reducing your opponent's options! Best of all, its drawback doesn't really matter if you're running only Foot Clan monsters.
A mutated Foot Clan Mutant, that was summoned by Foot Clan Mutagen Capsule, will make it harder for your opponent to summon monsters with the same type as the Foot Clan Mutant. For example, Foot Clan Mutant Bebop will make enemy Fusion monsters require an extra material to Fusion Summon!
Being a Warrior archetype, they can make use of many good support cards, such as Reinforcement of the Army, the Noble Arms, and the Heroic Champions.

Christen57
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Post #2 by Christen57 » Thu Nov 03, 2022 11:39 pm

Foot Clan Axewielders's effect can be simplified from:
When this is Normal Summoned, you can target 1 ''Foot Clan Mutagen Capsule'' in your GY or banished cards: add it to your hand, then if your extra deck has 12 or less cards, shuffle all ''Foot Clan'' monsters in your GY into your deck, except level 3 monsters. Then, you may discard 1 ''Foot Clan'' Spell/Trap card: Special Summon 1 ''Foot Clan'' monster from your deck. Once per turn, you may double the levels of all ''Foot Clan'' monsters you control until the end of this turn.
to:
When this card is Normal Summoned: You can target 1 "Foot Clan Mutagen Capsule" in your GY, also you can discard 1 "Foot Clan" Spell; add that target to your hand, then if you have less cards in your Extra Deck than your opponent does, you can shuffle any number of monsters from your GY into the Deck, then if you discarded the Spell, you can Special Summon 1 "Foot Clan" monster from your Deck.

I see no need for this effect to be able to target banished cards since that listed card is usually not going to be banished at all. Also, with the change I'm recommending to the xyz monster, this monster's effect to change levels will also no longer be needed. Also, there's no need to say Foot Clan Spell/Trap if this archetype has no traps, so you can just say Foot Clan Spell instead there.

Foot Clan Commander Krang's effect can be simplified from:
You can send 3 ''Foot Clan Mutagen Capsule'' from your hand or field to the GY: Special Summon this from your hand. This requirement is reduced to 1 if your opponent has no cards in their extra deck. While you control a ''Shredder'' monster, All ''Krang'' and ''Shredder'' monsters gain 600 ATK/DEF. If a ''Foot Clan'' monster would be destroyed, you can send 1 ''Foot Clan Mutagen Capsule'' from your hand or field to the GY instead. Once per turn, if your opponent has no cards in their extra deck, you can discard 1 card, then target 1 monster you control that was summoned from the extra deck: Treat it as if it was a monster summoned by the effects of ''Foot Clan Mutagen Capsule''. If this is used as material for a ''Foot Clan'' monster, during the End Phase (Quick Effect) Add this from your GY to your hand, or Special Summon it if your opponent has no cards in their extra deck.
to:
You can send 3 "Foot Clan" Spells from your hand or field to the GY, or up to 3 instead if the number of cards in your Extra Deck is equal to or less than the number of cards in your opponent's Extra Deck; Special Summon this card from your hand in Attack Position. Monsters you control gain 1000 ATK/DEF while you control a "Shredder" monster. If a "Foot Clan" monster you control would be destroyed, you can discard 1 "Foot Clan Mutagen Capsule" instead. If the number of cards in your Extra Deck is equal to or less than the number of cards in your opponent's: You can discard 1 card, then target 1 monster you control; send it to the GY, then you can Special Summon it from the GY. (This is treated as a Special Summon by "Foot Clan Mutagen Capsule") During the End Phase, if this card is in the GY because it was sent there this turn as Fusion, Synchro, or Link Material for a "Foot Clan" monster: You can add this card to your hand, or you can Special Summon this card if the number of cards in your Extra Deck is equal to or less than the number of cards in your opponent's Extra Deck.

Having to only not have more cards in the extra deck than the opponent seems like a more appropriate a restriction than the opponent having to have no extra deck at all. Also, it's too specific to require its first effect to be able to only send that 1 specific spell of the archetype.

