I made an Archetype welcome to the Empire

So you have some great ideas for cards or you've already created one already. Tell us about your card and show us a picture of the card if you have it.
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Rotkiv77
Rare Duelist
Posts: 98
Joined: Mon Apr 24, 2017 11:22 pm

I made an Archetype welcome to the Empire

Post by Rotkiv77 » Sun Mar 31, 2019 6:28 pm

It’s a Synchro based with some fusion and the obligatory link i think i did ok but i also feel i made some of the cards to broken so please let me know how i did

Monsters

Imperial Princess Yue
LVL.1 Light Warrior/Tuner
Atk: 500 Def: 500
Effect: Once Per Turn, You Can Special Summon One “Imperial” Monster Or Set One “Imperial” Spell/Trap From The GY

Imperial Immortal Yang
LVL.1 Light Spellcaster/tuner
Atk: 100 Def: 100
Effect: If this card is sent to the GY and you control an “Imperial” monster special summon it from the GY but banish it when it leaves the field. If this card is banishes Special Summon it. You can only use this effect of “Imperial Immortal Yang” once per duel.

Imperial Hermit Yin
LVL. 1 Dark Zombie/Tuner
Atk: 0 Def: 0
Effect: This card cannot be destroyed by battle or card effects. When this card is summoned change it to defense position. Once per turn return up to 2 banished card into your GY.

Imperial Battalion
LVL. 1 Earth Warrior
Atk: 1200 Def: 2000
Effect: When this card is summoned or flipped face up: (Quick Effect) Roll 2 die; the result of the die become this card’s original level. If this card would be destroyed by battle reduce this card’s level by one and it is not destroyed. Once per turn: reduce this card level by two; target a monster on the field and negate it’s effect.

Imperial Prince Zheng
LVL.2 Light Warrior/Tuner
Atk: 1200 Def: 1000
Effect: Once Per Turn, You Can Special Summon 1 “Imperial” Monster From Your Hand

Imperial Scout
LVL. 3 Earth Warrior/Tuner
Atk: 1000 Def: 1000
Effect: If you control no monsters special summon this card from your hand.

Imperial Rider
LVL. 4 Earth Warrior
Atk: 1000 Def: 1000
Effect: This card can attack your opponent directly. If this card inflicted damage to your opponent; tribute this card and if you do: Shuffle one random card from their hand into the deck.

Imperial Archer
LVL. 4 Wind Warrior
Atk: 1500 Def: 1000
Effect: Once per turn: Send one “Imperial” card from your hand to the grave; Inflict 500 points of effect damage to your opponent. If the sent card was a spell/trap set a copy of it from the deck but you can’t activate it this turn.

Imperial Ranger
LVL. 4 Water Beast-Warrior
Atk: 1800 Def: 1200
Effect: When this card is summoned search for an “Imperial” monster from your deck.

Imperial Swordsman
LVL. 4 Fire Warrior
Atk: 1500 Def: 1500
Effect: This card gains 500 atk for every “Imperial” monster your control. Once per turn: banish an “Imperial” monster from the GY destroy a monster on the field with attack less than or equal to this card.

Imperial Spy
LVL. 4 Wind Warrior
Atk: 1800 Def: 1800
Effect: When this card is summoned: reveal any number of “Imperial” cards in your hand, then your opponent reveals the same number (min: 1); then discards one random card from their hand. You can only use the effect of “Imperial Spy” once per turn and only once that turn.

Imperial Captain
LVL. 5 Earth Warrior
Atk: 2300 Def:1700
Effect: If you control 1 or more “Imperial” monsters: you can special summon this card from your hand. Your opponent cannot target “Imperial” monsters other than this one.

Imperial Guardian Phoenix
LVL. 5 Fire Winged-Beast
Atk: 2000 Def: 1500
Effect: If this card is in the GY and you control an “Imperial” monster; Special Summon this card from the GY.

Imperial Guardian Turtle
LVL. 6 Water Reptile
Atk: 1000 Def: 3000
Effect: If your opponent controls a monster(s) and you don’t; you can special summon this card from your hand. “Imperial” monsters cannot be destroyed by battle or card effect.

Imperial Guardian Beast
LVL.7 Earth Beast
Atk: 2500 Def: 2000
Effect: You Can Banish 1 “Imperial” Monster From The GY, Then Target A Spell/Trap Your Opponent Controls And Destroy It

Imperial Guardian Dragon
LVL.8 Dark Dragon
Atk: 3000 Def: 2500
Effect: You Can Banish 1 “Imperial” Monster From The GY, Then Target A Monster Your Opponent Controls And Destroy It

Spells

Imperial Charter
Normal Spell
Effect: Add one “Imperial” card from your deck to your hand. If you control an “Imperial” monster when you activate this card draw 1 card.

Imperial Wake
Normal Spell
Effect: send an “Imperial” monster from your deck to the GY.

Imperial Reinforcements
Normal Spell
Effect: Discard one “Imperial” card from your hands: special summon one level 4 or lower “Imperial” monster from the deck.

Imperial Expedition
Normal Spell
Excavate the top 3 cards of your deck, add one “Imperial” card if any to your hand and send the rest to the GY. You cannot special summon for the rest of the turn.

Imperial Return
Normal Spell
Effect: Special summon one “Imperial” monster from the GY.

Imperial Succession
Quick-Play Spell
Effect: Send One”Imperial” Monster From Your Hand Or Fiel To The GY That Is Listed On A Fusion Monster, Then Special Summon That Monster From The Extra Deck (This Is Treated As A Fusion Summon)

Imperial Terracota Army
Quick-Play Spell
Effect: Send 1 level 4 or lower “Imperial” monster from your deck to the GY: summon “Terracota Soldiers” tokens (Warrior/Earth/Level ?/ATK 1500/DEF 0) equal to the level of the monster sent. The level of the tokens is equal to the level of the monster sent.

