leafbladie

Water Dragon Support

Jun 28th, 2018 (edited)
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  1. N2, O2 for WIND
  2. SiO2 for EARTH
  3.  
  4. [Custom Cards] Chemical Support | "Is That a Water Dragon in Your Pants, or Are You Just Happy to Duel Me?" (10 Cards)
  5.  
  6. As a kid I really liked Bastion. It was kind of cool to see a nerd obsessed with math and science do well in duels, given my fondness for those subjects. One of my favorite bits was how Sartorius actually feared his dueling abilities, and rather than fighting him directly decided to isolate him so he crumbled under loneliness and fell to the Society of Light so he could be recognized.
  7.  
  8. Anyway, despite that though, his decks sucked, like even by GX standards it sucked. Not only did his main boss monster needs to be summoned using a very specific spell by Tributing a very specific set of monsters, it also had the audacity to be a main deck nomi monster like Rainbow Dragon in spite of being summoned by a Spell that for all intense and purposes fuses the material uses into a new monster. Anyway, some new support came, and while I appreciate the added consistency, better Bonding Spells/Traps, and new boss monster, it's not enough to fix this deck. So I thought I'd have some fun with chemicals this time by making new support.
  9.  
  10. Rather than go over each card individually, this time I think I'll talk about them in a general sense, as many of the cards have similar design elements.
  11.  
  12. First off, I made retrains of the "-eddon" Dinosaur monster by using the concept of matter phase changes. Oxygeddon was in a gas form, and therefore WIND, Hydrogeddon was in a liquid form, and therefore WATER, and Carboneddon was solid, and therefore EARTH. However, there's also a fourth form of matter, Plasma, which fits nicely with FIRE. Anyway, while not on the field in these altered states of matter, in the hand or GY they return to their normal states and their names are treated as the original ones. Also because these are the places you'd most want them to have their original names to use for Bonding Spells/Traps.
  13.  
  14. They each have an effect that deal with them fighting specific types or Attributes of monsters based on the properties of the material they're based on. Plasma carbon being based on a gun that eradicates nearly any material, metallic hydrogen being a superconductor, and liquid oxygen expanding rapidly under heat. They also have trigger or quick effects specific to them based on the originals effects that will search a Bonding Spell/Traps, and then dump, SS, or search a monster listed on said Bonding Spell/Trap, so they aren't nearly as costly to activate.
  15.  
  16. Then we have Fire Dragon and its corresponding Bonding Spells/Traps. There really is no chemical equation for Fire, so I just used the fact that most Fires will need Oxygen, and a fuel source (most often Carbon), as the formula. Anyway, as expected of a Fire monster, it nukes the field and burns on summon. Also like the original Water Dragon it offers some modern recovery as well. The Bonding Spells/Traps are the chemical equations CO and CO2, and have their "fusion" effect and a grave effect focused on recovery.
  17.  
  18. Next is some support for the OG Water Dragon so you have a reason to go into it beyond a Rank 8 by Water Dragon Cluster. We have a Bonding Trap that dumps H2O directly from the deck to SS it, but then subjects it to Electrolysis, returning it to its original state. In addition, there's also a signature move card that I aimed to at least be as good as Scrap Fist so you wouldn't have any qualms about running it. It also recycles Water Dragon so you can reuse them with Cluster if you ever so need.
  19.  
  20. Finally, the last two cards are just some more consistency options that help promote this weird ass playstyle. Bonding Chemical Laboratory is able to turn an opponent's monster into a heat source to promote some chemical reactions, dumps your Bonding recipes to the Graveyard to fetch the materials needed to use them, and provides your Dinosaurs with a nice boost to their ATK through Fossil Fuels so you can proc either of the Hydrogeddon's effects. Finally we have Alchemic Bonding, based on a pseudo-science, but it allows you to Tribute your Dinosaurs from hand or field to transmodify them into new Dinosaurs. Of course alchemy's a tricky business, and can blow up in your face, and when it does, you might find any Dinosaur will do to create a chemical dragon. Also, it's a Continuous Trap, so you have an excuse to run Litmus Doom Swordsman if you want to make a Bastion deck.
  21.  
  22. I hope you enjoy seeing them, as always, be sure to tell me if you notice any spell errors, PSCT errors, or balancing issues, and I'll be sure to address them. Without further ado, here are the cards:
  23.  
  24. ********************************************************************************************************
  25.  
  26. Monsters (4 Cards)
  27.  
  28. Plasma Carboneddon
  29.  
  30. Dinosaur/FIRE/Level 3/ATK 800/DEF 600
  31.  
  32. This card's name becomes "Carboneddon" while in the hand or GY. Once per turn, at the start of the Damage Step, if this card battles a non-LIGHT non-Thunder monster: You can banish that monster. If this card is sent to the GY: You can add 1 "Bonding" Spell/Trap from your Deck to your hand, then you can send 1 monster from your Deck to the GY that is listed in that card's text. You can only use this effect of "Plasma Carboneddon" once per turn.
