You know, between this, Destructotron, Swords of Revealing Light/Light of Intervention/whatever, and something like Solemn Wishes as a steady LP source, you've got yourself a quick pair of field-clearers here. And this thing has enough ATK to be a halfway-decent beatstick, too. Searching for this isn't even a real problem with the set's recruiter. Even with the one-time restriction,...this is almost too much, and certainly deserving of another Level. Even outside of Psychic decks, it's a way to laugh at Dark Armed, Gladiator Beast chains, or even the random Monarch.
Yeah, I noticed that the effect suite was missing monster destruction, so...XD Anyway, true enough, four stars it is, I suppose. Puts it out of Quick Teleport range to boot. =P
This'll probably be fun once more Synchro monsters are out, but...honestly, how many Synchro monsters out right now require a specific Tuner, aside from Junk Warrior?
Nitro Warrior is the first that comes to mind. Turbo Warrior for a more eccentric choice.
Psychic Jumper in spell form? The thing is, aside from attacking with the monster, Mind Control can do what this card does but better, and you'll probably want Psychic Jumper for the attacking portion anyway since you get to keep the monster and probably hit a Doctor Cranium in a pseudo-recruiter-Creature Swap combo.
True, forgot about that one. Hoo...edit time. :3 It's not jumper, though, since that one is a Creature Swap, whereas this one is more restricted Change of Heart.
Mokey Mokey again? Err, I thought we were done with the little guys...
You will
never be done with Mokey Mokey. Rest assured. Can't have 'em overshadowed by the Skull Servant suite now, can we? ;D
'I destroy Marshmallon to protect my Mokey Mokey! =D'
*ahem* The protection is useful, and I believe this would trigger Mokey Mokey Smackdown, yes? Otherwise...ehh, I have to admit, I'm not too excited on reusing the little fairies, but that's probably just me.
Yeah, Smackdown triggers when any fairy is destroyed, regardless of how, which is pretty much the only useful thing about the effect. Just felt like throwing something like that into the mix. XD
Useful, but where's the "treat this monster's name as 'Mokey Mokey'" phrase? :P
You're right; that should totally be there. :x *Edited*
...Now this one...is interesting. With Berserker and Smackdown, it becomes counterproductive. Without Smackdown, it turns every Mokey on your field into monster killers. Depends on what you want to do with your Mokey, I suppose.
I wouldn't really say counterpoductive. The thing with Smackdown is that it only lasts a turn, so normally all your mokeys would be vulnerable on your opponent's following battle phase. With Deity out, though, that game changes, so you'll get to keep them for the next turn. Especially if one is Mokey Master, since you'll be able to deflect any would-be destruction effects from the deity.
I call infinite loop on you, AE. Toss out Royal Decree and you can pretty much just keep trampling over the opponent's monsters over and over again, not to mention being able to pull back the fusion material to toss yet another one out.
......Come to think of it, I'd like to see a Mokey deck with these cards and a random Exodia, just for fun. :P
Umm...it can still be Enemy Controllered, flipped face-down with Book of Moon, hit with any non-trap monster destruction you can think of...yeah, there are ways. :x Also, while maintining the loop you'll just be tossing one Mokey back and forth, and you'll have to toss one out for each battle phase (both yours and your opponents) if you want to both attack and keep your humunguous mecha covered on your opponent's turn. That translates to loss of CA.
Hello, Mistbody~! Those + Humongous Mecha Mokey + Royal Decree/Jinzo/some sort of S/T negation = some sort of evil lock.
More like Heart of Clear Water, since Mistobody won't stop effect destructions. :x And let's not even get into how difficult that combo is to assemble in practice.
Dream Dragon: Oh, that is
so not fetch. It's hard to summon and it won't be anything but Blue-Eyes without vanilla benefits until it's killed? And even then it only does a lame little attack modifier jig? Eww...no. A low level monster in the set I could see doing this sort of thing, but the stuff at the top of the food chain should not rely on getting killed. :<
How come the big beater has to be a dragon, anyway? <<
Dream God: Looks like slow buildup and most certainly not worth three tributes. Also, what's with that continuously indeterminate defense stat? D: Very wimpy, definitely not three-tribute material.
Meh, you're building this set up the wrong way. Start with the low-level monsters and basic support cards then work your way to the big finishers, because it's the low-level stuff and support that usually determine how viable a deck theme is. (these being the ones that would see most play on account of being the easiest to get out there) As it is, I only see two, unsuported hard-to-play monsters with lukewarm effects, which is not cool.