The Empire
Field Spell
(This card is always treated as an “Imperial” card)
Effect: All “Imperial” monsters on your side of the field gain 500 atk/def. Once per turn: if an “Imperial” card on your side of the field is destroyed, add from your deck the same kind of card (Monster, Trap, Spell). Once per turn either: shuffle an “Imperial” card from the GY to the deck or return a banished card to the GY.

Traps

Imperial Cease Fire
Normal Trap
Negate the effect of all monsters. Neither player takes damage this turn. If a monster(s) is destroyed the owner of those monsters draws cards equal to the number of destroyed monsters.

Secret Of The Imperial Guardians
Continues Trap
Effect: Banish from your deck an “Imperial” Tuner and an “Imperial Guardian” monster to Special Summon one “Imperial Guardian Knight” monster from the extra deck. If this card is destroyed, destroy the monster. If the monster leaves the field destroy this card.

The Dark Army of the Emperor
Continues Trap
(This card is always treated as an “Imperial” card)
Effect: Each time an “Imperial” monster is destroyed: Summon an “Imperial Demon” token (Fiend/Dark/Level 5/ATK 2000/Def 2000) in attack position. If this card is destroyed or sent to the GY: Summon 2 “Imperial Demon” tokens. You can only use this effect of “The Dark Army of the Emperor” once per turn.

Imperial Counter Strike
Counter Trap
Effect: If your opponent summons a monster or activates a spell/trap card: negate the summon or activation and banish the card. You must control an “Imperial” card to activate and resolve this effect.

Extra Deck

Regent Yue
LVL.6 Light Spellcaster/Fusion
Atk: 2200 Def: 1500
(This card is always treated as an “Imperial” card.)
Effect: This can must first be special summoned from the Extra Deck by using “Imperial Succession” and sending “Imperial Princess Yue” to the GY. Cannot be destroyed by an opponent’s card effects. Each Player can only summon from the Extra Deck once per turn. If this card leaves the field Special Summon “Imperial Princess Yue” from your hand, deck or GY.

Emperor Zheng
LVL.7 Dark Warrior/Fusion
Atk: 2500 Def: 1000
(This card is always treated as an “Imperial” card.)
Effect: This can must first be special summoned from the Extra Deck by using “Imperial Succession” and sending “Imperial Prince Zheng” to the GY. During either player’s turn when a card or effect that would destroy an “Imperial” card on the field: You can Send this card to the graveyard; negate the activation and destroy the card. If this card was send to the graveyard, during the next main phase Special Summon this card from the GY. If this card leaves the field except by it’s own effect Special Summon “Imperial Prince Zheng” from your hand, deck or GY.

Imperial Guardian Knight Fenixia
LVL. 6 Fire Winged-Beast/Synchro
Atk: 2500 Def: 2000
1 “Imperial” Tuner + 1 or more “Imperial” Non-tuners
Effect: If this card is banished special summon it during the next main phase. If your opponent activates a spell/trap card that has an effect that summons a monster: banish this face up card on the field and if you do; negate and banish the spell/trap face down, you can only use this effect once per phase and only once that phase.

Imperial Guardian Knight Terrell
LVL. 7 Water Reptile/Synchro
Atk: 1500 Def: 3500
1 “Imperial” Tuner + 1 or more “Imperial” monsters
Effect: If you control 2 or more “Imperial” monsters; neither player can special summon monsters with the same level/rank/link rating as those they control.

Imperial Guardian Knight Tigracia
LVL.8 Light Beast-Warrior/Synchro
Atk: 3000 Def: 2500
1 “Imperial” Tuner + 1 or more “Imperial” Non-tuners
Effect: Once Per Turn: (Quick Effect) Banish One “Imperial” Card From The GY; Return A Card Your Opponent Controls To The Hand

Imperial Guardian Knight Dragalia
LVL.10 Dark Wyrm/Synchro
Atk: 3500 Def: 3000
1 “Imperial” Tuner + 1 or more “Imperial” Non-tuners
Effect: Once Per Turn, (Quick Effect) When Your Opponent Summons A Monster Or Activates A Spell/Trap Card: Banish An “Imperial” Card From The GY; Negate The Summon Or Activation, And If You Do Destroy It

Empress Jing
Link-2 Light Spellcaster
2+ monsters
Arrows: Bottom Left, Bottom Right
Atk: 2000
Effect: If this card is Link summoned: you can special summon 1 level 4 or lower “Imperial” tuner from the deck to a zone this card points to. During your opponents Main or battle phase (Quick Effect): Banish this card and one other “Imperial” monster from your hand, field, or graveyard; special summon one “Imperial” Synchro monster from the extra deck. (This is treated as a Synchro summon). You can only use each effect of “Empress Jing” once per turn.

Emperor Chi
Link-3 Dark Fiend
2+ monsters
Arrows: Top Left, Bottom Right, Top
Atk: 2500
Effect: All monsters on the field and in the graveyard become “Imperial” monsters. Gains ATK equal to the original ATK of each “Imperial” Monster this card points to. Cannot be destroyed by battle or the effects of “Imperial” monsters. Once per turn during either player’s turn: negate the effect of a monster this card points to and if you do; inflict damage to your opponent equal to the ATK of the monster, and if you do that destroy the monster. Once per turn if this card points to 2 or more “Imperial” monsters; Banish a card from your opponents hand face down.

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