leafbladie

LotW: Roids V2.0 (28 Cards)

Jun 3rd, 2017 (edited)
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  1. equip that target to an "Eyes Restrict" Fusion Monster or "Relinquished" you control, as if it were equipped by that monster's effect
  2.  
  3. Card ti set-up Roid OTK
  4.  
  5. Design choices
  6. Manga roids: 2 effects, 1 upon being sent to grave, 1 upon on field for discard or mill. Satteliteroid has 3 though
  7. Anime roids: 3 effects, 1 when used used for fusion summon, 2 unique effects.
  8. Stealthroid is based on the anime and manga, so its a composite of them both
  9. Armoroid and Dragonroid are also unique due to being high level monsters
  10.  
  11. Turboroid that allows shuffle from banish to deck for summon?
  12.  
  13.  
  14. kiteroid, patroid, decoyroid, dreiroid, funfroid, turboroid, vierroid, solidroids, the other spell/trap
  15.  
  16.  
  17. Drillroid defense pisition monsters ne negate effects?
  18.  
  19. The equip effect of Launcheroid is poorly worded
  20.  
  21. Decoyroid: When SS'd by the effect of a roid card, inflicts 500 burn. target redirection
  22.  
  23. Dragon roof support for Cyberdarks
  24.  
  25. Overclock: destroy it
  26.  
  27. Solidroids
  28.  
  29. Main Deck Monsters (23 Cards)
  30.  
  31. Einroid
  32. Machine-Type/EARTH/Level 1/ATK 200/DEF 1800 (Tuner)
  33. You can discard 1 card; add 1 "roid" monster from your Deck to your hand. If this card is sent to the GY: You can send 1 “roid” card from your Deck to the GY. You can only use each effect of "Einroid" once per turn.
  34.  
  35. ********************************************************************************************************
  36.  
  37. Zweiroid
  38. Machine-Type/EARTH/Level 2/ATK 700/DEF 1700
  39. (Quick Effect): You can discard 1 card; switch the original ATK and DEF of all face-up monsters currently on the field until the end of this turn. If this card is sent to the GY: All "roid" monsters you currently control gain 700 ATK until the end of this turn. You can only use each effect of "Zweiroid" once per turn.
  40.  
  41. ********************************************************************************************************
  42.  
  43. Ambulanceroid
  44. Machine-Type/EARTH/Level 3/ATK 300/DEF 1200
  45. While you control another “roid” monster, except "Ambulanceroid", your opponent cannot target this card for attacks, or by card effects. If a “roid” monster(s) is added from your GY to your hand: You can Special Summon that monster(s). If this card is sent to the GY as a Fusion Material for a Fusion Summon of a "roid" Fusion Monster: You can Special Summon this card. You can only use this effect of "Ambulanceroid" once per turn.
  46.  
  47. ********************************************************************************************************
  48.  
  49. Launcheroid
  50. Machine-Type/EARTH/Level 3/ATK 500/DEF 1500
  51. You can send 1 "roid" monster from your Deck to the GY; inflict 500 damage to your opponent. If this card is sent to the GY: You can target 1 "roid" monster you control; equip this card to it. It gains 500 ATK, also your opponent cannot target it with card effects. You can only use each effect of "Launcheroid" once per turn.
  52.  
  53. ********************************************************************************************************
  54.  
  55. Cycroid
  56. Machine-Type/EARTH/Level 3/ATK 800/DEF 1000
  57. Once per turn: You can Fusion Summon 1 "roid" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 “Cyroid” from your Deck to your hand. If this card is sent to the GY as a Fusion Material for a Fusion Summon of a "roid" Fusion Monster: You can target 1 "roid" monster you control; it can attack directly this turn. You can only use this effect of "Cycroid" once per turn.
  58.  
  59. ********************************************************************************************************
  60.  
  61. Gyroid
  62. Machine-Type/WIND/Level 3/ATK 1000/DEF 1000
  63. When an opponent’s monster declares an attack on a “roid” monster you control: You can Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation. Cannot be destroyed by battle. If this card is sent to the GY as a Fusion Material for a Fusion Summon of a "roid" Fusion Monster: You can add 1 “roid” monster from your Deck to your hand. You can only use this effect of "Gyroid" once per turn.
  64.  
  65. ********************************************************************************************************
  66.  
  67. Shovelroid
  68. Machine-Type/EARTH/Level 3/ATK 1000/DEF 1500
  69. You can discard 1 card, then target 1 "roid" monster in your GY; Special Summon it. If this card is sent to the GY: You can add 1 "roid" Spell/Trap from your Deck to your hand. You can only use each effect of "Shovelroid" once per turn.
