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Archetype Submission - Worldsbane  (Read 7081 times)

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Never_this_again

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Worldsbane

(Sidenote for BT: Disregard Ravenus in favor of this. I have images, I just don't wanna hassle with adding them to every single card for it to look bearable. I can provide an album on discord.)

Description:
Worldsbane is an archetype of DARK Reptile monsters that aim to invade the opponent's field to gain advantage of that.

As such, they all possess an effect that they cannot be used for the Summon of Extra Deck monsters, unless you are Summoning Worldsbane monsters. In addition, there are several monsters who gain bonuses or the ability to Special Summon themselves as long as the opponent controls a Worldsbane monster.

The archetypes Spell and Traps sport various effects that depend on the opponent controlling both Worldsbane monsters and non-Worldsbane monsters, but range from Super Poly-like to destruction and healing effects.


Cards

Spoiler: Monster Cards • show

Worldsbane Alias
DARK / Reptile-Type / Effect / Level 1 / 200 ATK / 100 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position by tributing one monster they control. If this card is destroyed (by battle or by a card effect): You can add 1 "Worldsbane" monster from your Deck to your hand.

Worldsbane Neck
DARK / Reptile-Type / Effect / Level 2 / 800 ATK / 1000 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. Once per turn, if a "Worldsbane" monster is Special Summoned to your opponents side of the field: You can target 1 "Worldsbane" monster and 1 "Worldsbane" Trap in your GY; Add them to your hand. (Quick Effect): You can give control of this card to your opponent. This effect can only be used once while this card is face-up.

Worldsbane Scroll
DARK / Reptile-Type / Effect / Level 3 / 1000 ATK / 1300 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. If this card is Special Summoned: Add 1 "Worldsbane" monster from your deck to your hand. You can target 1 "Worldsbane" monster in your GY; If your opponent does not control a "Worldsbane" monster, Special Summon the target to their side of the field, otherwise, Special Summon it to your side of the field. You can only use each effect of "Worldsbane Summoner" once per turn.

Worldsbane Scepter
DARK / Reptile-Type / Effect / Level 4 / 1600 ATK / 1200 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. If this card is Normal Summoned: You can Special Summon 2 "Worldsbane" monsters with different from your Deck, 1 to each players side of the field. If this card is destroyed (by battle or by a card effect): Add 1 "Worldsbane" Trap from your Deck to your hand. You can only use this effect of "Worldsbane Scepter" once per turn.

Worldsbane Teeth
DARK / Reptile-Type / Effect / Level 4 / 1800 ATK / 1700 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. You can Special Summon this card (from your hand) while your opponent controls a face-up "Worldsbane" monster. Once per turn: You can target 1 other "Worldsbane" monster you control; Give control of it to your opponent and if you do, draw 1 card.

Worldsbane Muscle
DARK / Reptile-Type / Effect / Level 5 / 2000 ATK / 2000 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. If your opponent controls more "Worldsbane" monsters than you: You can Special Summon this card (from your hand). After damage calculation, if this card battled a "Worldsbane" monster: All face-up "Worldsbane" monsters you control gain 1000 ATK until your opponents next End Phase.


Spoiler: Extra Deck Monster Cards • show

Worldsbane Claw
DARK / Reptile-Type / Link / Effect / Link 2 / 1500 ATK
Bottom-right, Top-Left
2 "Worldsbane" monsters
If this card is Link Summoned: You can Special Summon 1 "Worldsbane" monster from your hand or GY a zone this card points to. You can only use this effect of "Worldsbane Claw" once per turn. While this card points to both a "Worldsbane" and a non-"Worldsbane" monster, face-up "Worldsbane" monsters are unaffected by card effects, except "Worldsbane" effects.

Worldsbane Alchemist
DARK / Reptile-Type / Fusion / Effect / Level 6 / 1900 ATK / 1800 DEF
1 "Worldsbane" monster + 1 non-"Worldsbane" monster
Face-up "Worldsbane" monsters gain 300 ATK for each "Worldsbane" monster their controller controls. Once per turn (Quick Effect): You can banish 1 "Worldsbane" Trap Card from your GY then target 1 "Worldsbane" monster in your GY; Special Summon it to either players side of the field.

Worldsbane Father
DARK / Reptile-Type / Fusion / Effect / Level 6 / 2400 ATK / 3000 DEF
1 "Worldsbane" monster + 1 non-"Worldsbane" monster that was Special Summoned from the Extra Deck
Cannot be targeted by card effects. If this card is Fusion Summoned: You can Special Summon as many "Worldsbane" monsters from your GY as possible, but you must Special Summon an equal number of monsters to both players side of the field. Once per turn (Quick Effect): You can target 1 "Worldsbane" monster your opponent controls; Return it to the hand, then, inflict damage to your opponent equal to its ATK.


Spoiler: Spell Cards • show

Worldsbane Influence
Field Spell Card
"Worldsbane" monsters you control gain 300 ATK. If a "Worldsbane" monster battles a "Worldsbane" monster, both monsters cannot be destroyed by that battle, also, if a player controls a non-"Worldsbane" monster, double any Battle Damage that player would take from that battle. Once per turn: You can target 1 "Worldsbane Influence" in your GY; Add it to your hand, but it cannot be activated this turn.


Spoiler: Trap Cards • show

Worldsbane Inclusion
Normal Trap Card
You can activate this card from your hand if your opponent does not control a face-up "Worldsbane" monster. Pay 1000 LP and tribute 1 face-up monster your opponent controls; Special Summon 1 "Worldsbane" monster from your GY to their side of the field. You can only activate 1 "Worldsbane Inclusion" per turn.

Worldsbane Infiltration
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. Pay 1000 LP and target 1 face-up "Worldsbane" monster your opponent controls; It gains ATK equal to the combined ATK of all non-"Worldsbane" monsters your opponent controls and if it does, the ATK of all face-up non-"Worldsbane" monsters your opponent controls becomes 0.

Worldsbane Ingestion
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. Pay 1000 LP; Fusion Summon 1 "Worldsbane" Fusion Monster from your Extra Deck using 1 "Worldsbane" monster and 1 non-"Worldsbane" monster your opponent controls as the Fusion Materials. Your opponent takes no Battle Damage until the End Phase.

Worldsbane Insurrection
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. If your opponent controls both "Worldsbane" monsters and non-"Worldsbane" monsters: Pay 1000 LP; Destroy all non-"Worldsbane" monsters they control and if you do, take control of all face-up "Worldsbane" monsters they control. You cannot conduct your Battle Phase during the turn you activate this effect.

Worldsbane Inversion
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. Return all "Worldsbane" monsters your opponent controls to the hand and if you do, gain LP equal to the combined ATK of all monsters returned to your hand by this effect. You can only activate 1 "Worldsbane Inversion" per turn.


Additional Remarks

Advantages:

An In-Archetype Kaiju
Can probably clog the field
Hand Traps are bae
Swarming capabilities are probably there
You have snake rain but what do you gain from that


Disadvantages:

You give your opponent monsters
Slow playstyle unless you open great
Searching is destruction-dependant
You rely on Traps
You give your opponent monsters
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