Foot Clan Soldiers's effect can be shortened from:
When this is Normal Summoned: You can add 1 ''Foot Clan'' Spell/Trap card from your deck to your hand, then if you added ''Foot Clan Mutagen Capsule'' this way, until the end of your next turn, if a ''Foot Clan'' monster would be destroyed by any method other than battle; (Quick Effect) That monster gains 400 ATK/DEF instead. Once per turn, you can: Immediately after this effect resolves, Fusion Summon 1 ''Foot Clan Mutant Bebop'' from your extra deck, using ''Foot Clan'' monsters in your hand or field as Fusion Material.
to:
When this card is Normal Summoned: You can add 1 "Foot Clan" Spell from your Deck or GY to your hand, and if this effect adds "Foot Clan Mutagen Capsule" to your hand, "Foot Clan" monsters you control cannot be destroyed by effects until the end of your next turn. Once per turn: You can Fusion Summon 1 "Foot Clan Mutant Bebop" from your Extra Deck, using monsters from either field.

The effect to protect your monsters from destruction doesn't need to also give them ATK and DEF in my opinion. Also, you don't need to include the "immediately after this effect resolves" thing for fusion summons — only for normal, synchro, xyz, and link summons.

Foot Clan Specialists's effect can be simplified from:
When this is Normal Summoned, you can take 1 ''Foot Clan'' monster from your deck/GY, and either add it to your hand, Special Summon it, or return it to the bottom of your deck. If this or a monster summoned using this as material inflicts battle damage, you may take 1 ''Foot Clan Mutagen Capsule'' from your deck/GY, and either add it to your hand, or banish it.
to:
When this card is Normal Summoned: You can add to your hand or Special Summon in Attack Position 1 "Foot Clan" monster from your Deck or GY, and if you do, you can shuffle any number of "Foot Clan" cards from your GY into the Deck. When your "Foot Clan" monster inflicts battle damage to your opponent while this card is on your field or GY: You can add 1 "Foot Clan Mutagen Capsule" from your Deck or GY to your hand.

This effect also doesn't need to banish anything.

Foot Clan Swordsmen's effect can be simplified from:
When this is Normal Summoned, apply this effect: The next ''Foot Clan Mutagen Capsule'' you activate cannot be negated. If this is used as material for a ''Foot Clan'' monster, you may activate this effect: send the top 3 cards of both player's decks to the GY, then add any ''Foot Clan Mutagen Capsule'' you sent this way to your hand. Once per turn, you can activate one of these effects:
● Special Summon 1 ''Foot Clan'' monster from your hand.
● Target 1 ''Foot Clan'' monster you control: it's level becomes 3.

to:
The activation and effects of Quick-Play Spell Cards activated on your field cannot be negated. You can only use each of these effects of "Foot Clan Swordsmen" once per turn.
● You can Special Summon 1 "Foot Clan" monster from your hand or GY, and if you do, you can shuffle any number of "Foot Clan" cards from your GY into the Deck.
● You can target 1 monster you control and declare a Level from 1 to 6; this turn, it becomes that Level.
● If this card is sent to the GY as Fusion, Synchro, or Link Material for a "Foot Clan" monster: You can excavate the top 3 cards of both players' Decks, and if you do, add any of your excavated "Foot Clan" cards to your hand, also send the rest to the GY.


Foot Clan Arsenal's effect can be buffed from:
You can discard this card: take 1 ''Foot Clan'' monster from your deck, and either add it to your hand, or send it to the GY. Equip only to a ''Foot Clan'' monster. If the equipped monster attacks a monster with the same card type as it, destroy that monster immidietly, then gain 1000 LP. At the end of each phase; (Quick Effect) You may return this card to your hand.
to:
Equip only to a "Foot Clan" monster. At the start of the Damage Step, if it attacks an opponent's monster: Destroy that opponent's monster. At the end of each phase: You can return this card to the hand, then you can equip 1 Equip Spell from your hand to your "Foot Clan" monster. You can send this card to the GY; add to your hand or send to the GY 1 "Foot Clan" card from your Deck. You can only use this effect of "Foot Clan Arsenal" once per turn.

There's no need to limit its destruction effect to only monsters matching the type of the equipped monster.

