Superzoids, unite!
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Superzoids, unite!
It would be just like Exodia, but it has searchers. Plus the searchers can be searched by searchers. (Yo dawg?) So anyways, (insert Power Rangers megazoid video here)
- Superzoid:
- |Superzoid Master|0||Spell Card|Spell||Continuous|||If a monster you control attacks a Defense Position monster, inflict Piercing Battle Damage to your opponent.|
|Superzoid Awesome|1||Spell Card|Spell||Continuous|||All face-up monsters you control gain 300 ATK.|
|Superzoid Cool|2||Spell Card|Spell||Continuous|||All monsters you control in Attack Position lose 700 ATK and cannot be destroyed by battle.|
|Superzoid Heycall|3||Spell Card|Spell||Continuous|||Once per turn, by paying 800 Life Points, you can Normal Summon up to 2 times this turn.|
|Superzoid 5|4||Spell Card|Spell||Quick-Play|||Activate when you control a face-up "Superzoid Master", "Superzoid Awesome", "Superzoid Cool" and "Superzoid Heycall." Destroy all Spell Cards you control and then you may Special Summon 1 "Superzoid MACH 5" from your Hand or Deck.|
|Superzoid MACH 5|5||Machine/Effect|Light|12||5000|5000|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Superzoid 5" or by its own effect. This card cannot be destroyed by battle. During the End Phase of the turn this card was removed from play, Special Summon it in Attack Position.|
|Superzoid M-Bot|6||Machine/Effect|Light|3||1500|1500|When this card is Summoned, add 1 "Superzoid Master" from your Deck to your Hand.|
|Superzoid A-Bot|7||Machine/Effect|Light|3||1400|1600|When this card is Summoned, add 1 "Superzoid Awesome" from your Deck to your Hand.|
|Superzoid C-Bot|8||Machine/Effect|Light|3||1000|2000|When this card is Summoned, add 1 "Superzoid Cool" from your Deck to your Hand.|
|Superzoid H-Bot|9||Machine/Effect|Light|3||1300|1700|When this card is Summoned, add 1 "Superzoid Heycall" from your Deck to your Hand.|
Last edited by MBArceus on Mon Jul 25, 2011 1:05 am; edited 1 time in total (Reason for editing : Fix)
MBArceus- Posts : 32
Join date : 2011-07-11
Re: Superzoids, unite!
MBArceus wrote:It would be just like Exodia, but it has searchers. Plus the searchers can be searched by searchers. (Yo dawg?) So anyways, (insert Power Rangers megazoid video here)
- Superzoid:
|Superzoid Master|0||Spell Card|Spell||Continuous|||If a monster you control attacks a Defense Position monster, inflict Piercing Battle Damage to your opponent.|
So, most of these are generic... anyways this could turn up into a beatdown deck, i could see it.
|Superzoid Awesome|1||Spell Card|Spell||Continuous|||All face-up monsters you control gain 300 ATK.|
Generic ATK booster... 300 and permanent. Probably only real useful in mirror matches, maybe.
|Superzoid Cool|2||Spell Card|Spell||Continuous|||All monsters you control in Attack Position lose 700 ATK and cannot be destroyed by battle.|
Hmm, nice. We don't have anything that can really take advantage of this yet, but time will tell.
|Superzoid Heycall|3||Spell Card|Spell||Continuous|||Once per turn, by paying 800 Life Points, you can Normal Summon up to 2 times this turn.|
Spirit Deck definitely. Other decks, maybe.
|Superzoid 5|4||Spell Card|Spell||Quick-Play|||Activate when you control a face-up "Superzoid Master", "Superzoid Awesome", "Superzoid Cool" and "Superzoid Heycall." Destroy all Spell Cards you control and then you may Special Summon 1 "Superzoid MACH 5" from your Hand or Deck.|
Oh, gotcha. This is what ties them together. Eh, dead draw though.
|Superzoid MACH 5|5||Machine/Effect|Light|12||5000|5000|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Superzoid 5". This card cannot be destroyed by battle. During the End Phase of the turn this card was removed from play, Special Summon it in Attack Position.|
Holy Nomi! Well, for being cloggy in the deck and so hard to get out, i guess if you had ID vortex going on it could revive itself each turn. Still, that will make it even more cloggy with a hybrid that should never be made. You could probably add an incentive. Or maybe, just take out Superzoid 5 and include "You can Special Summon this card from your Hand or Deck by...." (Yes, to anyone about to raise an objection, cards can activate from the deck.)
|Superzoid M-Bot|6||Machine/Effect|Light|3||1500|1500|When this card is Summoned, add 1 "Superzoid Master" from your Deck to your Hand.|
|Superzoid A-Bot|7||Machine/Effect|Light|3||1400|1600|When this card is Summoned, add 1 "Superzoid Awesome" from your Deck to your Hand.|
|Superzoid C-Bot|8||Machine/Effect|Light|3||1000|2000|When this card is Summoned, add 1 "Superzoid Cool" from your Deck to your Hand.|
|Superzoid H-Bot|9||Machine/Effect|Light|3||1300|1700|When this card is Summoned, add 1 "Superzoid Heycall" from your Deck to your Hand.|
Since these are all the same, they make the generic cards pretty useful. Now it seems like a pretty fun deck to play.
Re: Superzoids, unite!
I'm debating whether or not Hamon will be good in this deck. I don't think so, but it can be used if you have only 3 of the 4/5 cards. So maybe you could add just 1 in this deck. Maybe not.
MBArceus- Posts : 32
Join date : 2011-07-11
Re: Superzoids, unite!
MBArceus wrote:I'm debating whether or not Hamon will be good in this deck. I don't think so, but it can be used if you have only 3 of the 4/5 cards. So maybe you could add just 1 in this deck. Maybe not.
We don't have Hamon in the LCCG.
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