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Fossil Fusion

Jun 11th, 2018
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  1. [Custom Cards] Fossil Fusion | "Insert Witty Australian Joke Here" (21 Cards)
  2.  
  3. Jim Crocodile sure was a character. With his defining characteristics being carrying a literal crocodile on his back and his australian accent, he was probably the least interesting of the transfer students during season 3 of GX (my ranking goes Jessie > Axel > Adrian > Jim), however that's not to say he was bad. He just seemed like the least flawed individual of the bunch, and unfortunately didn't have a gay as fuck relationship like Jaden x Jesse to make him more interesting to me. However, I'd definitely say his deck was one of the most interesting of the bunch.
  4.  
  5. See, unlike the other transfer students who oddly seemed to have nothing to do with Fusion, outside of Jesse and Jaden's love child named Rainbow Neos, Jim Crocodile's main gimmick was Fossil Fusion monsters. They relied on the titular card "Fossil Fusion" that was way ahead of its time. It banished the resources needed to summon a monster from the Graveyard, and not just your Graveyard, your opponent's as well. This meant you could summon Fusion Monsters as a +0 in terms of card advantage, and possibly even strip your opponent's Graveyard of resources in the process.
  6.  
  7. Unfortunately, while "Fossil Fusion" was way ahead of its time, his other cards suffered from the obsession with burn damage and piercing damage obsession that plagued the GX era. Also, his Fusion Monsters required not only monsters of specific Types (making them much more difficult to use than Invoked monsters which require Attributes), but also specific Levels.
  8.  
  9. Honestly, that just wasn't going to work, so I decided to nix the Level thing and expand the typing. "Fossil Dragons" can now be summoned by using Dinosaurs or Dragons, "Fossil Warriors" can be summoned using Beasts, Beast-Warriors, or Warriors, and "Fossil Machines" can be summoned using Machines or Cyberse. It makes them marginally more useful in random match-ups, and there are other cards to help change your opponent's monsters typing to your benefit.
  10.  
  11. Finally, I decided rather than scrapping the burn damage mechanic, to instead use it as a means to smokescreen the main effects you want and make them irrespondable to by handtraps. So have fun with that.
  12.  
  13. Anyway, first up we have Flint Cragger. In the anime it just sent itself from the field to the Graveyard to deal 500 burn damage and load the Graveyard for Fossil Fusion. Here though, it can send itself from hand or field as cost to add Fossil Fusion to your hand from Deck or Graveyard. Also, once it hits the Grave it inflicts 500 damage to your opponent. Since you send it as cost, this effect will automatically chain to the first one, making it irrespondable.
  14.  
  15. Second up is Sample Fossil. It summoned a monster from your opponent's GY to your field, and gained its ATK. This one does the same, though it limits you to monsters that can be Normal Summoned/Set, and can also revive Level 4 or lower Rock monsters in your GY. Also it can change the type of 1 other monster you control to make fossil fusion easier to use.
  16.  
  17. Third we have Skull Knight. In the anime, on Summon, it inflicted 500 burn to your opponent. So instead I have it search your Field Spell upon summon. Also, when a monster effect is activated, it'll inflict 500 burn to your opponent, then you can change it to Defense Position so you aren't sitting on a 0 ATK monster but a 2k wall. Summon this, and the second effect will automatically chain to it to burn your opponent for 500.
  18.  
  19. Fourth is Uluru's Protector. It had some interaction with Uluru's Guardian (renamed to Uluru the Sacred Spirit since it's not a Guardian card), so on Summon it'll Set it directly from your Deck. It also prevents your Rock monsters from being targeted by card effects (which is adapted from a shitty effect where it could send a face-up continuous trap you control to negate an effect that targeted a Rock monster you control).
  20.  