Foot Clan Dimension Slash's effect can be shortened from:
Target 1 ''Shredder, Head Of The Foot Clan'', or 1 ''Foot Clan'' monster that was summoned by the effects of ''Foot Clan Mutagen Capsule'', then pay half your LP: Destroy all non-''Foot Clan'' monsters with the same card type as the targeted monster on the field and in both extra decks. You can only attack with ''Foot Clan'' monsters and Link monsters with a Link Rating of 2 the turn you activate this card.
to:
Pay half your LP, then target 1 Fusion, Synchro, Xyz, or Link Monster you control that is "Shredder, Head Of The Foot Clan" or was Special Summoned by "Foot Clan Mutagen Capsule"; look at your opponent's Extra Deck, and if they have a monster in it with that target's card type (Fusion, Synchro, Xyz, Link), send all monsters of that card type from it and their field to the GY.

There's no need for that last restriction that keeps you from attacking with certain monsters.

Foot Clan Escape's effect can be shortened from:
Activate only if a ''Foot Clan'' monster that was summoned by the effects of ''Foot Clan Mutagen Capsule'' is destroyed, banished, or sent to the GY, or if your ''Foot Clan Mutagen Capsule'' is negated. It becomes the End Phase of this turn. If this set card is destroyed by your opponent's card effect: you may set 1 ''Foot Clan Mutagen Capsule'' from your deck/GY.
to:
When your monster Special Summoned by "Foot Clan Mutagen Capsule" is destroyed or banished, or when a Quick-Play Spell Card's activation is negated: It becomes the End Phase of this turn. If this Set card is destroyed by effect: You can Set 1 "Foot Clan Mutagen Capsule" from your Deck or GY.

This should be limited to only destroying and banishing, but doesn't need to be restricted to Foot Clan monsters.

Foot Clan Mixture's effect can be shortened from:
Take 1 ''Foot Clan Mutagen Capsule'' from your deck, and either add it to your hand, or set it on your field, also you can activate it this turn. Then, if you control a monster that was summoned by the effects of ''Foot Clan Mutagen Capsule'', you may add 1 card those card text mentions ''Foot Clan Mutagen Capsule'' from your deck to your hand, except this card.
to:
Add to your hand or Set 1 "Foot Clan" Spell (except "Foot Clan Mixture") from your Deck or GY, and if you do, you can pick 1 "Foot Clan" monster you control, add any number of cards with the picked card's name from your Deck and/or GY to your hand, and if you do, you can shuffle any number of "Foot Clan" cards from your GY into the Deck.

Foot Clan Mutagen Capsule's effect can be buffed from:
When your opponent Special Summons a monster from their Extra Deck: Negate the Summon, and if you do, return it to the extra deck, then you can Special Summon all monsters that would have been used as materials for its Summon to your field, also either Fusion Summon, Synchro Summon, Xyz Summon, or Link Summon 1 "Foot Clan" monster from your Extra Deck with 2800 ATK or less and the same card type as the monster which summon was negated with, using the summoned monsters as material.
to:
When your opponent would Special Summon a monster(s): Negate the Summon, and if you do, shuffle that monster(s) into the Deck, then you can Special Summon an even number of monsters from any GY(s) and/or your opponent's face-up Extra Deck (but their effects are negated), then apply 1 of these effects.
● Fusion Summon 1 "Foot Clan Mutant Bebop" from your Extra Deck, using only the monsters Special Summoned by this effect.
● Immediately after this effect resolves, Synchro, Xyz, or Link Summon 1 DARK or Warrior monster using only the monsters Special Summoned by this effect.


Foot Clan Mutant Bebop's effect needs to be nerfed from:
2+ monsters
At the end of each turn; (Quick Effect) You may return this to your extra deck. While you control a face-up ''Foot Clan Mutant Rocksteady'', this gains 800 ATK/DEF. If a ''Foot Clan'' monster inflicts battle damage to your opponent, flip a coin. If the result is heads, your opponent discards 1 random card, then if that card is ''Polymerization'', this card can attack an additional time this turn. When this is destroyed, you can set 1 ''Foot Clan Mutagen Capsule'' from your GY, also you can activate it this turn. While this is Fusion Summoned by the effect of ''Foot Clan Mutagen Capsule'', all Fusion Monsters in your opponent's extra deck require an additional monster as Fusion Material for their summon, in addition to their regular materials.

