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[Written] [15/15] "Hyperset" Archetype! FLIP monsters on steroid!


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(Inspired by PSY-Frame and Ghostrick. #solitaire)

 

Hyperset is an archetype of Level 1 DARK Machine-Type Tuner FLIP monsters whose only intention is to make you and your opponent's life hell with their FLIP effects. Their win conditions almost always include stalling (I might change that to something else). They also have Spell/Trap(?) supports which makes the archetype more resistant to removal (FLIP monster's mortal enemy) and advance the gamestate slightly.

 

[spoiler:Monsters (9)]Hyperset//Terminate

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Destroy 1 card your opponent controls, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Terminate" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Duplicate

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Special Summon 2 "Hyperset" monsters from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Duplicate" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Interrogate

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Look at your opponent's hand, then choose 1 card among them; your opponent draws 1 card and reveal it, also shuffle the chosen card into the Deck, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Interrogate" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Manipulate

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position, and if you do, take control of 1 monster on your opponent's side of the field, for as long as this card remains face-up on the field, but it cannot declare an attack and its effect are negated. You can only use this effect of "Hyperset//Manipulate" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Null

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Target 1 face-up card your opponent control; negate its effects until the end of this turn, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Null" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Drain

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Inflict 1000 damage to your opponent, then gain 1000 LP, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Drain" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Grace

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Draw 2 cards, then discard 1 card, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Grace" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Search

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Add 1 "Hyper Force" card from your Deck to your hand, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Search" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Restrict

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position, and if you do, your opponent cannot Special Summon monster(s) from the Extra Deck for the rest of the turn. You can only use this effect of "Hyperset//Restrict" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

 

 

[spoiler:Spell Cards (4)]Hyper Force//Positive

[ Spell / Normal ]

Special Summon 1 "Hyperset" monster from your Deck or Graveyard in face-down Defense Position. You can only activate 1 "Hyper Force//Positive" per turn.

 

Hyper Force//Zone

[ Spell / Field ]

All monsters on the field gain 200 DEF for each Defense Position monster on the field. Monsters cannot inflict piercing battle damage. Face-down Defense Position monsters on the field cannot be targeted or destroyed by card effects, except by the effect of "Hyperset" and "Hyper Force" cards. During either player's Main Phase 1, the turn player can Set 1 monster from their hand in addition to their Normal Summon/Set. (The turn player can only gain this effect once per turn.)

 

Hyper Force//Negative

[ Spell / Normal ]

Inflict 300 damage to your opponent for each face-down Defense Position monster on the field. Your monsters cannot attack the turn you activate this effect. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Hyperset" monster in your Graveyard; Special Summon it in face-down Defense Position. You can only activate 1 "Hyper Force//Negative" per turn.

 

Hyper Force//FLIP

[ Spell / Quick-Play ]

Change any number of face-down Defense Position "Hyperset" monsters you control to face-up Defense Position. During your opponent's turn, you can banish this card from your Graveyard; change any number of face-up Defense Position "Hyperset" monsters you control to face-down Defense Position. You can only use 1 "Hyper Force//FLIP" effect per turn, and only once that turn.

 

 

 

[spoiler:Trap Cards (1)]Hyper Force//Delay

[ Trap / Normal ]

This turn, "Hyperset" monsters you control cannot be destroyed by battle. You can banish this card from your Graveyard; shuffle all face-down Defense Position monsters you control on the field, and if you do, you take no damage for the rest of the turn. During the End Phase of the turn this card was banished while you control a face-down Defense Position monster(s): You can shuffle this card into the Deck. You can only activate 1 "Hyper Force//Delay" per turn.

 

 

 

[spoiler:BOSS]Hyperset//Emperor

Rank 1

[ DARK / Machine / Xyz / FLIP ]

(This card is also treated as a "Hyper Force" card.)

2 or more Level 1 Tuner monsters

FLIP: Attach any amount of "Hyper Force" cards in your Graveyard to this card as Xyz Material(s) (max: 3).

Must be Xyz Summoned, and cannot be Special Summoned by other ways. During the Standby Phase: Detach 1 Xyz Material from this card. This card gains effects based on the number of Xyz Materials attached to it.

- 1 or more: This card gains 900 DEF for each Xyz Material attached to this card.

- 2 or more: All "Hyperset" monsters you control can attack while they are in face-up Defense Position. If they do, apply their DEF instead of ATK for damage calculation.

- 3 or more: Once per turn: You can banish 3 "Hyper Force" cards in your Graveyard, then target 1 card on the field; banish it.

- 4 or more: Cannot be destroyed by battle.

- 5 or more: Unaffected by your opponent's card effect.

There can only be 1 "Hyperset//HFUltima" on the field.

[ ATK 0 / DEF 0 ]

 

 

 

Fun fact: Hyper Force//Delay's 2nd effect works similarly to Magical Hats.

