Mechanical Archetype

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Bluvista04
Posts: 11
Joined: Wed Apr 01, 2020 5:33 pm
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Location: Vicinity of Springfield, Illinois, USA
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Mechanical Archetype

Post #1 by Bluvista04 » Wed Apr 01, 2020 10:09 pm

Before I start, I heard from a friend that you could duel using custom cards, can someone show me how I can do this?/How I can add my custom cards to my deck?
Now, onward with the deck!
It's a LIGHT/Machine type deck that revolves around Fusion summoning, discarding from the hand, and being a nuisance!
First the Main deck monsters.

Mechanical Phoenix
Level: 4
LIGHT/Machine/Effect
Once per turn, you can banish this monster, then, draw 1 card. If this card is banished by its own effect, special summon it during your next standby phase. When this card is sent from your hand to the GY, draw 1 card. Once per turn, when the opponent activates a spell or trap that would inflict damage, you can discard 1 card, then you can negate the activation of that spell/trap and destroy it.
ATK: 1500
DEF: 1100

Mechanical Angel
Level: 4
LIGHT/Machine/Effect
When this card is added to your hand outside of your draw phase, you can special summon it. Once per turn, monster you control cannot be destroyed by battle. When this card is sent from your hand to your GY, add 1 level 4 or lower "Mechanical" monster from your GY to your hand, other than "Mechanical Angel" Once per turn, when the opponent activates a monster effect that would send a card on the field to the GY, you can discard 1 card, then you can negate the activation of that monster effect and destroy it.
ATK: 700
DEF: 1300

Mechanical Dragon
Level: 6
LIGHT/Machine/Effect
When there are no monsters on your field, you can special summon this card from your hand. Your opponent must control at least 1 monster for you to activate and resolve this effect. If this card is tribute summoned, you can special summon 1 level 4 or lower "Mechanical" monster from your hand. When this card is sent from your hand to your GY, you can banish 1 card in your GY, add this card to your hand. Once per turn, when the opponent activates a card effect that would negate the activation of a card effect on your side of the field, you can discard 1 card, negate the activation of that card, and destroy it.
ATK: 2200
DEF: 1200

Mechanical Welder
Level: 3
LIGHT/Machine/Effect
Once per turn, you can substitute this card for any fusion material monster needed to fusion summon a "Mechanical" fusion monster. Once per turn you can fusion summon a "Mechanical" fusion monster using this card, and other "Mechanical" monster on your field and in your hand, without a fusion card.
ATK: 1500
DEF: 900

Mechanical Variable
Level: 4
LIGHT/Machine/Effect
This card cannot be destroyed by battle. When this card is sent from your hand to your GY, you can activate 1 of these effects:
- Add 1 level 4 or lower "Mechanical" monster from your deck to your hand.
- Add 1 "Mechanical" Spell or Trap from your deck to your hand.
Once per turn, when the opponent activates a card effect that would target a level 4 or lower "Mechanical" monster, you can discard 1 card from your hand, negate the activation of that card and destroy it.
ATK: 0
DEF: 0

Mechanical Snake
Level: 4
LIGHT/Machine/Effect
While this card is in your GY, you can normal summon/set twice per turn. When this card is sent from your hand to the GY, you can discard 1 card from your hand, then, draw 2 cards. Once per turn, when the opponent activates a card effect that would change the ATK or DEF of 1 monster on the field, you can discard 1 card from your hand, negate the activation of that card and destroy it.
ATK: 1500
DEF: 1000

Mechanical Jammer
Level: 5
LIGHT/Machine/Effect
Once per turn, this card cannot be destroyed by battle or card effects. Once per turn, while this card s in the GY, when the opponent activates a Spell or trap that would destroy a card on the field, you can discard 1 card from your hand, negate that cards activation and destroy it. When this card is sent from your hand to the GY, gain 800 LP.
ATK: 800
DEF: 2000