to:
2+ monsters Special Summoned by Spell effect
While you control this card Special Summoned by "Foot Clan Mutagen Capsule", your opponent cannot Fusion Summon using exactly 2 materials. This card's maximum number of attacks per Battle Phase equals the number of materials used for it. If your "Foot Clan" monster inflicts battle damage to your opponent: Discard 1 random card from their hand. You can only use each of the following effects of "Foot Clan Mutant Bebop" once per turn.
● (Quick Effect): You can return this card to the Extra Deck, and if you do, you can shuffle any number of "Foot Clan" cards from your GY into the Deck.
● When this card is destroyed: You can target 1 Spell in your GY; Set it, and if it is a Quick-Play Spell, it can be activated this turn.


The listed fusion materials can't be just "2+ monsters" or else it'll be too easy to abuse with Super Polymerization, also, it doesn't need a coin toss for its discard effect and doesn't need to discard specifically Polymerization just to get any additional attacks. Also, the current effect isn't clear as to whether that "extra fusion material" needs to be the same kind of fusion material as the other ones (such as an additional non-Token DARK monster for the fusion summon of Starving Venom Fusion Dragon or something) or can be a different one.

Foot Clan Mutant Rocksteady's effect can be simplified from:
1 Tuner + 1+ Non-Tuner monsters
When Synchro Summoning this card by the effect of ''Foot Clan Mutagen Capsule'', you can treat any number of monsters you control as either level 1, 2, 3, 4, or 5 for this card's summon. At the end of each turn; (Quick Effect) You may return this to your extra deck. While you control a face-up ''Foot Clan Mutant Bebop'', this gains 800 ATK/DEF. If a ''Foot Clan'' monster attacks a defence position monster, inflict piercing battle damage, or triple if that defence positon monster was a Tuner. After your ''Foot Clan Mutagen Capsule'' resolves, you may place it on the bottom of your deck. While this is Synchro Summoned by the effect of ''Foot Clan Mutagen Capsule'', all Synchro Monsters in your opponent's extra deck gain 2 levels.

to:
1 Tuner + 1+ non-Tuner monsters
For this card's Synchro Summon, you can treat Level/Rank/Link 4 or higher monsters you control as Level 3 monsters for material. While you control this card Special Summoned by "Foot Clan Mutagen Capsule", your opponent cannot Synchro Summon using exactly 2 materials. If your "Foot Clan" monster attacks a Defense Position monster, inflict triple piercing battle damage. You can only use each of the following effects of "Foot Clan Mutant Rocksteady" once per turn.
● (Quick Effect): You can return this card to the Extra Deck, and if you do, you can shuffle any number of "Foot Clan" cards from your GY into the Deck.
● If a Quick-Play Spell Card is activated: You can target 1 card on the field or GY; shuffle it into the Deck.


It's better to word this monster's first effect the way Gigantic Spright is worded, and word this monster's second effect to match the change I suggested to the fusion monster's wording. Also, there's no need for that random 800 ATK/DEF boost.

Similarly, Foot Clan Mutant Leatherhead's effect can be simplified from:
2+ Level 6 monsters
When Xyz Summoning this card by the effect of ''Foot Clan Mutagen Capsule'', you can treat any number of monsters you control as level 6 for this card's summon. At the end of each turn; (Quick Effect) You may return this to your extra deck. Once per turn; (Quick Effect) You can detach 1 material from this card: flip a coin for each ''Foot Clan'' monster you control, and if any of them are heads, target 1 card on the field: destroy it. The first time you destroy a card your opponent controls, you may target 1 ''Foot Clan Mutagen Capsule'' in your GY: Add it to your hand. While this is Xyz Summoned by the effect of ''Foot Clan Mutagen Capsule'', all Xyz Monsters in your opponent's extra deck require 1 additional Xyz material to Xyz Summon. (That additional Xyz material must still meet the requirements)

to:
2+ Level 6 monsters
For this card's Xyz Summon, you can treat Level/Rank/Link 5 or lower monsters you control as Level 6 monsters for material. While you control this card Special Summoned by "Foot Clan Mutagen Capsule", your opponent cannot Xyz Summon using exactly 2 materials. You can only use each of the following effects of "Foot Clan Mutant Leatherhead" once per turn.
● (Quick Effect): You can return this card to the Extra Deck, and if you do, you can shuffle any number of "Foot Clan" cards from your GY into the Deck.
● (Quick Effect): You can detach 1 material from this card, then target 1 face-up card not in this card's column; destroy it, and if this effect destroys a monster, you can add 1 "Foot Clan" Spell from your GY to your hand.


