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[Written; 19/19]Subsonic Archetype (NFU)


Sluggaholic

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So, after some thinking, I figured I'd make a little story. But, wanting to have the characters first, I figured a good starting place would be to make them into cards, then make the story out of that. For the Subsonic Aliens, as I'm calling them, I've already got a backstory for them, and it goes into why they play they way they do. Anyways, the Subsonic Archetype is all about sending the main man of the deck, "Subsonic Warrior Cleric" to the Graveyard in order to bring out your Wisps, which all have powerful effects to help them swarm, search, and set up your future summons.

 

LORE: "Some time ago, on the Planet Wisp, deep within the Subsonic Galaxy, there lived a large array of powerful, yet peaceful monk aliens. They lived in harmony on their planet, from large cities to expansive forests- all lived together in harmony. They traded with one another, played games with one another, and life moved on in a slow, almost hazy pace. That is, until Aster came. Aster the All-Ruling, as he was called in far away galaxies, came with an army of powerful fiends, and began to conquer Planet Wisp, killing off the inhabitants. It's said five powerful sages rose up to defeat Aster, and cast him into a volcano, hoping to kill him for good. However, like a phoenix, defeat only made him stronger as he came back with skin of steel. Unable to defeat him a second time, the Sages sacrificed their bodies in order to transform Aster's, and in time, he became a young man with great power, but no memory.

 

Many years later, a powerful hero, named Cleric, led the charge against the aliens that ruled Planet Wisp. Unfortunately, with how many they were, Cleric fell many times in battle. Each time, a Wisp would help them to rise, and fight once more. However, no matter how many of the invaders they slew, another hundred replaced the fallen ten. So, in an act of desperation, the Wisps, spirits of the fallen sages, revealed to Cleric their ultimate power- the power to create black holes. With this power, and Cleric's power of inter-space teleportation, they destroyed Planet Wisp, and left for a New Frontier, leaving behind their home, their lives, and for Cleric, their past."

 

- - - - -

 

[spoiler=Newcomers to the New Frontier!]

 

Main Deck Monsters x6

 

[spoiler=The Subsonic Aliens]

 

 

 

"Subsonic Warrior Cleric"

Warrior-type / EARTH Attribute / Level 8 (Normal) Monster

LORE: "An unrivaled fighter from the Subsonic Galaxy, with powers unimaginable. It's unknown what his motives are, but his ability to lead is unrivaled."

ATK 2700/DEF 1000

 

 

"Subsonic Wisp Fier"

Fairy-type / FIRE Attribute / Level 8 Monster

Effect: This card cannot be Normal Summoned / Set. This card must first be Special Summoned (from the hand) by sending one "Subsonic Warrior Cleric" from your Deck to the Graveyard. You can only Special Summon one "Subsonic Wisp Fier" this way per turn. If this card and "Subsonic Warrior Cleric" are in your hand, you can return both to the Deck, shuffle it, then draw two cards. When this card is Special Summoned, you can add one "Subsonic" card from your Deck to your hand. When this card is sent to the Graveyard, you can target one face-up Warrior-type monster you control; equip this card to that monster. That monster gains 500 ATK and if it declares an attack, your opponent takes 500 damage.

ATK 2500/DEF 500

 

 

"Subsonic Wisp Walay"

Fairy-type / WATER Attribute / Level 8 Monster

Effect: This card cannot be Normal Summoned / Set. This card must first be Special Summoned (from the hand) by sending one "Subsonic Warrior Cleric" from your Deck to the Graveyard. You can only Special Summon one "Subsonic Wisp Walay" this way per turn. If this card and "Subsonic Warrior Cleric" are in your hand, you can return both to the Deck, shuffle it, then draw two cards. When this card is Special Summoned, you can add one "Subsonic" Spell or Trap from your Deck to your hand. When this card is sent to the Graveyard, you can target one Warrior-type monster you control; equip this card to that monster. It gains 500 ATK, and when it deals your opponent battle damage, you can set one "Subsonic" Spell or Trap from your Deck to the field.