  70.  
  71. ********************************************************************************************************
  72.  
  73. Submarineroid
  74. Machine-Type/WATER/Level 4/ATK 800/DEF 1800
  75. This card can attack directly. If this card inflicts battle damage to your opponent: You can change this card to Defense Position, and if you do, add 1 “roid” Spell/Trap from your Deck to your hand. If this card is sent to the GY as a Fusion Material for a Fusion Summon of a "roid" Fusion Monster: You can change all monsters your opponent controls to Defense Position. You can only use this effect of "Submarineroid" once per turn.
  76.  
  77. ********************************************************************************************************
  78.  
  79. Missileroid
  80. Machine-Type/WIND/Level 4/ATK 1000/DEF 200
  81. (Quick Effect): You can discard this card, then target 1 "roid" monster you control; it gains 1000 ATK until the end of this turn. If this card is sent to the GY: You can target 1 monster your opponent controls; it loses 1000 ATK. You can only use each effect of "Missileroid" once per turn.
  82.  
  83. ********************************************************************************************************
  84.  
  85. Carrierroid
  86. Machine-Type/WATER/Level 4/ATK 1000/DEF 800
  87. When your opponent activates a card or effect that targets a “roid” card(s) you control (Quick Effect): You can send this card from your hand or field to the GY; negate the activation. If this card is sent to the GY: You can target 1 “roid” monster in your GY, except "Carrierroid"; add it to your hand. You can only use each effect of “Carrierroid” once per turn.
  88.  
  89. ********************************************************************************************************
  90.  
  91. Shuttleroid
  92. Machine-Type/WIND/Level 4/ATK 1000/DEF 1200
  93. When your "roid" monster is targeted for an attack: You can send 1 "roid" card from your hand or face-up field to the GY; negate the attack. If this card is sent to the GY: You can activate this effect; Special Summon this card during the End Phase of this turn, and if you do, inflict 1000 damage to your opponent. You can only use each effect of "Shuttleroid" once per turn.
  94.  
  95. ********************************************************************************************************
  96.  
  97. Truckroid
  98. Machine-Type/EARTH/Level 4/ATK 1000/DEF 2000
  99. If this card is in your hand: You can target 1 "roid" monster in your GY; Special Summon this card, and if you do, Special Summon that monster to your opponent's side of the field. If this card destroys an opponent's monster by battle: Equip the destroyed monster to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. If this card is sent to the GY as a Fusion Material for a Fusion Summon of a "roid" Fusion Monster: You can target 1 "roid" monster you control; equip this card to it. While this card is equipped to a monster by this effect, the equipped monster gains 1000 ATK. You can only use this effect of "Truckroid" once per turn.
  100.  
  101. ********************************************************************************************************
  102.  
  103. Jetroid
  104. Machine-Type/WIND/Level 4/ATK 1200/DEF 1800
  105. You can activate "roid" Traps from your hand. When this card is targeted for an attack: You can discard 1 card, then target the attacking monster; negate the attack, and if you do, inflict damage to your opponent equal to its ATK. If this card is sent to the GY as a Fusion Material for a Fusion Summon of a "roid" Fusion Monster: You can Set 1 "roid" Trap directly from your Deck. You can only use this effect of "Jetroid" once per turn.
  106.  
  107. ********************************************************************************************************
  108.  
  109. Stealthroid
  110. Machine-Type/DARK/Level 4/ATK 1200/DEF 2000
  111. You can send 1 "roid" monster from your Deck to the GY, then target 1 Spell/Trap on the field; destroy it. You can only use this effect of "Stealthroid" once per turn. If this card is sent to the GY as a Fusion Material for a Fusion Summon of a "roid" Fusion Monster: You can destroy all Spells and Traps your opponent controls.
  112.  
  113. Weird because it's a combination of manga and anime
  114.  
  115. ********************************************************************************************************
  116.  
  117. Turboroid
  118. Machine-Type/EARTH/Level 4/ATK 1600/DEF 400
  119. You can discard 1 card; once, if you Fusion Summon a "roid" Fusion Monster this turn, you can shuffle your banished monsters into the Deck as the Fusion Materials. If this card is sent to the GY: You can target 1 "roid" monster you control; this turn, it can attack twice during each Battle Phase. You can only use each effect of “Turboroid” once per turn.
  120.  
  121. ********************************************************************************************************
  122.  
