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- [Custom Cards] "Cyber Dragon" Support | "You Don't Need a Power Bond Searcher to Return to Cyber Dragon's Roots" (4 Cards)
- So, Cyber Dragons always had a weird set of gimmicks that deviated from their OTK style. Before the Cyber Dragon Infinity and the Xyz spam style, before Chimeratech Megafleet and Fortress, and before Cyber Dragon Artifacts to use Network, there was Cyber Barrier Dragon and Cyber Laser Dragon. I'm just gonna be straight with you, these cards were rather shit, and horribly adapted, but I do think if properly translated to the game they could be decent, so I thought I'd give a little crack at it. Offer something to Cyber Dragons other than cranking up their OTK potential from 9 to 10.
- Okay, so first off, they were originally Nomi-monsters, I did away with that hullabaloo. Even at the time they had no dang reason to be Nomi-monsters given their lackluster effects. Second, made them be treated as Cyber Dragon in the grave to offer two more Levels to Cyber Dragons, which gives more reasons to use Downbeat, Transmodify, Reasoning, or the new Trap: Cybernetic Overflow. Anyway, I also offered some more changea as well to better fit with the theme, so might as well talk about those as well.
- Cyber Dragon Barrier offers continuous effect destruction protection to all LIGHT Machine monsters you control. Now you no longer have to worry about using Cyber Dragon Infinity to negate Raigeki, and can instead save it for Evenly Matched or other blowout cards. In addition, it's original effect of changing itself to Attack Position to negate an attack, can also negate a targeted effect as well (I know i's not exactly amazing, but the additional protection really does help protect your board without it getting ridiculous).
- Cyber Dragon Laser on the other had its effect modernized. Rather than being OPT destruction of a monster with higher ATK, whenever it is Special Summoned, or a monster with ATK higher than it is Special Summoned (either by your or your opponent), it immediately pops a monster your opponent controls.
- Now onto the Spell and Trap that summon them both. I made both of them Cyber cards so they were searchable, and changed the cost so they didn't Tribute frim field, but instead took resources from less painful places.
- Cyber Attack Reflector Unit is still a Trap, but if that bugs you, you can always use Transmodify instead (or dump and summon with the new Cyber Dragon Spell). Anyway, it requires you to send Cyber Dragon from field or hand to grave to summon Cyber Dragon Barrier from anywhere. In addition, if you control 2 or more LIGHT Machine monsters, you can banish it from the grave to change the battle position of a card. Use it to change Cyber Dragon Barrier back to Defense after it negated a targeted effect or attack, so it can negate another. Or change a weak monster your opponent controls to defense to (Cyber) End (Dragon) it. Oh yeah, it also mills a Cyber Dragon in addition, but who cares about that when you can change the position of a monster?! Okay, in all seriousness though, I'm of the opinion that cards that mill near immediately shouldn't gain you immediate advantage. For instance, Raiden mills 2 immediately but only gains ATK numbers, and Uni-Zombie mills any Aombie, and gains Levels. So for this card's non-advantage gain, it changes battle position, since that makes the most sense to me.
- Anyway, onto the next card, we have Cyber Photon Generator Unit. This card banishes 2 Cyber Dragon from the hand, field, or grave as an effect to summon Cyber Dragon Laser from anywhere. Not only helping you with your OTK options since you can use it during the Battle Phase, but also allowing access to a quick pop and body that can allow you to dodge targeted effects at your monsters. In addition, it also allows you to banish it, exceot the turn it was sent to the grave (like all Quick-Play Soells unfortunately), target 1 of your banished Cyber Dragons, then add it to your hand. Oh yeah, and after that it immediately pops all Spells and Traps you control, so combined it with Overflow for a search or Network for a mass flood of monsters.
- Anyway, these are my Cyber Dragon support cards. Hope you enjoyed them. As always, leave any critiques, comments, corrections, or the like, and I'll be sure to talk them over with you so I can better my cards. Without further ado, here they are:
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- Cyber Dragon Barrier
- Machine-Type/LIGHT/Level 6/ATK 800/DEF 2800
- This card's name becomes "Cyber Dragon" while it is on the field or in the GY. LIGHT Machine monsters you control cannot be destroyed by card effects. When your opponent targets exactly 1 LIGHT Machine monster you control (and no other cards) for an attack, or with a card effect: You can change this card to Attack Position, and if you do, negate the attack or effect.
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- Cyber Dragon Laser
- Machine-Type/LIGHT/Level 7/ATK 2400/DEF 1800
- This card's name becomes "Cyber Dragon" while it is on the field or in the GY. If this card is Special Summoned, or a monster(s) with ATK or DEF equal to or higher than this card's ATK is Summoned to your opponent's side of the field (Quick Effect): You can target 1 monster your opponent controls; destroy it. You can only use this effect of "Cyber Dragon Laser" once per turn.
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- Cyber Attack Reflector Unit
- Normal Trap
- Send 1 "Cyber Dragon" monster from your hand or face-up from your field to the GY, and if you do, Special Summon 1 monster whose original name is "Cyber Dragon Barrier" from your hand, Deck, or GY. If you control 2 or more LIGHT Machine monsters: You can banish this card from your GY, then target 1 monster on the field; change its battle position, and if you do, send 1 LIGHT Machine monster from your Deck to the GY.
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- Cyber Photon Generator Unit
- Quick-Play Spell
- Banish 2 "Cyber Dragon" monsters from your hand, field, and/or GY, and if you do, Special Summon 1 monster whose original name is "Cyber Dragon Laser" from your hand, Deck, or GY. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your banished LIGHT Machine monsters; add it to your hand, and if you do, destroy all Spells and Traps you control.
- Neo Cyber End Dragon
- Machine/LIGHT/Level 10/ATK 4000/DEF 2800
- "Cyber Dragon" + "Cyber Dragon" + "Cyber Dragon"
- If this card is Fusion Summoned: You can destroy as many other cards you control as possible, and if you do, for the rest of this turn, your opponent cannot activate cards, also cards your opponent controls cannot activate their effects. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn (Quick Effect): You can pay half your LP to activate 1 of the following effects.
- ● Until the end of this turn, if this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.
- ● Shuffle this card into the Extra Deck, and if you do, Special Summon 3 "Cyber Dragon" that are banished or are in your GY.
- Or can tag into Cyber End Dragon and give it double battle damage + atk
- Treated as a Fusion Summon, attacks on monsters, Piercing damage
- Cyberdark End Dragon
- Machine/DARK/Level 10/ATK 4000/DEF 2800
- 1 "Cyber Dragon" + 2 or more "Cyberdark" Effect Monsters
- This card is treated as Dragon while in the GY. Each turn, this card can attack a number of times equal to the number of "Cyberdark" monsters used for its Fusion Summon. If this card is sent from the field to the GY: You can Special Summon 1 "Cyberdark" Fusion Monster from your Extra Deck, except "Cyberdark End Dragon", ignoring its Summoning conditions. You can only use this effect of "Cyberdark End Dragon" once per turn.
- Card similar to Ojamaparty in recovering resources banished?
- Timaeus: When a Spellcaster is sent from the field to the GY: You can Special Summon 1 "Dark Magician or "Dark Magician Girl" from your hand, Deck, or GY.
- Cyber End Dragon retrain
- Double piercing, or Triple piercing?
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