lol, did I just see "Increase your opponent's life points by 500 to remove 5 cards in their hand from play"?
That's only the start of the story...at least if I really
did see a card that basically says 'summon three 3200-point beatsticks for free from your hand deck or graveyard'.
But...yeah, going to tackle that wall of cards a little bit a time. xx
Invasive Species: So...level 1 vanilla swarm? I guess it has its uses, both in setting up the synchros and giving them fuel. Doesn't require a heavy vanilla concentration in the deck like Enchanting Fitting Room would either.
Desolon 8, Planet of the Forsaken: Soo...kill/bounce/whatever the opposing big beatsticks and use the tokens to pound away? Well, with the way it churns out tokens, this thing has some pretty obnoxious staying power, I'll give it that, and hitting your opponent with tokens made from bounced synchros is really going to sting. Brings out Protogenerate for a fresh summon should it actually get destroyed too.
Kthahszrhuk, Planet of the Primordial: Level 1 vanilla beatdown? Definitely works well with Invasive Species, since even fluffy little Mokey Mokeys and Skull Servants become 2000-point beatsticks with that effect boost. Add that to the fact that we get to replace them with in-hand copies or blow up anything too big to run over by ramming a vanilla into it and blowing it up with the effect and we have some serious aggression. Stardust still puts a damper on the picnic, though.
Thory'zuun, the Fortress Planet: Kind of like Kthahszrhuk in reverse? Only planet that has any intention of attacking by itself, so if we're going to run this we'd probably want Charcoal Inpachi for the support, that being the only 1-star vanilla I can think of that has any real staying power. But...ehh, far less overall damage potential and staying power than the other two planets. Probably nice to keep around as a method of clearing stray copies of Stardust and Prime Material off the field, though.
Overall...interesting. It's field-dependent to a degree and certainly 1-star vanilla dependent, yet the effects of the planet synchros are tempting enough to at least almost make it seem like a good idea anyway. Biggest concern is getting to that first Protogenerate Planet ASAP, since that is needed for this to ever get off the ground in the first place, but yeah...not too bad.
The Dark Ruler: I could picture this as a real card. I really could. oo
Anywho...
Lifespring Dragon
Dragon/Fusion/Effect
9 Star/Water
2800 Atk / 2000 Def
1 Dragon Type Monster + 1 EARTH Monster + 1 WATER Monster
This card gains 200 Atk for each Dragon Type Monster in either player's Graveyard. When this card is destroyed by a card effect, you can discard one Dragon Type Monster from your Hand to Special Summon this card from your Graveyard. When this card is destroyed by Battle, you can remove one Dragon Type Monster in either player's Graveyard from play to Special Summon this card from your Graveyard.
Tempest Dragon
Dragon/Fusion/Effect
9 Star/Wind
2500 Atk / 1000 Def
1 Dragon Type Monster + 1 FIRE Monster + 1 WIND Monster
By discarding 1 Dragon Type Monster from your Hand and offering this card as tribute, destroy all cards on the Field. Once per turn, you can remove 1 Dragon Type Monster in your Graveyard from play to destroy 1 Monster and 1 Spell or Trap Card on the Field. When this card is destroyed, the card that destroyed it is also destroyed.
Little by little and bit by bit, I am nearing my goal. In the mean time, I'm digging up some old stuff. :3
Arsenal Marionette
Warrior/Effect
3 Star/Fire
1500 Atk / 400 Def
During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Arsenal Marionette" from your Hand. On the turn it is Summoned, the Monster Special Summoned by this effect can attack twice in the same Battle Phase.
Bladedance Marionette
Warrior/Effect
3 Star/Wind
1100 Atk / 600 Def
During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Bladedance Marionette" from your Hand. If this card was Special Summoned from your Hand, its original Atk is doubled.
Marionette Conductor
Warrior/Effect
1 Star/Light
400 Atk / 300 Def
During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon up to 2 Level 3 or lower "Marionette" Monster other than "Marionette Conductor" from your Hand.
Marionette of Demise
Warrior/Effect
2 Star/Dark
700 Atk / 1500 Def
During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Marionette of Demise" from your Hand. When this card is summoned from your Hand, discard the top card of your opponent's Deck. When this is returned to your Hand from the Field, destroy one Monster your opponent controls.
Marionette Macabre
Warrior/Effect
2 Star/Dark
1100 Atk / 1200 Def
During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Marionette Macabre" from your Hand. When this card Summoned from your Hand, remove 1 Monster Card in your opponent's Graveyard from play. When this card is returned to your Hand from the Field, add one "Marionette" Monster from your Graveyard to your Hand.