  33.  
  34. Wording? "Remove "monster or" between non-LIGHT and non-Thunder
  35.  
  36. ********************************************************************************************************
  37.  
  38. Metallic Hydrogeddon
  39.  
  40. Dinosaur/EARTH/Level 4/ATK 1600/DEF 1000
  41.  
  42. This card's name becomes "Hydrogeddon" while in the hand or GY. If this card battles a FIRE monster or Pyro monster, your opponent's cards and effects cannot be activated until the end of the Damage Step. When this card destroys an opponent's monster by battle: You can add 1 "Bonding" Spell/Trap from your Deck to your hand, then you can Special Summon 1 monster from your Deck that is listed in that card's text. You can only use this effect of "Metallic Hydrogeddon" once per turn.
  43.  
  44. ********************************************************************************************************
  45.  
  46. Liquid Oxygeddon
  47.  
  48. Dinosaur/WATER/Level 4/ATK 1800/DEF 800
  49.  
  50. This card's name becomes "Oxygeddon" while in the hand or GY. If this card battles a FIRE monster or Pyro monster, its ATK is doubled during the damage step only. (Quick Effect): You can Tribute this card; destroy as many FIRE monsters and Pyro monsters on the field as possible, and if you do, both players take 800 damage for each card destroyed, also, after that, you can add 1 "Bonding" Spell/Trap from your Deck to your hand, then you can add 1 monster from your Deck to your hand that is listed in that card's text. You can only use this effect of "Liquid Oxygeddon" once per turn.
  51.  
  52. ********************************************************************************************************
  53.  
  54. Fire Dragon
  55.  
  56. Pyro/FIRE/Level 8/ATK 2800/DEF 2600
  57.  
  58. Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Bonding" Spell/Trap. If this card is Special Summoned: Destroy all other monsters on the field, then inflict 800 damage to your opponent for each card destroyed. If this card is sent from the field to the GY: You can banish 1 "Bonding" Spell/Trap from your GY that specifically lists the card "Fire Dragon" in its text; Special Summon up to 2 monsters with different names from your hand, Deck, and/or GY that are listed in the banished card's text.
  59.  
  60. ********************************************************************************************************
  61.  
  62. Spells (3 Cards)
  63.  
  64. Bonding Chemical Laboratory
  65.  
  66. Field Spell
  67.  
  68. The activation and effects of your "Bonding" Spell/Trap Cards cannot be negated. Once per turn: You can target 1 face-up monster on the field; it becomes FIRE Pyro. You can send 1 "Bonding" Spell/Trap from your Deck to the GY, except “Bonding Chemical Laboratory”; take 1 monster from your Deck that is listed in the sent card's text, and either add it to your hand or send it to the GY. You can only use this effect of "Bonding Chemical Laboratory" once per turn. Once per turn, during damage calculation, if your Dinosaur monster battles an opponent's monster: You can send 1 Dinosaur monster from your Deck to the GY; your monster gains ATK equal to half the ATK of the sent monster, until the end of this turn (even if this card leaves the field).
  69.  
  70. ********************************************************************************************************
  71.  
  72. Bonding CO
  73.  
  74. Normal Spell
  75.  
  76. Tribute 1 "Carboneddon" and 1 "Oxygeddon" from your hand and/or field; Special Summon 1 "Fire Dragon" from your hand, Deck, or GY. If this card is in the GY: You can shuffle 2 Dinosaur monsters from your GY into the Decl; add this card to your hand. You can only use this effect of "Bonding CO" once per turn.
  77.  
  78. "Carboneddon" monster "Oxygeddon" monster
  79.  
  80. ********************************************************************************************************
  81.  
  82. Tidal Blast
  83.  
  84. Quick-Play Spell
  85.  
  86. (This card is always treated as a "Bonding" card.)
  87.  
  88. Activate any of these effects, and resolve in sequence, up to the number of Dinosaur monsters with different Attributes you control and in your GY.
  89.  
  90. ● Special Summon 1 "Water Dragon" from your hand or GY, ignoring its Summoning conditions.
  91.  
  92. ● This turn, "Water Dragon" you control can attack all monster your opponent controls, once each.
  93.  
  94. ● This turn, "Water Dragon" you control are unaffected by your opponent's card effects.
  95.  
  96. ● This turn, all monsters your opponent controls become FIRE Pyro.
  97.  
  98. If this card is in your GY: You can target 1 "Water Dragon" in your GY; shuffle both this card and that target into the Deck, then add 1 Dinosaur monster and 1 "Bonding" Normal Spell/Trap from your Deck to your hand. You can only use each effect of "Tidal Blast" once per turn, and only once that turn.
  99.  
  100. ********************************************************************************************************
  101.  