Mechanical Falcon
Level: 4
LIGHT/Machine/Effect
while this card and another Machine type monster are on your field, this card cannot be destroyed by battle or by effect. Once per turn, when the opponent activates a monster effect that would destroy a card on the field, you can discard 1 card, negate the activation of the card and destroy it. When this card is sent from your hand to the GY, you can banish this card and 1 "Mechanical" monster from your GY, then, draw 2 cards.
ATK: 1400
DEF: 1000

Mechanical Wyvern
Level: 4
LIGHT/Machine/Effect
Once per turn, during your End Phase, you can discard 1 card from your hand, then, draw 1 card, and if it is a Machine type monster, you can draw another card. Once per turn, when the opponent activates a card effect that would return a card on your field to your hand/deck, you can discard 1 card from your hand, negate the activation of that card, and destroy it. when this card is sent to the GY from your hand, you can add 1 card in your banish zone to your hand.
ATK: 1100
DEF: 1600

Mechanical Cannon
Level: 5
LIGHT/Machine/Effect
Once per turn, you can lower the ATK or DEF of one opponents monster by 1000 until the End Phase. This card can inflict piercing damage to defense position monsters. Once per turn, when the opponent activates a card effect that would let them draw 2 or more cards at once, outside of their Draw Phase, you can discard 1 card from your hand, negate the activation of that card, and destroy it. When this card is sent to the GY from your hand, you can inflict 1000 damage to your opponent.
ATK: 2000
DEF: 0

Mechanical Knight
Level: 4
LIGHT/Machine/Effect
This card can attack directly while there are monsters on the opponents field, but when it does so with this effect all damage dealt to your opponent is halved. Once per turn, when the opponent chains a Counter trap or Quick-Play spell to the effect of a "Mechanical" monster, you can discard 1 card from your hand, negate the activation of that card and destroy it. When this card is sent from your hand to your GY, you can set 1 trap card from your deck to your side of the field.
ATK: 1600
DEF: 700

(Next come the Spells and Traps)

Mechanical Fusion
Quick-Play Spell
You can use "Mechanical" monsters in your hand, or on your field to Fusion summon a "Mechanical" fusion monster. The "Mechanical" fusion monster fusion summoned using this card cannot be destroyed by Spells or Traps. When a fusion monster fusion summoned using this card leaves the field, you can banish 1 "Mechanical" monster from your GY, return that monster to your Extra Deck, and this card to your hand. You can only activate 1 "Mechanical Fusion" per turn.

Mechanical Spiked Wall
Continuous Trap
All "Mechanical" monsters gain 300 ATK and DEF. Once per turn, when the opponent declares an attack, you can discard 1 card from your hand, negate that attack. When a "Mechanical" monster destroys an opponents monster by battle, after damage calculation, inflict 500 damage to your opponent. If a "Mechanical" monster were to leave the field, you can send this card to the GY instead.

Mechanical Repair yard
Normal Spell
Discard 1 "Mechanical" monster, add 2 level 4 or lower "Mechanical" monsters from your GY to your hand. The monsters added to your hand by this effect cannot be normal summoned/set this turn. You can only activate 1 "Mechanical Repair Yard" per turn.

Mechanical Miracle Construction
Normal Spell
Pay 800 LP, discard any number of "Mechanical" monster from your hand. For each card discarded by this effect, you can add 1 "Mechanical" monster from your deck to your hand. You cannot conduct your battle phase the turn you activate this effect. You can only activate 1 "Mechanical Miracle Construction" per turn.

Mechanical Quick Build
Quick-Play Spell
Special summon 1 level 4 or lower "Mechanical" monster from your deck, its ATK and DEF become 0, and it is destroyed during the End Phase. You can only activate 1 "Mechanical Quick Build" per turn.

Mechanical Draw
Normal Spell
Can only activate when you control exactly 1 level 4 or lower "Mechanical" monster, and no other cards. Discard 1 level 4 or lower "Mechanical" monster from your hand, then draw 3 cards and discard 1. You cannot attack directly the turn you activate this card, you can only activate 1 "Mechanical Draw" per turn.

Finally the extra deck.