  123. Heliroid
  124. Machine-Type/WIND/Level 4/ATK 1500/DEF 1300
  125. Once per turn: You can send 1 "roid" card from your hand or face-up field to the GY, then target 1 "roid" monster you control; it can attack directly this turn, but when it does so using this effect, the battle damage inflicted to your opponent is halved. If this card is sent to the GY: You can add 1 "Missileroid" from your Deck or GY to your hand. You can only use each effect of "Heliroid" once per turn.
  126.  
  127. ********************************************************************************************************
  128.  
  129. Tankroid
  130. Machine-Type/EARTH/Level 4/ATK 1500/DEF 1900
  131. You can Tribute 1 "roid" monster; Special Summon 1 "roid" monster from your Deck with the same Level as the sent monster, except "Tankroid", also you cannot Special Summon monsters for the rest of this turn, except "roid" monsters. If this card is sent to the GY: You can draw 1 card. You can only use each effect of “Tankroid” once per turn.
  132.  
  133. ********************************************************************************************************
  134.  
  135. Strikeroid
  136. Machine-Type/WIND/Level 4/ATK 1600/DEF 400
  137. You can discard 1 card; once, if you Fusion Summon a "roid" Fusion Monster this turn, you can banish monsters from your GY as the Fusion Materials. If this card is sent to the GY: You can pay 800 LP, then target 1 "roid" card in your GY; add it to your hand. You can only use each effect of “Strikeroid” once per turn.
  138.  
  139. ********************************************************************************************************
  140.  
  141. Drillroid
  142. Machine-Type/EARTH/Level 4/ATK 1600/DEF 1600
  143. When this card is Normal Summoned: You target 1 Level 4 or lower “roid” monster in your GY; Special Summon it in Defense Position, but it has its effects negated. Before damage calculation, if this card attacks a Defense Position monster: Destroy that monster. If this card is sent to the GY as a Fusion Material for a Fusion Summon of a "roid" Fusion Monster: You can target 1 monster your opponent controls; destroy it. You can only use this effect of "Drillroid" once per turn.
  144.  
  145. ********************************************************************************************************
  146.  
  147. Steamroid
  148. Machine-Type/EARTH/Level 4/ATK 1800/DEF 1800
  149. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower “roid” monster from your hand. If this card attacks an opponent’s monster, it gains 500 ATK during the Damage Step only. If this card is sent to the GY as a Fusion Material for a Fusion Summon of a "roid" Fusion Monster: You can target 1 "roid" monster you control and 1 monster your opponent controls; the first target gains ATK equal to half the second target's ATK until the end of this turn.
  150.  
  151. ********************************************************************************************************
  152.  
  153. Satelliteroid
  154. Machine-Type/LIGHT/Level 5/ATK 2100/DEF 1800
  155. You can Special Summon this card (from your hand) by discarding 1 card. (Quick Effect): You can discard 1 card, then target 1 card your opponent controls; destroy it. If this card is sent to the GY: You can target up to 3 of your "roid" cards that are banished or are in your GY; shuffle them into the Deck, and if you do, draw 1 card. You can only use each effect of "Satelliteroid" once per turn.
  156.  
  157. ********************************************************************************************************
  158.  
  159. Rescueroid
  160. Machine-Type/FIRE/Level 6/ATK 1600/DEF 1800
  161. "roid" cards you control cannot be destroyed by your opponent's card effects. Once per turn, if a "roid" monster(s) you control is sent to the GY: You can add that monster(s) to your hand. If this card is sent to the GY as a Fusion Material for a Fusion Summon of a "roid" Fusion Monster: You can target up to 2 "roid" monsters in your GY; add them to your hand. You can only use this effect of "Rescueroid" once per turn.
  162.  
  163. ********************************************************************************************************
  164.  
  165. Armoroid
  166. Machine-Type/EARTH/Level 8/ATK 2700/DEF 2000
  167. If this card is Tribute Summoned by Tributing at least 1 "roid" monster: Banish all Spells and Traps your opponent controls. If this card is sent to the GY: You can target 1 Level 4 or lower “roid” monster in your GY; Special Summon it, but it cannot activate its effects. You can only use this effect of "Armoroid" once per turn.
  168.  
  169. ********************************************************************************************************
  170.  
  171. Dragonroid
  172. Machine-Type/WIND/Level 8/ATK 2900/DEF 1000
  173. Treated as a Dragon while in the GY. You can discard this card; immediately after this effect resolves, you can Normal Summon 1 Level 4 or lower Machine monster from your hand. You can only use this effect of "Dragonroid" once per turn. While this card is equipped to a monster, that monster is unaffected by your opponent's card effects. If this card is sent to the GY while equipped to a monster: You can target 1 Dragon monster in your GY, except "Dragonroid"; equip that target to a Machine monster you control, as if it were equipped by that monster's effect.