ATK 500/DEF 2500

 

 

"Subsonic Wisp Duran"

Fairy-type / DARK Attribute / Level 8 Monster

Effect: This card cannot be Normal Summoned / Set. This card must first be Special Summoned (from the hand) by sending one "Subsonic Warrior Cleric" from your Deck to the Graveyard. You can only Special Summon one "Subsonic Wisp Duran" this way per turn. If this card and "Subsonic Warrior Cleric" are in your hand, you can return both to the Deck, shuffle it, then draw two cards. When this card is added to your hand by the effect of a "Subsonic" monster (except another copy of this card), you can Special Summon this card, then add one "Subsonic" monster from your Deck to your hand.

ATK 2000/DEF 1000

 

 

"Subsonic Wisp Neo"

Fairy-type / WIND Attribute / Level 8 Monster

Effect: This card cannot be Normal Summoned / Set. This card must first be Special Summoned (from the hand) by sending one "Subsonic Warrior Cleric" from your Deck to the Graveyard. You can only Special Summon one "Subsonic Wisp Neo" this way per turn. If this card and "Subsonic Warrior Cleric" are in your hand, you can return both to the Deck, shuffle it, then draw two cards. If you control no monsters, and this card and "Subsonic Warrior Cleric" are in the Graveyard, you can send two "Subsonic" monsters from your Deck to the Graveyard; Special Summon this card and "Subsonic Warrior Cleric".

ATK 1000/DEF 2000

 

 

"Subsonic Wisp Whit"

Fairy-type / LIGHT Attribute / Level 8 Monster

Effect: This card cannot be Normal Summoned / Set. This card must first be Special Summoned (from the hand) by sending one "Subsonic Warrior Cleric" from your Deck to the Graveyard. You can only Special Summon one "Subsonic Wisp Whit" this way per turn. If this card and "Subsonic Warrior Cleric" are in your hand, you can return both to the Deck, shuffle it, then draw two cards. Once per turn, you can Special Summon one "Subsonic" monster from your Graveyard. You can send one "Subsonic" monster from your hand to the Graveyard; gain Life Points equal to that card's ATK or DEF (whichever is higher), then add one "Supersonic Fusion" from your Deck to your hand.

ATK 1500/DEF 1500

 

 

 

Spells x5

 

[spoiler=The Power Cleric Commands!]

 

 

 

"Subsonic Suburbia"

Field Spell Card (Fusion/Level-Altering)

Effect: All "Supersonic" Fusion Monsters you control gain 1000 ATK if your opponent controls a face-up monster with higher ATK than their original ATK. Once per turn, you can banish one "Subsonic Warrior Cleric" and one other "Subsonic" Fairy-type monster in your Graveyard; Special Summon one "Supersonic" Fusion Monster from your Extra Deck (this summon is treated as a Fusion Summon). Once per turn, you can activate this effect; all "Subsonic" monsters you control are treated as Level 1. You can only activate one "Subsonic Suburbia" effect per turn.

 

 

 

"Subsonic Planet Wisp"

Continuous Spell Card

Effect: Once per turn, you can reveal one "Subsonic" monster in your hand; shuffle it into the Deck, then add one "Subsonic" monster from your Deck whose level equals that card's. You can Normal Summon Normal "Subsonic" Monsters with no tributes. All "Subsonic" monsters you control gain 500 ATK and DEF.

 

 

 

"Subsonic Wisp Forest"

Continuous Spell Card

Effect: All Fairy-type "Subsonic" monsters cannot be targeted for attacks. If you control a face-up "Supersonic" Monster: once per turn, during either player's turn, you can tribute one face-up Fusion monster you control; Special Summon the cards used for its Summon from the Graveyard. All "Subsonic" monsters gain 200 ATK and DEF.

 

 

 

"Subsonic Hypernova"

Normal Spell Card

Effect: Target one "Subsonic" monster in your Graveyard; Special Summon it to the field, OR: target one "Supersonic" monster in your Graveyard; shuffle it into the deck, and if you do, add one "Subsonic Warrior Cleric" from your Deck to your hand.