Mechanical Dragon - Genesis
Level: 12
LIGHT/Fusion/Machine/Effect
"Mechanical Dragon" + 2 other "Mechanical" monsters
When there is at least 1 other "Mechanical" monster on the field, this card cannot be destroyed by card effects, and cannot be selected as the target for an attack. while there are at least 5 "Mechanical" monsters with different names in your GY, this card can attack 3 times during each battle phase. When this card declares an attack, the opponent cannot activate spells and traps. Once per turn, during either players turn,(Quick effect) when the opponent activates a spell or trap, you can discard 1 card from your hand, then negate the activation of that card and destroy it. Once per turn, you can discard 1 Machine type monster from your hand, then destroy all cards on the opponents field, and for each one destroyed, inflict 500 damage to your opponent. This monster cannot attack directly the turn you activate this effect.
ATK: 4000
DEF: 4000


Mechanical Chimera - Aftermath
Level: 9
LIGHT/Fusion/Machine/Effect

"Mechanical Wyvern" + 2+ other "Mechanical" monsters
Once per turn, you can destroy 1 card on the opponents field, then inflict 800 damage to your opponent. When this card battles, if your opponent were to activate a card effect, you can negate that effect and destroy that card. This card gains 400 ATK for each fusion material used to fusion summon this card. This card can attack 1 additional time each turn for every 2 fusion materials that were used to fusion summon this card.
ATK: 1500
DEF: 2500

Mechanical Twin - Superstriker
Level: 8
LIGHT/Fusion/Machine/Effect
2 "Mechanical" monsters with the same name
Twice per turn, this card cannot be destroyed by battle or by effect. This card can attack twice per turn. This card can inflict piercing damage to defense position monsters. Once per turn, you can discard 1 card from your hand, then destroy 1 card on the opponents field.
ATK: 2800
DEF: 2800

Mechanical Bird of Prey - Supernova
Level: 7
LIGHT/Fusion/Machine/Effect
"Mechanical Falcon" + "Mechanical Phoenix" + 1 level 4 or lower "Mechanical" monster
Once per turn, you can special summon 1 level 4 or lower "Mechanical" monster from your GY, negate its effects, and destroy it during your opponents next End Phase. While both this card and a level 4 or lower "Mechanical" monster that was special summoned from the GY are on the field, lower the ATK and DEF of all opponents monsters by the original ATK of the special summoned "Mechanical" monster.
ATK: 2100
DEF: 1600

Mechanical Heavy Cannon - Industrial
Level: 6
LIGHT/Fusion/Machine/Effect
"Mechanical Cannon" + 1 level 4 or lower "Mechanical" monster
This card cannot be targeted for attacks, but does not prevent your opponent from attacking directly. Once per turn, during either player's End Phase, you can increase this cards ATK by 500, and inflict 500 damage to your opponent. When this card battles an opponents monster, if that monsters original ATK is lower than this card's, you can destroy that monster before damage calculation. When this card destroys an opponents monster in battle, you can lower this card's ATK by 500, and inflict 500 damage to your opponent.
ATK: 1500
DEF: 0

Mechanical Interrupter Gear - Interceptor
Level: 6
LIGHT/Fusion/Machine/Effect
"Mechanical Jammer" + 1 level 4 or lower "Mechanical" monster
Once per turn, when the opponent activates a card effect, you can negate the activation of that card, then gain 1000 LP, and if you do, this monster gains 800 ATK and DEF until the next turns End Phase. When this card destroys an opponents monster in battle, after damage calculation, gain LP equal to the destroyed monsters original ATK.
ATK: 2200
DEF: 1000

(What are you guys's opinions? What cards would you run to fill the extra space? Which cards would you run multiple copies of? Also, be sure to answer the questions at the start of this topic, and let me know if anything is incorrect, too broken, or not broken enough. Thank you, and have a wonderful day!)
Thanks for reading! Best of wishes in your future endeavors and duels.
- Bluvista04

Alnair
Posts: 32
Joined: Sun May 28, 2017 7:49 pm
Reputation: 1

Post #2 by Alnair » Sat Apr 11, 2020 10:55 pm

Your Spells/Traps are relatively good but your monsters are overpowered and simply do too much. Adding hard once per turns would immediately help.


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