  174.  
  175. ********************************************************************************************************
  176.  
  177. Spells Cards (5 Cards)
  178.  
  179. March of the Vehicroids
  180. Normal Spell
  181. If you control a "roid" monster: Special Summon 1 Level 4 or lower "roid" monster from your Deck, but it has its effects negated, also destroy it during the End Phase. You can only activate 1 "March of the Vehicroids" per turn.
  182.  
  183. ********************************************************************************************************
  184.  
  185. Vehicroid Connection Zone
  186. Normal Spell
  187. Fusion Summon 1 "roid" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, and if you do, it cannot be destroyed by card effects, and its effects cannot be negated.
  188.  
  189. ********************************************************************************************************
  190.  
  191. Vehicroid Overclock
  192. Quick-Play Spell
  193. Target 1 non-WIND “roid” monster you control; it gains 1000 ATK, also if it battles, your opponent’s cards and effects cannot be activated until the end of the Damage Step. During the End Phase of this turn, destroy it. If you would take effect damage, you can banish this card from your GY instead.
  194.  
  195. ********************************************************************************************************
  196.  
  197. Vehicroid Assembly Garage
  198. Continuous Spell
  199. Reduce the Level of all Level 5 or higher "roid" monsters in your hand by 2. You can discard 1 card; add 1 non-WIND "roid" monster from your Deck or GY to the hand. If this face-up card is destroyed and sent to the GY: You can target up to 2 “roid” monsters in your GY; add them to your hand. You can only use each effect of "Vehicroid Assembly Garage" once per turn.
  200.  
  201. ********************************************************************************************************
  202.  
  203. Vehicroid Turnpike
  204. Continuous Spell
  205. "roid" monsters you control cannot be targeted by your opponent’s card effects. You can target 1 other card you control; destroy it, and if you do, add 1 "Vehicroid Connection Zone" from your Deck or GY to the hand. If this face-up card is destroyed and sent to the GY: You can target 1 "roid" Spell/Trap in your GY, except "Vehicroid Turnpike"; add it to your hand. You can only use each effect of "Vehicroid Turnpike" once per turn.
  206.  
  207. ********************************************************************************************************
  208.  
  209. Trap Cards (4 Cards)
  210.  
  211. Vehicroid Miracle Garage
  212. Normal Trap
  213. If this Set card is destroyed and sent to the GY: You can Special Summon 1 "roid" monster from your Deck. If this Set card leaves the field by an opponent's card effect: You can add 1 “roid” monster from your Deck to your hand.
  214.  
  215. ********************************************************************************************************
  216.  
  217. Vehicroid Supercharge
  218. Normal Trap
  219. Send 1 "roid" monster from your hand or face-up field to the GY; draw 2 cards. If this Set card leaves the field by an opponent's card effect: You can draw 1 card.
  220.  
  221. ********************************************************************************************************
  222.  
  223. Vehicroid Repair Garage
  224. Continuous Trap
  225. Once per turn, if a “roid” monster(s) would be destroyed by battle or card effect, you can send 1 "roid" monster from your hand to the GY instead. You can target 1 non-WIND “roid” monster in your GY; add it to your hand. If this card in your possession was destroyed by a card effect and sent to the GY: You can add 1 “Power Bond” from your Deck to your hand. You can only use each effect of "Vehicroid Repair Garage" once per turn.
  226.  
  227. ********************************************************************************************************
  228.  
  229. Fusion Guardroid
  230. Counter Trap
  231. When your opponent declares an attack on a Machine monster you control: You can send 1 Fusion Monster from your Extra Deck to the GY; negate the attack, and if you do, end the Battle Phase. If this Set card leaves the field by an opponent's card effect: You can send 1 "roid" monster from your Deck to the GY.
  232.  
  233. ********************************************************************************************************
  234.  
  235. Extra Deck Monsters (6 Cards)
  236.  
  237. Railroid Crossing
  238. Machine-Type/EARTH/Rank 4/ATK 2200/DEF 1600
  239. 2 Level 4 Machine monsters
  240. Once per turn: You can detach 1 material from this card; Fusion Summon 1 Machine Fusion Monster from your Extra Deck by banishing Fusion Materials listed on it from your field or GY, and if you do, until the end of the next turn, it cannot be targeted or destroyed by your opponent’s card effects. Once per turn (Quick Effect): You can send 1 other “roid” monster from your hand or face-up field to the GY; this card gains ATK equal to the sent monster’s ATK until the end of this turn.