  21. The fifth and final main deck monster is Weathering Soldier. In the anime it was a 2k level 4 beatstick that dropped by 600 ATK each End Phase. Here, during the End Phase it mills a Rock as cost to inflict 500 burn damage to your opponent, and whenever a Rock Monster is sent to the GY, thats how it loses 600 ATK. Also, if its banished from the GY it'll SS itself.
  22.  
  23. Next up is the Fusion Monsters. I just decided to keep most of their effects, or patch them up a bit from the anime, then add an extra one or two effects to make them more relevant to today's meta or make it so they can actually contribute to the win strategy of this deck. Or just entirely invented effects for some of them since a few just straight up didn't seem to have any.
  24.  
  25. Not gonna go over them in detail, but in general the lower leveled monster retrieve stuff and the higher leveled ones are your game enders. Of course, many of them also employ similar strategies to say "fuck you" to handtraps and play old school style.
  26.  
  27. So no we move onto Spells/Traps. First up for them is Fossil Fusion. Pretty much the same as the anime except now it can banish monsters from field as material as well so Sample Fossil isn't useless for this deck. Also, it can return itself and a banished rock monster to draw 1 card for some modern recovery.
  28.  
  29. Fossil Hammerer works as non-targeting non-destruction removal of any problem card, but allows your opponent to keep field advantage by allowing them to summon a monster of the same type from the GY but with a different name. It's essentially like a Kaiju in that it's a minus 1, but it can also banish itself from grave to change typing as you need.
  30.  
  31. Miracle Rupture is a card that would be banned if it came out for any other type except Rock, Reptile, and maybe Thunder. It mills a Rock as a cost to draw 1 card. I obviously attached a HOPT, but felt kind of ballsy and made it so if you control the Field Spell it can add a Rock monster of the same Level as the sent card. Again, because its Rock support I think it's fine.
  32.  
  33. Specimen Inspection forces your opponent to mill a card of a declared type from Deck or Extra Deck, which can be seful to deal with annoying tech cards if needed, then allows you to send a Rock from your Deck to the GY. It also can banish itself from Grave to change the type of a monster in your opponent's GY, just like Hammerer.
  34.  
  35. Dowsing Burn was just a fun adaptation of a card Jim used in the manga that works as a generic boost to Rock type decks. Allowing you to hit the GY and field at the same time.
  36.  
  37. Time Stream is just Book of Law. Really all there is to it.
  38.  
  39. Then our final Spell is the Field Spell: Sacred Defense Barrier. It's effect is based on the video game where it places a counter that prevents your rock monsters from being destroyed once, and then changes them to defense position if you want to take advantage of their stronger DEF. Combine it with Uluru to make an impregnable wall of rock monsters. It can also remove that counter to give an ATK boost if needed to beat over some threats and proc the battle based effects of your Fusion Monsters. It too also has an effect to change the type of monsters in your opponent's GY if need be.
  40.  
  41. Finally we get the Trap Uluru the Sacred Spirit. Like any Continuous Trap it works to gain you advantage each turn, and it does this by banishing Rocks from Grave to search them from Deck. While in Grave it can SS itself from field by returning 2 of your banished Rocks to Deck and gaining their combined DEF. It then forces your opponent to attack this card and likely hit themselves in the face for a lot of damage.
  42.  
  43. So that's how I handled adapting Jim Crocodile's cards from the anime. I hope you enjoyed seeing them, as always, be sure to tell me if you notice any spell errors, PSCT errors, or balancing errors, and I'll be sure to address them. Without further ado, here are the cards:
  44.  
  45. ********************************************************************************************************
  46.  
  47. Flint Cragger
  48.  
  49. Rock/EARTH/Level 3/ATK 800/DEF 1600
  50.  
  51. You can send this card from your hand or field to the GY; add 1 "Fossil Fusion" from your Deck or GY to your hand. When a monster effect is activated while this card is on the field or in your GY (Quick Effect): Inflict 500 damage to your opponent. You can only use each effect of "Flint Cragger" once per turn.
  52.  