  102. Traps (4 Cards)
  103.  
  104. Bonding CO2
  105.  
  106. Normal Trap
  107.  
  108. Shuffle 1 "Carboneddon" and 2 "Oxygeddon" that are banished and/or in your GY into the Deck; Special Summon 1 "Fire Dragon" from your hand or GY. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 Dinosaur monster in your GY; Special Summon it.
  109.  
  110. ********************************************************************************************************
  111.  
  112. Electrolysis/Bonding - H2O
  113.  
  114. Normal Trap
  115.  
  116. Send 2 "Hydrogeddon" and 1 "Oxygeddon" from your Deck to the GY; Special Summon 1 "Water Dragon" from your hand, Deck, or GY. (This is treated as a Special Summon with the effect of "Bonding - H2O".) Destroy it during the End Phase. You can banish this card from your GY; all monsters your opponent currently controls become FIRE Pyro.
  117.  
  118. ********************************************************************************************************
  119.  
  120. Alchemic Bonding
  121.  
  122. Continuous Trap
  123.  
  124. Destroy this card during your 2nd Standby Phase after activation. Once per turn: You can Tribute 1 Dinosaur monster from your hand or your side of the field; Special Summon 1 Level 5 or lower EARTH, WATER, FIRE, or WIND Dinosaur monster from your Deck with a different original name. If this card on the field is destroyed by a card effect: You can banish 3 Dinosaur monsters from your GY, then target 1 of your "Bonding" Normal Spells/Traps, that is banished or is in your GY; apply that target's effect, then shuffle that target into the Deck.
  125.  
  126. ********************************************************************************************************
  127.  
  128. Chemical Breakdown
  129. Continuous Trap
  130. Activate this card by shuffling 1 Level 5 or higher Normal Dragon from your hand or GY into the Deck; Special Summon up to 1 Level 5 or lower EARTH, WATER, FIRE, or WIND Dinosaur monster each from hand, Deck, GY, and your face-up banished cards, with different Attributes. When this face-up card leaves the field, destroy those monsters. You can banish this card from your GY; this turn, while you control a monster, you take no battle damage.
  131.  
  132. Different attributes necessary?
  133.  
  134.  
  135. You can only activate 1 "Chemical Breakdown" per turn.
  136.  
  137. Legendary Chemist
  138. Spellcaster/EARTH/Level 8/ATK 0/DEF 0
  139. If a "Bonding" Spell/Trap would Tribute or shuffle a monster into the Deck to activate its effect, this card can be used as a substitute for any 1 of those monsters whose name is specifically listed on that "Bonding" Spell/Trap. You can only use 1 of the following effects of "Legendary Chemist" per turn, and only once that turn.
  140. ● You can discard this card; add 1 "Bonding Chemical Laboratory" from your Deck to your hand.
  141. ● If a "Bonding" Spell/Trap card or effect is activated while this card is in your GY: You can add this card to your hand, then add 1 "Litmus Doom Swordsman" and/or 1 "Litmus Doom Ritual" from your Deck to your hand.
  142. ● If this card is Tributed: You can Set 1 Continuous Trap directly from your Deck. It can be activated this turn.
  143.  
  144. then you can Special Summon 3 "Harpie" monsters with different original names, 1 each from your hand, Deck, and GY.
  145.  
  146. Special Summon up to 1 "Timelord" monster each from your hand, Deck, and GY, with different names, ignoring their Summoning conditions.
  147.  
  148. Chemical Man: Can use as substitue in bonding spell, but other materials must be correct.
  149.  
  150.  
  151. Flame Torrent
  152.  
  153. Chemical Laboratory: that include an effect that Special Summons a monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Summoned by them
  154. You can send 1 Dinosaur monster from your Deck to the GY, then target 1 Dinosaur monster you control with the same Attribute as the sent monster; it gains ATK equal to half the ATK of the sent monster, but it cannot attack directly this turn.
  155. Dinosaur monster from your Deck to the GY with the same Attribute as the battling monster
  156.  
  157. Tidal Blast: Target 1 "Water Dragon" monster you control; this turn, it can attack all monsters your opponent controls, once each, also all monsters your opponent controls become FIRE Pyro. If this card is in your GY: You can target 1 "Water Dragon" in your GY; shuffle both this card and that target into the Deck, then add 1 Dinosaur monster from your Deck to your hand.
  158.  
  159.  
  160. Gaseous Carbon:
  161. Metallic Hydrogen: Good conductor, unable to stop effect/attack
  162. Liquid Oxygen: Used as combustion fuel, so gets stronger.
  163. Plasma: Fire
  164. Chemical lab: Turning random things into heat sources, sending chemical lists to get materials, and using fossil fuels to strengthen Dinosaurs.
  165.  
  166. While not on the field they become the names of the original. Implying they changed to their more common state of matter.
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