Foot Clan Mutant Dirtbag And Groundchuck's effect can be shortened from:
1+ monsters
Must be Link Summoned by the effects of ''Foot Clan Mutagen Capsule'' and cannot be Link Summoned by other ways. When Link Summoning this card by the effect of ''Foot Clan Mutagen Capsule'', you can treat this card's Link rating as 1, 2, 3, 4, 5, 6, 7, or 8 for this card's summon only. Monsters this points to cannot be banished, also if they are monsters summoned by the effect of ''Foot Clan Mutagen Capsule'', they cannot be destroyed. Once per turn, you can excavate the top 3 cards of your deck, then if you excavated a ''Foot Clan Mutagen Capsule'' this way, add that to your hand, and send the rest of the cards to the GY. While this is Link Summoned by the effect of ''Foot Clan Mutagen Capsule'', all Link Monsters in your opponent's extra deck have their Link Rating increased by 1.

to:
1 monster Special Summoned by "Foot Clan Mutagen Capsule"
While you control this card Special Summoned by "Foot Clan Mutagen Capsule", your opponent cannot Link Summon using exactly 2 materials. Your monsters Special Summoned by "Foot Clan Mutagen Capsule" cannot be destroyed or banished. Once per turn: You can excavate the top 3 cards of your Deck, and if you do, add 1 excavated "Foot Clan" card to your hand, also send the rest to the GY.


There's no need for this to have an effect that modifies link ratings, at least not with the change I'm suggesting.

Shredder, Head Of The Foot Clan's effect can be shortened from:
2 ''Foot Clan'' monsters that were summoned with the effects of ''Foot Clan Mutagen Capsule''
Must be Link Summoned using the above materials, and cannot be summoned by other ways. You can only control 1 ''Shredder, Head Of The Foot Clan''. Cannot be destroyed or negated, except by battle. Monsters that this points to have their effects negated, also their ATK/DEF becomes 0. If this attacks a Defence Position monster, inflict piercing battle damage. If this attacks, cards cannot be activated during the damage step. If this attacks a ''Turtle'', ''Leonardo'', ''Donatello'', ''Raphael'', ''Michelangelo'', or ''Splinter'' monster, this gains 2400 ATK during damage calculation only.

to:
2 monsters that were Special Summoned by "Foot Clan Mutagen Capsule" and/or are "Foot Clan" monsters
Must be Link Summoned. You can only control 1 "Shredder, Head Of The Foot Clan". Cannot be destroyed by effects. Change the ATK/DEF of all face-up monsters this card points to to 0, also negate their effects. If this card attacks, cards and effects cannot be activated until the end of the Damage Step. If this attacks a "Turtle", "Leonardo", "Donatello", "Raphael", "Michelangelo", or "Splinter" monster, double this card's ATK during damage calculation only.


Some of this protection needs to be toned down, such as the negate-proofing. Also, in the case of the last effect, its easier to calculate "double" atk than a pre-defined amount of atk.

UberTrainerMinusInfinity
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Post #3 by UberTrainerMinusInfinity » Fri Nov 04, 2022 12:28 pm

Christen57's changes are now live on Duelingbook! With a more deadlier Foot Clan Mutagen Capsule, Shredder having less restrictions on his summoning conditions, and Bebop and Rocksteady getting new powers, (Additional attacks and removal respectively) the turtles better be ready for the new Foot Clan!