  53. Wording???
  54.  
  55. You can send this card from your hand or field to the GY; add 1 "Fossil Fusion" from your Deck or GY to your hand. When this card is sent to the GY (Quick Effect): Inflict 500 damage to your opponent. You can only use each effect of "Flint Cragger" once per turn.
  56.  
  57. ********************************************************************************************************
  58.  
  59. Sample Fossil
  60.  
  61. Rock/EARTH/Level 4/ATK ?/DEF 0
  62.  
  63. When this card is Normal Summoned: You can target 1 Level 4 or lower Rock monster in your GY or 1 monster that can be Normal Summoned/Set in your opponent's GY; Special Summon it to your field in Defense Position, and if you do, this card's original ATK becomes equal to its original ATK. Once per turn: You can target 1 other monster you control and declare 1 Monster Type; that target becomes that Type until the end of this turn.
  64.  
  65. Restrictions
  66.  
  67. ********************************************************************************************************
  68.  
  69. Shell Knight
  70.  
  71. Rock/EARTH/Level 4/ATK 0/DEF 2000
  72.  
  73. If this card is Summoned: You can add 1 "Sacred Defense Barrier" from your Deck to your hand. When a monster effect is activated (Quick Effect): Inflict 500 damage to your opponent, then you can change this card to Defense Position. You can only use each effect of "Shell Knight" once per turn.
  74.  
  75. ********************************************************************************************************
  76.  
  77. Uluru's Protector
  78.  
  79. Rock/EARTH/Level 4/ATK 0/DEF 2300
  80.  
  81. If this card is Summoned: You can Set 1 "Uluru the Sacred Spirit" from your Deck, then you can change this card to Defense Position. You can only use this effect of "Uluru's Protector" once per turn. Rock monsters you control cannot be targeted by your opponent's card effects.
  82.  
  83. ********************************************************************************************************
  84.  
  85. Weathering Soldier
  86.  
  87. Rock/EARTH/Level 4/ATK 2000/DEF 1200
  88.  
  89. Once per turn, during the End Phase: Send 1 Rock monster from your Deck to the GY; inflict 500 damage to your opponent. Once per turn, when a Rock monster(s) is sent to your GY (Quick Effect): This card loses 600 ATK. If this card is banished from your GY: You can Special Summon it. You can only use this effect of "Weathering Soldier" once per turn.
  90.  
  91. ********************************************************************************************************
  92.  
  93. Fossil Dragon Skullgar
  94.  
  95. Rock/EARTH/Level 4/ATK 2500/DEF 0 (Fusion)
  96.  
  97. 1 Rock monster + 1 Dinosaur or Dragon monster
  98.  
  99. During your Main Phase: You can Special Summon 1 of your banished Rock monsters. You can only use this effect of "Fossil Dragon Skullgar" once per turn. If this card inflicts battle damage to your opponent: You can add 1 "Fossil Fusion" from your Deck or GY to your hand. If this card destroys an opponent's monster by battle: Inflict 1000 damage to your opponent.
  100.  
  101. ********************************************************************************************************
  102.  
  103. Fossil Dragon Skullgios
  104.  
  105. Rock/EARTH/Level 8/ATK 3500/DEF 0 (Fusion)
  106.  
  107. 1 Rock monster + 1 Dinosaur or Dragon monster
  108.  
  109. If this card battles, you can switch the ATK and DEF of the monster this card battles, during the Damage Step only. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card inflicts battle damage to your opponent: You can declare 1 Monster Type; the Type of all monsters in your opponent's GY is treated as that Type until the end of their next turn.
  110.  
  111. ATK/DEF?
  112.  
  113. Hand, field, and GY
  114.  
  115. ********************************************************************************************************
  116.  
  117. Fossil Machine Skull Buggy
  118.  
  119. Rock/EARTH/Level 4/ATK 1400/DEF 1200 (Fusion)
  120.  