 

 

"Supersonic Fusion"

Normal Spell Card (Fusion)

Effect: Fusion Summon one "Supersonic" Monster from your Extra Deck to the field using "Subsonic" monsters you control or in your hand as fusion materials. You can banish this card from your Graveyard and send two "Subsonic" monsters from your Deck to the Graveyard; draw two cards. You can only use one "Supersonic Fusion" effect per turn, and only once per turn.

 

 

 

Traps x2

 

[spoiler=The Burden the Cleric Carries!]

 

 

 

"Subsonic Blackhole"

Normal Trap Card

Effect: When your opponent declares a direct attack with a monster whose Level is 8 or higher, you can negate the attack, then Special Summon one "Subsonic" monster from your Graveyard, ignoring its effects. When your opponent declares a direct attack with a monster that is Level 7 or lower, you can send one "Subsonic" monster from your Deck to the Graveyard to negate the attack, and banish the attacking monster.

 

 

 

"Subsonic Wormhole"

Normal Trap Card

Effect: When this card is activated, target one face-up "Subsonic" or "Supersonic" monster you control; shuffle it into the Deck, then target one "Supersonic" Monster from your Extra Deck whose Level and Type are the same as the targeted monster's, but whose Attribute is different, and Special Summon it. The Summoned card cannot attack the turn you activate this card's effect.

 

 

 

Extra Deck Monsters x6

 

[spoiler=The Warriors of Old]

 

 

 

"Supersonic Fier Priest"

Warrior-type / FIRE Attribute / Level 8 (Fusion) Monster

Materials: "Subsonic Warrior Cleric" + "Subsonic Wisp Fier"

Effect: If this card declares an attack, your opponent takes 500 damage. When this card destroys a card by battle, your opponent can either send another card they control to the Graveyard, or take 500 damage. When this card is destroyed, you can banish this card and another FIRE monster; your opponent takes 1000 damage.

ATK 2500/DEF 1200

 

 

"Supersonic Walay Castress"

Warrior-type / WATER Attribute / Level 8 (Fusion) Monster

Materials: "Subsonic Warrior Cleric" + "Subsonic Wisp Walay"

Effect: Once per turn, you can set one "Subsonic" Spell from your Deck to the field. If this card is targeted for an attack, you can send one "Subsonic" Trap card from your Deck to the Graveyard; treat this card's effect as the sent card's until the end of the turn. When this card is destroyed, you can reveal up to three "Subsonic" and/or "Supersonic" Spell/Trap cards from your Deck to your opponent; they randomly choose one. The chosen card goes to your hand, and you shuffle the rest back into the Deck.

ATK 1200/DEF 2500

 

 

"Supersonic Duran Catastrophe"

Warrior-type / DARK Attribute / Level 8 (Fusion) Monster

Materials: "Subsonic Warrior Cleric" + "Subsonic Wisp Duran"

Effect: Once per turn, you can target one "Subsonic Warrior Cleric" in your Graveyard; Special Summon it. If this card attacks, you can activate this effect: banish one DARK "Subsonic" monster from your Graveyard; destroy the monster this card is battling before damage calculation. If this card destroys a card by battle, you can Special Summon one "Subsonic" monster from your Graveyard.

ATK 2800/DEF 900

 

 

"Supersonic Neo Ethereal"

Warrior-type / WIND Attribute / Level 8 (Fusion) Monster

Materials: "Subsonic Warrior Cleric" + "Subsonic Wisp Neo"

Effect: During either player's turn, you can send one "Subsonic" monster from your Deck to the Graveyard to negate the activation of your opponent's card or effect. If this card were to be destroyed, you can banish one WIND "Subsonic" monster from your Graveyard instead. When this card leaves the field, you can Special Summon the cards used for its Fusion Summon from the Graveyard or Banished Zone. You can only use each of this card's effects once per turn.

ATK 900/DEF 2800

 

 

"Supersonic Whit Patron"

Warrior-type / LIGHT Attribute / Level 8 (Fusion) Monster

Materials: "Subsonic Warrior Cleric" + "Subsonic Wisp Whit"

Effect: Once per turn, this card cannot be destroyed by card effect. This card gains 200 ATK and DEF for every "Subsonic" and "Supersonic" card in your Graveyard. Once per turn, you can Special Summon a "Supersonic" Fusion Monster from your Extra Deck by sending the monsters listed in its text from your Deck or Hand to the Graveyard. Once per turn, you can shuffle one "Supersonic" or "Subsonic" Monster from your Graveyard into your Deck and gain Life Points equal to its ATK or DEF (whichever is higher).