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Post #4 by Christen57 » Sun Nov 06, 2022 5:46 pm

UberTrainerMinusInfinity wrote:Christen57's changes are now live on Duelingbook! With a more deadlier Foot Clan Mutagen Capsule, Shredder having less restrictions on his summoning conditions, and Bebop and Rocksteady getting new powers, (Additional attacks and removal respectively) the turtles better be ready for the new Foot Clan!


To keep Foot Clan Escape's second activation requirement from missing its timing, the part of its effect that says:
When your monster Special Summoned by "Foot Clan Mutagen Capsule" is destroyed or banished, or when a Quick-Play Spell Card's activation is negated
should be changed to:
If your monster Special Summoned by "Foot Clan Mutagen Capsule" gets destroyed or banished, or a Quick-Play Spell Card's activation is negated

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Post #5 by UberTrainerMinusInfinity » Sun Nov 06, 2022 9:55 pm

This very minor change is now live on Dueling Book. Don't forget to see the other spotlights!

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Post #6 by james123 » Fri May 19, 2023 11:21 pm

Also, keep in Mind! I use "Custom!" with an Exclamation Mark to differentiate from Christen's Decks...

(ECLIPSE TIP: Give your opponent a Turtle Monster with Gameciel, the Sea Turtle Kaiju to power up your Shredder while getting rid of troublesome cards in the process!)

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Post #7 by UberTrainerMinusInfinity » Sun May 21, 2023 9:29 pm

Foot Clan Soldiers has been reworked so that once again it can efficiently bring out Foot Clan Mutant Bebop: Since his reworked version's materials were two monsters summoned BY A SPELL EFFECT, on top of the fact that it could no longer fuse from the hand, it actually made their intended role a lot more situational, despite being able to use fusion materials from either field. It has been given a second effect to bring out Bebop the old way once again!

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Post #8 by james123 » Fri Jun 16, 2023 9:31 pm

UberTrainerMinusInfinity wrote:Foot Clan Soldiers has been reworked so that once again it can efficiently bring out Foot Clan Mutant Bebop: Since his reworked version's materials were two monsters summoned BY A SPELL EFFECT, on top of the fact that it could no longer fuse from the hand, it actually made their intended role a lot more situational, despite being able to use fusion materials from either field. It has been given a second effect to bring out Bebop the old way once again!

Also, in case of a Person playing Worldsea Dragon Zealantis (or the Anime Exclusive Perfectron Hydradrive Dragon because of Customs) give Foot Clan Mutant Dirtbag And Groundchuck the ability to stop your opponent from bringout that monster by replacing the part that says "your opponent cannot Link Summon using exactly 2 materials" with "your opponent cannot Link Summon using 2 or less materials"

EDIT: Adding to that... Salamangreats by Sanctuary to stop your opponent from getting out Pyro Phoenix to perform a Boardwipe or Sunlight Wolf to Stack up their Plays and Link 1s such as
Kagari to recycle their Limited Sky Striker Spells
Last edited by james123 on Sat Jun 17, 2023 3:02 am, edited 3 times in total.

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Post #9 by greg503 » Fri Jun 16, 2023 11:36 pm

james123 wrote:
UberTrainerMinusInfinity wrote:Foot Clan Soldiers has been reworked so that once again it can efficiently bring out Foot Clan Mutant Bebop: Since his reworked version's materials were two monsters summoned BY A SPELL EFFECT, on top of the fact that it could no longer fuse from the hand, it actually made their intended role a lot more situational, despite being able to use fusion materials from either field. It has been given a second effect to bring out Bebop the old way once again!

Also, in case of a Person playing Worldsea Dragon Zealantis (or the Anime Exclusive Perfectron Hydradrive Dragon because of Customs) give Foot Clan Mutant Dirtbag And Groundchuck the ability to stop your opponent from bringout that monster by replacing the part that says "your opponent cannot Link Summon using exactly 2 materials" with "your opponent cannot Link Summon using 2 or less materials"

Salamangreat, Link 1s
Buy Floowandereeze

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Post #10 by UberTrainerMinusInfinity » Sun Jul 02, 2023 10:37 pm

james123's latest change would make Foot Clan Mutant Dirtbag And Groundchuck counter Link 1s, not something that we intended to do, so instead we updated it's card text slightly to make the change possible. Keep up the good work!


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