  241.  
  242. ********************************************************************************************************
  243.  
  244. Search & Rescueroid
  245. Machine-Type/EARTH/Rank 4/ATK 2300/DEF 1800
  246. 2 Level 4 Machine monsters
  247. Once per turn: You can detach 1 material from this card and send 1 “roid” monster from your Deck to the GY; add 1 Machine monster from your Deck to your hand. Once per turn, if a Machine monster(s) you control is sent to the GY: You can Special Summon that monster(s) in Defense Position.
  248.  
  249. ********************************************************************************************************
  250.  
  251. Pair Cycroid
  252. Machine-Type/EARTH/Level 5/ATK 1600/DEF 1200 (Fusion)
  253. 2 “roid” monsters
  254. Must be either Fusion Summoned, or Special Summoned by sending the above monsters you control to the GY (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. This card can make a second attack during each Battle Phase.
  255.  
  256. ********************************************************************************************************
  257.  
  258. Super Vehicroid Jumbo Drill
  259. Machine-Type/EARTH/Level 8/ATK 3000/DEF 2000 (Fusion)
  260. 3 “roid” monsters
  261. If this card attacks a Defense Position monster, inflict double piercing battle damage. If this card battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this Fusion Summoned card is sent to the GY: You can target 1 other “roid” monster in your GY; shuffle it into the Deck, and if you do, destroy 1 card on the field.
  262.  
  263. ********************************************************************************************************
  264.  
  265. Super Vehicroid - Stealth Union
  266. Machine-Type/EARTH/Level 9/ATK 3600/DEF 3000 (Fusion)
  267. 4 “roid” monsters
  268. If this card attacks a Defense Position monster, inflict piercing battle damage. Once per turn: You can target 1 other face-up monster on the field; equip it to this card. If this attacking card destroys an opponent’s monster by battle, after damage calculation: You can send 1 monster equipped to this card by its own effect to the GY; it can make a second attack in a row. If this Fusion Summoned card is sent to the GY: You can target 2 other “roid” monsters in your GY; shuffle them into the Deck, and if you do, add 1 “roid” card from your Deck or GY to your hand.
  269.  
  270. ********************************************************************************************************
  271.  
  272. Barbaroid, the Ultimate Battle Machine
  273. Machine-Type/EARTH/Level 12/ATK 4000/DEF 4000 (Fusion)
  274. 5 “roid” monsters
  275. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage. Negate the effects of an opponent’s monster destroyed by battle with this card (including in the GY). If this card destroys an opponent's monster by battle: Inflict 1000 damage to your opponent. If this Fusion Summoned card is sent to the GY: You can target 3 other “roid” monsters in your GY; shuffle them into the Deck, and if you do, draw 2 cards.
  276.  
  277.  
  278.  
  279. Additional Support?
  280. Solidroids, Training wheel, stealthroid
  281.  
  282.  
  283.  
  284. Turnpike
  285. During your Main Phase, you can Normal Summon 1 “roid” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  286.  
  287. Ambulanceroid: If you control a “roid” monster, you can Special Summon this card (from your hand). While you control another “roid” monster, your opponent cannot target this card for attacks, or by card effects. If a “roid” monster(s) is added from your GY to your hand: You can Special Summon that monster(s). You can only control 1 "Ambulanceroid".
  288.  
  289. Shovelroid: You can send 1 other "roid" monster from your hand or field to the GY, then target 1 "roid" Spell/Trap in your GY; add it to your hand.
  290.  
  291. Missileroid: Once per turn (Quick Effect): You can target "roid" monster you control; change this card to Defense Position, and if you do, that target gains 1000 ATK. If this card is sent to the GY: You can target 1 monster your opponent controls; it loses 1000 ATK.
  292.  
  293. Shuttleroid: When your "roid" monster is targeted for an attack: You can banish this card; negate the attack. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card, and if you do, inflict 1000 damage to your opponent.
  294.  
  295. Search & Rescueroid: If this Xyz Summoned card is destroyed: You can Special Summon 1 Level 8 or lower Machine Fusion Monster from your Extra Deck, ignoring its Summoning conditions.
  296.  
  297. kiteroid, patroid, decoyroid, dreiroid, funfroid, turboroid, vierroid, solidroids, the other spell/traps
  298. Maybe just nix the retrains and focus on the manga cards
  299.  
  300. Gyroid: When an opponent’s monster declares an attack on a “roid” monster you control: You can Special Summon this card from your hand, and if you do, until the end of this turn, "roid" monsters you currently control cannot be destroyed by battle.
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