  121. 1 Rock monster + 1 Machine or Cyberse monster
  122.  
  123. This card can attack directly. If this card inflicts battle damage to your opponent: You can target 1 monster in your opponent's GY; Special Summon it to your field. Once per turn, when a card or effect is activated that targets a monster(s) on the field or in the GY (Quick Effect): Inflict 1000 damage to your opponent, then banish this card until your next Standby Phase.
  124.  
  125. ********************************************************************************************************
  126.  
  127. Fossil Machine Skull Wagon
  128.  
  129. Rock/EARTH/Level 6/ATK 1700/DEF 1500 (Fusion)
  130.  
  131. 1 Rock monster + 1 Machine or Cyberse monster
  132.  
  133. While you control another Rock monster, your opponent cannot target this card for attacks or effects. You can only use each of the following effects of "Fossil Machine Skull Wagon" once per turn.
  134.  
  135. ● If this card is Special Summoned: You can add 1 "Time Stream" from your Deck or GY to your hand.
  136.  
  137. ● Your opponent's activated monster effects becomes "You take 1000 damage".
  138.  
  139.  
  140. Levek 5 for Instant Fusion?
  141.  
  142. ********************************************************************************************************
  143.  
  144. Fossil Machine Skull Convoy
  145.  
  146. Rock/EARTH/Level 8/ATK 2100/DEF 1800 (Fusion)
  147.  
  148. 1 Rock monster + 1 Machine or Cyberse monster
  149.  
  150. Can make up to 3 attacks during each Battle Phase. If this card inflicts battle damage to your opponent: You can target 1 banished card; return it to the GY, and if you do, this card gains 500 ATK. If this card destroys an opponent's monster by battle: Inflict 1000 damage to your opponent.
  151.  
  152. ********************************************************************************************************
  153.  
  154. Fossil Warrior Skull Bone
  155.  
  156. Rock/EARTH/Level 4/ATK 2000/DEF 800 (Fusion)
  157.  
  158. 1 Rock monster + 1 Beast, Beast-Warrior, or Warrior monster
  159.  
  160. Once per turn: You can send 1 Rock monster from your Deck to the GY, then target 1 card your opponent controls; destroy it. If this card inflicts battle damage to your opponent: You can Special Summon 1 Rock monster from your GY. If this card is sent from the field to the GY: You can add 1 Rock monster from your Deck to your hand.
  161.  
  162. ********************************************************************************************************
  163.  
  164. Fossil Warrior Skull Knight
  165.  
  166. Rock/EARTH/Level 6/ATK 2400/DEF 1100 (Fusion)
  167.  
  168. 1 Rock monster + 1 Beast, Beast-Warrior, or Warrior monster
  169.  
  170. This card can attack all monsters your opponent controls, once each. Your opponent's cards and effects cannot be activated during the Battle Phase. If this card destroys a monster by battle: Special Summon it to your field.
  171.  
  172. And sends it to the GY?
  173.  
  174. ********************************************************************************************************
  175.  
  176. Fossil Warrior Skull King
  177.  
  178. Rock/EARTH/Level 8/ATK 2800/DEF 1300 (Fusion)
  179.  
  180. 1 Rock monster + 1 Beast, Beast-Warrior, or Warrior monster
  181.  
  182. If this card destroys an opponent's monster by battle, it can attack once again in a row. If this card attacks a Defense Position monster, inflict piercing battle damage. At the end of the Battle Phase: You can Special Summon 1 Rock monster from your Deck with ATK less than or equal to the amount of battle damage your opponent took this turn. Cards and effects cannot be activated in response to this effect's activation.
  183.  
  184. ********************************************************************************************************
  185.  
  186. Fossil Fusion
  187.  
  188. Normal Spell
  189.  
  190. Fusion Summon 1 "Fossil" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or either GY. During your Main Phase, except the turn this card was sent to the GY: You can target 1 of your Rock monsters that is banished or is in your GY; shuffle both this card and that target into the Deck, then draw 1 card. You can only use this effect of "Fossil Fusion" once per turn.