ATK 2500/DEF 2500

 

 

"Supersoverlord Mechaster"

Machine-type / EARTH Attribute / Rank 0(?) (Xyz) Monster

Materials: 2 "Subsonic" or "Supersonic" Monsters whose Levels are the same

Effect: This card's Rank is treated as the levels of the cards used to make it. If you used a Fusion monster to Xyz Summon this card, it's unaffected by your opponent's card effects. Depending on its rank, this card gains a different effect:

+Rank 8: This card can attack twice per Battle Phase, if you send one "Subsonic" card from your Deck to the Graveyard at the start of the Battle Phase.
+Rank 1: This card gains 200 ATK for every "Subsonic" and "Supersonic" card in your Graveyard, and once per turn, cannot be destroyed by battle.
ATK 2700/DEF 2700

 
- - - - -
 
As always, CnC is appreciated, and I honestly hope you can help me improve this archetype, because I know full well that it cannot be perfect. After all, everything could use a little fixing up, right? so, any and all CnC would be nice!
 
EDIT: 4/23/16 - Relevant card changes made to current cards; OPTs, Hard OPTs, and minor debuffs.
+Added specified location of Summon to all Main Deck Effect monsters (from hand)
+OPT added to Summon of all Main Deck Effect monsters
+Hard OPT added to "Supersonic Fusion"
+Minor edits to Trap cards (OCG issues fixed)
+Debuff to Patron's survivability (OPT protection from field removal > OPT protection from card effect destruction)
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So, another deck that focuses on a Normal Monster? This one seems to be a little better, as it wants the Monster to be in the Grave, and also has a way to prevent bricking. Just something you forgot on all the main effects: Say where you Special Summon from, or else you could technically SS from everywhere, so write something like this: "This card must first be Special Summoned (from your hand) by sending one "Subsonic Warrior Cleric" from your Deck to the Graveyard."

 

However, the lack of OPT on any of the monsters really scares me. I mean, really, combined with Jar of Avarice, even though it is slow, you can get some pretty fast Summons. I mean, why even bother going into this Archetype's Extra Deck when you can just R8 Xyz easy as pie, and then recycle. If your opponent Torrential Tributes or Raigeki, no problem, this archetype can Graveyard play like nobodies business. It's a shame the equip effects are rather underwhelming when compared to the sheer draw power and swarming of the cards, not to mention this is Fusion, but I guess it has some merit.

 

The Spells are mostly fine, but some problems. First and foremost, the field spell banishes to Fusion Summon. Yes, I get that you might need that in the nick of time, but even Heroes had a way to recycle banished Fusion Mats, but if you banish your Cleric, that's one less Cleric you can swarm with for essentially the whole game. Also, the draw effect for the Fusion Spell can be summed up in one word: No. You can Fusion Summon a monster, then equip, lets say, 1 monster to it, THEN banish it to draw 2 and equip to monsters from your Deck to it? That's a +5 right there, and as we all know in Yu-Gi-Oh, +5's must at least take 5 minutes of play time, if done at all. Sending to the Graveyard alone is a plus, but please put HOPT and something like "except the turn this card was sent to the Graveyard".

 

Blackhole negates the attack, then...negates the attack again if it Level 7 or lower? What? Also, even if that is just a mistype, I feel the card effect only kills monsters which can't beat over your Summoned monster, so maybe change it to only kill stuff Level 8 or higher? I dunno. Wormhole is extremely powerful as a form change. Activate Fusion, summon Ethereal, activate Wormhole, get another Fusion AND the old one's mats, no thanks.

 

Nothing much to say regarding the Extra Deck, other than I might prefer to run R8s instead of some of these. Patron is possibly a little overpowered tho, being immune to any form of removal once per turn, and that...is just...eh...not really good card design. Ethreal is the only other great card, but the OPT on that fixes it.

 

I like the lore behind them, I like the cards themselves, but I feel you buffed them too much and put too little OPT.

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