DrakeyC

Armor Archetype

May 24th, 2016 (edited)
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  1. Psychic Armor Head
  2. Level 4 EARTH Machine/Armor
  3. ATK 500
  4. DEF 500
  5. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. During your Standby Phase; you can Special Summon this card from your Graveyard. You must control no monsters in order to activate and resolve this effect. At the start of your Main Phase 1, you can reveal 3 Armor monster with different names in your hand; Special Summon them. You can only use each effect of "Psychic Armor Head" once per turn.
  6.  
  7. Active Guard
  8. Level 4 EARTH Machine/Armor
  9. ATK 500
  10. DEF 500
  11. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
  12. *Monster: During either player’s turn, you can offer this card as Tribute: Armor monster you control are not destroyed this turn.
  13. *Continuous Spell: You take no Battle Damage from battles involving Armor monster
  14.  
  15. Advanced Shield
  16. Level 4 EARTH Machine/Armor
  17. ATK 500
  18. DEF 500
  19. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
  20. *Monster: When this card is attacked, negate the attack and return this card to the hand.
  21. *Continuous Spell: Once per turn, when your opponent targets a Armor monster for an attack, you may change the attack target to another Armor monster you control in a Monster Zone
  22.  
  23. Big Bang Blow
  24. Level 4 EARTH Machine/Armor
  25. ATK 500
  26. DEF 500
  27. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
  28. *Monster: When this card is destroyed as a result of battle; destroy the opponent’s monster that this card battled, and inflict damage to both players equal to that monster’s original ATK.
  29. *Continuous Spell: Once per turn, inflict 500 damage to your opponent’s Life Points.
  30.  
  31. Black Hole Shield
  32. Level 4 EARTH Machine/Armor
  33. ATK 500
  34. DEF 500
  35. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
  36. *Monster: When this card is attacked and destroyed as a result of battle, select and destroy two cards on the field.
  37. *Continuous Spell: You do not take Effect Damage from your opponent's card effects.
  38.  
  39. Burning Knuckle
  40. Level 4 EARTH Machine/Armor
  41. ATK 500
  42. DEF 500
  43. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
  44. *Monster: Increase the ATK of this card by the combined total ATK of all other Armor monster you control.
  45. *Continuous Spell: Once per turn, select one monster on your opponent’s side of the field; it loses ATK equal to the number of "Armor" Continuous Spell cards you control x500
  46.  
  47. Buster Knuckle
  48. Level 4 EARTH Machine/Armor
  49. ATK 500
  50. DEF 500
  51. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
  52. *Monster: Increase the ATK of this card by the combined total ATK of all other Armor monster you control.
  53. *Continuous Spell: When a Armor monster attacks a defense position monster, inflict Piercing damage
  54.  
  55. Buster Pile
  56. Level 4 EARTH Machine/Armor
  57. ATK 500
  58. DEF 500
  59. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
  60. *Monster: If this card battles an opponent’s monster, after damage calculation destroy that opponent’s monster.
  61. *Continuous Spell: Armor monster you control are not destroyed as a result of battle.
  62.  
  63. Jet Gauntlet
  64. Level 4 EARTH Machine/Armor
  65. ATK 500
  66. DEF 500
  67. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
  68. *Monster: When this card is attacked, you can destroy this card and inflict 1000 damage to your opponent’s Life Points.
  69. *Continuous Spell: When your opponent takes damage due to battle with or the effect of a Armor monster, inflict 400 points of damage to your opponent’s Life Points.
  70.  
  71. Over Boost
  72. Level 4 EARTH Machine/Armor
  73. ATK 500
  74. DEF 500
  75. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
  76. *Monster: Armor monster you control can attack directly.
  77. *Continuous Spell: When a Armor monster on your side of the field (except this card) would be destroyed, you can destroy this card instead.
  78.  
  79. Trap Buster
  80. Level 4 EARTH Machine/Armor
  81. ATK 500
  82. DEF 500
  83. You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
  84. *Monster: Once per turn, you can negate the effect of a Trap card that targets a Armor monster on the field and destroy it.
  85. *Continuous Spell: Once per turn, you can negate the activation of an opponent’s Trap card and Set it.
  86.  
  87. Armor Array Hangar
  88. Field Spell
  89. During your Draw Phase, you can add 1 Armor monster from your deck to your hand instead of conducting your Normal Draw. You can target 2 Armor monster on your side of the field with different names (1 in your Monster Zone and 1 in your Spell/Trap Zone): switch their positions on the field. You can use this effect of "Armor Array Hangar" up to twice per turn. You cannot target a card that previously changed position by this effect this turn.
  90.  
  91. Armored Gravitation
  92. Spell
  93. Excavate the top 5 cards of your deck. Special Summon any number of Armor monster with different names among the excavated cards and shuffle the rest into the deck. You can only activate 1 “Gravitation” card per turn.
  94.  
  95. Full Armored Gravitation
  96. Spell
  97. Excavate the top 10 cards of your deck. Special Summon any number of Armor monster with different names among the excavated cards and banish the rest. You can only activate 1 “Gravitation” card per turn.
  98.  
  99. Phoenix Gravitation
  100. Spell
  101. Special Summon 5 Armor monster from your Graveyard with different names. You can only activate 1 “Gravitation” card per turn.
  102.  
  103. Warp Gravitation
  104. Quickplay Spell
  105. Special Summon 3 Armor monster from your Deck with different names. You can only activate 1 “Gravitation” card per turn.
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