Marionette Magician
Warrior/Effect
3 Star/Light
1200 Atk / 1600 Def
During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Marionette Magician" from your Hand. When this card is summoned successfully, select up to 2 face-down Spell or Trap cards your opponent controls and the selected cards can not be activated for as long as this card remains on the Field. When this card is returned to your Hand from the Field, destroy 1 Spell or Trap card your opponent controls.
Marionette Mastermind
Warrior/Effect
10 Star/Dark
2700 Atk / 2300 Def
This card can not be Normal Summoned or Set. This card can only be Special Summoned by returning three differently named "Marionette" Monsters you control to your Hand. Once per turn, you can Special Summon one Level 3 or lower "Marionette" Monster from your Hand. By tributing a "Marionette" Monster you control, gain control of one Monster your opponent controls until the end of the turn.
Marionette Soldier
Warrior/Effect
3 Star/Earth
1800 Atk / 0 Def
During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Marionette Soldier" from your Hand.
Tangle Marionette
Warrior/Effect
3 Star/Earth
900 Atk / 1900 Def
During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Tangle Marionette" from your Hand. When this card is summoned from your Hand, select up to 2 Monsters your opponent controls. The selected Monster(s) can not Attack, change their Battle Position or be offered as tribute for as long as this card remains face-up on the Field. When this card is returned to your Hand from the Field, you can change the Battle Position of the selected Monster(s).
Marionette Stage - Grand Court
Field Spell
During either player's turn, excluding the turn when this card was activated, you can return this card from your Field to your Hand to activate a "Marionette Stage" Spell Card other than "Marionette Stage - Grand Court" From your Hand. By returning one Monster they control to the owner's Hand, a player can negate the activation and effect of a card that targets a card(s) on the Field and destroy it.
Marionette Stage - Fields of War
Field Spell
During either player's turn, excluding the turn when this card was activated, you can return this card from your Field to your Hand to activate a "Marionette Stage" Spell Card other than "Marionette Stage - Fields of War" from your Hand. All Monsters on the Field gain 300 Atk for every other Monster on their controller's Field.
Marionette Stage - Moonlit Garden
Field Spell
During either player's turn, excluding the turn when this card was activated, you can return this card from your Field to your Hand to activate a "Marionette Stage" Spell Card other than "Marionette Stage - Moonlit Garden" From your Hand. All Monsters on the Field have their Atk reduced by half during their controller's Battle Phase.
Marionette Stage - Town Square
Field Spell
During either player's turn, excluding the turn when this card was activated, you can return this card from your Field to your Hand to activate a "Marionette Stage" Spell Card other than "Marionette Stage - Town Square" From your Hand. When a player successfully Normal Summons a Monster, that player can Special Summon 1 Level 3 or lower Monster from their Hand. If they do so using this effect, their opponent can do the same.
Puppeteer's Art
Quick-Play Spell
Return one "Marionette" Monster you control to your Hand to Special Summon one differently named Level 3 or lower "Marionette" Monster from your Hand. If this card was activated in response to an attack against the Monster you returned to your Hand this way, the Monster Special Summoned by this effect battles with the attacking Monster instead.
Puppet Theater of the Dark Ruler
Normal Spell
Pay half your Life Points. Return a number of Level 3 or lower "Marionette" Monsters from your Graveyard to your Hand up to the number of Monsters your opponent controls, then Special Summon as many of them as possible and return the rest to your Graveyard. At the end of this turn, all Monsters Special Summoned by this effect are returned to your Graveyard.
The Mad Dollmaker
Continuous Spell
When a card(s) is added to your Hand by the effect of a card other than "The Mad Dollmaker", you can discard any number of those cards to add the same number of Level 3 or Lower "Marionette" Monsters from your Deck to your Hand.
Artful Sacrifice
Normal Trap
This card can only be activated when a Level 3 or lower "Marionette" Monster you control Battles. All Battle Damage from the Battle is doubled and inflicted to both players. At the end of the Damage Step, destroy the "Marionette" Monster that Battled and all Monsters on the Field with an Atk lower than the amount of Damage their controller received.
Curse of Marionette
Normal Trap
This card can only be activated when a Level 3 or lower "Marionette" Monster you control is destroyed by Battle. Control of the Monster that destroyed your "Marionette" Monster is switched to you.
Velvet Curtain
Normal Trap
Until the end of this turn, "Marionette" Monsters you control can not be targeted by attacks or card effects.