Anyways, a few revamps to correct my oversights:
Mecha Mokey
Fairy/Effect
1 Star/Light
100 Atk / 300 Def
While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". The type of this card is also treated as Machine. When this card is sent from your Field to the Graveyard, Special Summon one "Mokey Mokey" from your Hand or Deck.
Humungous Mecha Mokey
Fairy/Fusion/Effect
6 Star/Light
300 Atk / 300 Def
Mecha Mokey + Mecha Mokey + Mecha Mokey
While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". The type of this card is also treated as Machine. At the beginning of either player's Battle Phase, you can send one Fairy Type Monster from your Hand to the Graveyard to make the Atk and Def of this card 3000 until the end of the Battle Phase. When this card destroys a Monster by Battle, add one "Mokey Mokey" from your Deck or Graveyard to your Hand.
Mokey Mokey Berserker
Fairy/Effect
1 Star/Light
400 Atk / 0 Def
While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". When this card is Normal Summoned successfully, add one "Mokey Mokey Smackdown" from your Deck or Graveyard to your Hand.
Psycho Bomber
Psychic/Effect
4 Star/Fire
1700 Atk / 600 Def
Once per turn, you can pay 1000 Life Points to destroy one face-up Monster your opponent controls.
Mental Domination
Normal Spell
This card can only be activated by paying 1000 Life Points while you control a Psychic Type Monster. Select one Monster your opponent controls and control it until the end of the turn.
Also, some new stuff on the side:
Rescue Operation
Normal Trap
This card can only be activated on the End Phase of a turn when a Monster(s) you control was destroyed. Select any number of your Monsters that were destroyed this turn up to the number of Monsters you control, then Special Summon all of the selected Monsters to your Field.
Oh, and I know you think the royals are a...well, royal mess and all, Icha, but one last go. For old times' sake. XD Now in definitely...ahem, definite edition.
Royal Fool
Spellcaster/Effect
1 Star/Light
0 Atk / 0 Def
When this card is summoned successfully, both players draw a card for each "Curran" or "Pikeru" Monster they control. While "Court of Nobles" is on your Field, you can switch control of this card to your opponent.
Royal Exorcist
Spellcaster/Effect
4 Star/Light
1600 Atk / 800 Def
By discarding one card from your Hand, destroy one Special Summoned Monster your opponent controls. While "Court of Nobles" is on your Field, you can use this effect to negate the Special Summon of a Monster and destroy it instead.
Royal Infiltrator
Spellcaster/Effect
3 Star/Dark
1000 Atk / 1800 Def
During your Main Phase, you can remove this card from play until the second Standby Phase after this effect's activation. If you do, check your opponent's Hand and every card he/she draws while this card is removed from play. Once during each of your opponent's Draw Phases, if "Court of Nobles" is on your Field while this card is removed by its own effect, you can have your opponent return the card he/she drew to the bottom of his/her Deck and draw again.
Royal Treasurer
Spellcaster/Effect
3 Star/Dark
1200 Atk / 1600 Def
When this card is Normal Summoned successfully, draw a card. If "Court of Nobles" is on your Field, you can discard a card at random from your opponent's Hand instead. During your End Phase, if there are no cards in your Hand, draw a card.
Queen Curran
Spellcaster/Effect
8 Star/Dark
3000 Atk / 0 Def
This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending "Coronation of the Princesses" and one Trap Card from your Hand to the Graveyard and tributing "Princess Curran" on your Field. The activation and effect(s) of your Trap Cards can not be negated. Once per turn, you can inflict 800 Damage to your opponent for each Monster they control. On the turn this effect is activated, this card can not attack.
Queen Pikeru
Spellcaster/Effect
8 Star/Light
3000 Atk / 0 Def
This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending "Coronation of the Princesses" and one other Spell Card from your Hand to the Graveyard and tributing "Princess Pikeru" on your Field. The activation and effect(s) of your Spell Cards can not be negated. Once per turn, you can gain 1200 Life Points for each Monster you control. On the turn this effect is activated, this card can not attack.
Cureru the Grand Matriarch
Spellcaster/Fusion/Effect
12 Star/Earth
3000 Atk/ 3000 Def
Queen Curran + Queen pikeru
While "Court of Nobles" is on your Field, this card can be Fusion Summoned without using "Polymerization". The activation and effect(s) of cards you control can not be negated. Once per turn, by skipping your Battle Phase, select one Monster your opponent controls and inflict Damage to your opponent equal to that Monster's Atk then gain Life Points equal to its Def. When this card would be destroyed, you can send one "Royal" Monster from your Hand or Field to the Graveyard instead.
Okay, really, REALLY done this time. =D