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Vampiric Archtype + 2 generic cards

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Vampiric Archtype + 2 generic cards Empty Vampiric Archtype + 2 generic cards

Post by Nova Orbis Mon Sep 03, 2012 6:57 am

Vampiric Soldier
*** Dark
Fiend/Effect
900/1300
When this card is Summoned, place 2 Blood Counters on a face-up card on the Field. This card gains ATK equal to the amount of Blood Counters on the Field x200. When a "Vampiric" monster is selected as an attack target, you can remove 3 Blood Counters on this card to negate the attack. During each of your End Phases, inflict 500 damage to your opponent and increase your Life Points by 250.

Vampiric Mage
**** Dark
Fiend/Effect
1500/1200
When this card is Summoned, place 2 Blood Counters on a face-up card on the Field. Once per turn, you can remove 4 Blood Counters on this card to Destroy 1 Spell, or Trap card on the Field. When you Summon a "Vampiric" monster, place 1 Blood Counter on it. During each of your End Phases, inflict 300 damage to your opponent and increase your Life Points by 150.

Vampiric Conjurer
* Dark
Fiend/Effect
0/100
When this card is Summoned, switch this card to face-up defense position and place 2 Blood Counters on a face-up card on the Field. Once per turn, Special Summon 1 "Vampiric" monster in your Deck with 1500 or lower ATK from your Deck except "Vampiric Conjurer". then remove Blood Counters from this card equal to it's Level. During each of your End Phases, inflict 700 damage to your opponent and increase your Life Points by 350.

Vampiric Bat
** Dark
Fiend/Effect
450/150
When this card is Summoned, Place 1 Blood Counter on 3 different face-up cards on the Field. When this card is Destroyed by battle, remove 5 Blood Counters on the Field and Special Summon this card in face-up defense position. During each of your End Phases, inflict 400 damage to your opponent and increase your Life Points by 200.

Vampiric Follower
*** Dark
Fiend/Effect
1000/0
When a "Vampiric" monster is Normal Summoned, pay 750 Life Points and Special Summon this card from your Deck, or Hand and place 2 Blood Counters on it. You can only Summon 1 "Vampiric Follower" once per turn. Once per turn, remove 5 Blood Counters on this card and destroy 1 card on the Field. Once per turn, if a "Vampiric" monster doesn't have a Blood Counter on it, place 2 Blood Counters on it. During each of your End Phases, inflict 200 damage to your opponent and increase your Life Points by 100.

Vampiric Lord
******** Dark
Fiend/Effect
2800/2100
This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Hand by removing 10 Blood Counters on your side of the Field. When this card is Summoned, destroy 2 cards on the Field. During each of your End Phases, inflict 1000 damage to your opponent and increase your Life Points by 700. Once per turn, remove 6 Blood Counters on this card and activate 1 of the following effects: -Special Summon 2 "Vampiric" monsters in your Deck with 1000 or lower ATK, except "Vampiric Conjurer". -Destroy 1 card on the Field. If it was a Spell, or Trap card, place 2 Blood Counters on a face-up card on the Field. -Draw 1 card. If it was a "Vampiric" monster, remove 3 Blood Counters on the Field and Special Summon it.

Vampiric Realm
Field Spell Card
During each of your Standby Phases, place 2 Blood Counters on all face-up cards you control. Increase the ATK of all "Vampiric" monsters on the Field by the amount of Blood Counters on the Field x100.

Blood Rain
Spell Card
Place 2 Blood Counters on a face-up card you control. You cannot activate its effect until your next Standby Phase.

Blood Gain
Spell Card
Remove 3 Blood Counters on one face-up card you control. Increase your Life Points by 800. During your End Phase, add 2 Spell Cards in your Graveyard to your Deck, except Blood Gain. You can only activate "Blood Gain" once per turn.

Blood Drain
Spell Card
Remove 4 Blood Counters on a face-up card you control. If its a Level-3 or lower "Vampiric" monster, it can attack directly this turn.

Genetic Engineering
Continuous Spell Card
When this card is Activated, declare 1 monster type. As long as this card remains face-up on the Field, all monsters on the Field, and in the Deck are treated as the declared type.

Thanks Bro.
Counter Trap Card
Activate only when your opponent activates a Spell, or Trap card. Pay 1000 Life Points, and negate its effect. Add it to your Hand.

Only negative feed back is accepted.
Nova Orbis
Nova Orbis

Posts : 47
Join date : 2012-02-20

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Vampiric Archtype + 2 generic cards Empty Re: Vampiric Archtype + 2 generic cards

Post by Seattleite Mon Sep 10, 2012 8:06 am

NEGATIVE FEEDBACK MODE, INITIALIZE! COMPLIMENTS ON THE COOLNESS OF NOVA AND HER CARDS ARE OBSOLETE!

First of all, vampires are traditionally Zombies in the yugioh-verse.

Vampiric Bat needs a lower cost, just for revival? Some of those counters are going to be lost from it just being removed from the field.

Thanks Bro is extremely OP'd. Severe insane costs or conditions needed.

Blood Gain is very "meh". Recycling 2 spells and doing nothing else isn't all that great. LP gain is OK but we'd rather use those blood counters on Vampiric Soldier or Vampiric Realm to protect while slowly burning/healing.

Vampiric Realm looks like the star card here. Your vampires will gain at least 200 during your next standby phase, 400 during the next one, etc. and this is not counting monsters or face-up S/T here. This is the "abusable" card, but the problem even though it's just sooo good is you can only have 3 copies of it. Nothing else in this deck is able to gain more blood counters on monsters than their effects need, or boost their otherwise mediocre ATK. Decks would have to be specifically geared towards running A Solemn World to cripple this. I would suggest toning it down (maybe place blood counters on everything EXCEPT itself) also adding more Spell or Trap Blood Counter generators.
Seattleite
Seattleite
Admin

Posts : 2290
Join date : 2010-10-27
Age : 30
Location : Seattle, WA

http://duelportal.tk

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