  191.  
  192. ********************************************************************************************************
  193.  
  194. Fossil Hammerer
  195.  
  196. Normal Spell
  197.  
  198. Send 1 monster your opponent controls to the GY, then your opponent can Special Summon 1 monster from their GY with the same Type, but a different name than the sent monster. You can banish this card from your GY, then target 1 monster in your opponent's GY and declare 1 Monster Type; it becomes the declared Type until the end of this turn.
  199.  
  200. ********************************************************************************************************
  201.  
  202. Miracle Rupture
  203.  
  204. Normal Spell
  205.  
  206. Send 1 Rock monster from your Deck to the GY; draw 1 card, but if you control "Sacred Defense Barrier", you can add 1 Rock monster with the same Level as the sent monster from your Deck to your hand instead. You can only activate 1 "Miracle Rupture" per turn.
  207.  
  208. ********************************************************************************************************
  209.  
  210. Specimen Inspection
  211.  
  212. Normal Spell
  213.  
  214. Declare 1 Monster Type; your oppponent sends 1 monster of the declared Type from their Deck or Extra Deck to the GY, then you can send 1 Rock monster from your Deck to the GY. You can banish this card from your GY, then target 1 monster in your opponent's GY and declare 1 Monster Type; it becomes the declared Type until the end of this turn.
  215.  
  216. ********************************************************************************************************
  217.  
  218. Dowsing Burn
  219.  
  220. Quick-Play Spell
  221.  
  222. If you control a Rock monster: Banish 1 monster from your opponent's GY, then destroy 1 monster your opponent controls with the same Type as the banished monster, and if you do, inflict damage to your opponent equal to half the original ATK of the destroyed monster.
  223.  
  224. ********************************************************************************************************
  225.  
  226. Time Stream
  227.  
  228. Quick-Play Spell
  229.  
  230. Tribute 1 "Fossil" Fusion Monster; Special Summon 1 "Fossil" Fusion Monster from your Extra Deck with the same Type, but a different name from that monster's. (This Special Summon is treated as a Fusion Summon.) You can only activate 1 "Time Stream" per turn.
  231.  
  232. Tributed monster's?
  233.  
  234. ********************************************************************************************************
  235.  
  236. Sacred Defense Barrier
  237.  
  238. Field Spell
  239.  
  240. Each time a Rock monster(s) is Summoned to your side of the field: Place 1 Protection Counter on the monster(s), then you can change it to Defense Position. If a card with a Protection Counter would be destroyed by battle or card effect, remove 1 Protection Counter from it instead. Once per turn: You can declare 1 Monster Type; your opponent chooses 1 monster in their GY to become the declared Type until the end of this turn. Once per turn: You can remove 1 Protection Counter from a Rock Fusion Monster you control; it gains ATK equal to its original DEF, but destroy it during the End Phase.
  241.  
  242. ********************************************************************************************************
  243.  
  244. Uluru the Sacred Spirit
  245.  
  246. Continuous Trap
  247.  
  248. Once per turn: You can banish 1 Rock monster from your GY; add 1 Rock monster with the same Level as the banished monster, but a different name from your Deck to your hand. If this card is in your GY: You can target 2 of your Rock monsters that are banished or are in your GY; shuffle those targets into the Deck, and if you do, Special Summon this card in Defense Position as an Effect Monster (Rock/EARTH/Level 4/ATK 0/DEF ?) with DEF equal to the combined original DEF of the targeted monsters. (This card is NOT treated as a Trap Card.) You can only use this effect of "Uluru the Sacred Spirit" once per turn. During your opponent's Battle Phase, all monsters they control are changed to face-up Attack Position, and each monster they control must attack this card, if able.
  249.  
  250.  
  251. GY SS itself
  252. Need another comma after name?
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