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[spoiler:Monsters (9)]Hyperset//Terminate

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Destroy 1 card your opponent controls, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Terminate" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Duplicate

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Special Summon 2 "Hyperset" monsters from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Duplicate" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Interrogate

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Look at your opponent's hand, then choose 1 card among them; shuffle it to the Deck, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Interrogate" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Manipulate

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position, and if you do, take control of 1 monster on your opponent's side of the field, for as long as this card remains face-up on the field. You can only use this effect of "Hyperset//Manipulate" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Null

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Target 1 face-up card your opponent control; negate its effect, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Null" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Drain

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Inflict 1000 damage to your opponent, then gain 1000 LP, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Drain" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Grace

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Draw 2 cards, then discard 1 card, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Grace" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Search

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Add 1 "Hyper Force" card from your Deck or Graveyard to your hand, and if you do, Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position. You can only use this effect of "Hyperset//Search" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

Hyperset//Restrict

Level 1

[ DARK / Machine / Tuner / FLIP ]

FLIP: Special Summon 1 "Hyperset" monster from your Deck in face-down Defense Position, and if you do, your opponent cannot Special Summon for the rest of the turn. You can only use this effect of "Hyperset//Restrict" once per turn.

Cannot be Normal or Special Summoned, except by the effect of "Hyperset" or "Hyper Force" cards. Once per turn: You can change this card to face-down Defense Position.

[ ATK 0 / DEF 0 ]

 

 

 

[spoiler:Spell Cards (4)]Hyper Force//Positive

[ Spell / Normal ]

Special Summon 1 "Hyperset" monster from your Deck or Graveyard in face-down Defense Position. You can only activate 1 "Hyper Force//Positive" per turn.

 

Hyper Force//Zone

[ Spell / Field ]

All monsters on the field gain 1000 DEF. Monsters cannot inflict piercing battle damage. Face-down Defense Position monsters on the field are unaffected by other card effects, except by the effect of "Hyperset" or "Hyper Force" cards. Neither player can Tribute face-down Defense Position monsters. During either player's Main Phase 1, the turn player can Set 1 monster from their hand in addition to their Normal Summon/Set. (The turn player can only gain this effect once per turn.)

 

Hyper Force//Negative

[ Spell / Normal ]

Inflict 200 damage to your opponent for each face-down Defense Position monster on the field. Your monsters cannot attack the turn you activate this effect. You can only activate 1 "Hyper Force//Negative" per turn.

 

Hyper Force//FLIP

[ Spell / Quick-Play ]

Change any number of face-down Defense Position "Hyperset" monsters you control to face-up Defense Position, and if you do, you can Special Summon 1 "Hyperset" monster from your Graveyard in face-down Defense Position. During your opponent's turn, you can banish this card from your Graveyard; change any number of face-up Defense Position "Hyperset" monsters you control to face-down Defense Position. You can only activate 1 "Hyper Force//FLIP" per turn.

 

 

 

[spoiler:Trap Cards (1)]Hyper Force//Delay

[ Trap / Normal ]

This turn, "Hyperset" monsters you control cannot be destroyed by battle. You can banish this card from your Graveyard; shuffle all face-down Defense Position monsters you control on the field, and if you do, you take no damage for the rest of the turn. You can only activate 1 "Hyper Force//Delay" per turn.

 

 

 

[spoiler:BOSS]Hyperset//HFUltima

Rank 1

[ DARK / Machine / Xyz / FLIP ]

(This card is also treated as a "Hyper Force" card.)

2 or more Level 1 Tuner monsters

FLIP: Attach any amount of "Hyper Force" cards in your Graveyard to this card as Xyz Material(s) (min: 1).

During each of your opponent's End Phases: Detach 1 Xyz Material from this card. All "Hyperset" monsters you control can attack while they are in face-up Defense Position. If they do, apply their DEF instead of ATK for damage calculation. This card gains effects based on the number of Xyz Materials attached to it.

- 1 or more: This card gains 900 DEF for each Xyz Material attached to this card.

- 2 or more: If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.

- 3 or more: Cannot be destroyed by battle.

- 4 or more: Unaffected by your opponent's card effect.

- 5 or more: Your opponent cannot Summon monsters.

[ ATK 0 / DEF 0 ]

 

 

 

Main: //Restrict, //Manipulate, and //Interrogate is worrying. its slightly gimmicky yes, but its still a faster to set up 2nd-4th copies of Vanity, Change of Heart, and Forceful Sentry respectively.

S/T: //Zone its Overkill, i don't even like its anti-Kaiju effect since there already to much easy to set of control and lock effects these cards has,//FLIP its scary with the boss, rest its mixed

ED: again its gimmicky and yet OP version of Rhongomyniad. Detaching duration its too long and you can mitigate the detach drawback with //FLIP or Book of Moon

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Main: //Restrict, //Manipulate, and //Interrogate is worrying. its slightly gimmicky yes, but its still a faster to set up 2nd-4th copies of Vanity, Change of Heart, and Forceful Sentry respectively.

S/T: //Zone its Overkill, i don't even like its anti-Kaiju effect since there already to much easy to set of control and lock effects these cards has,//FLIP its scary with the boss, rest its mixed

ED: again its gimmicky and yet OP version of Rhongomyniad. Detaching duration its too long and you can mitigate the detach drawback with //FLIP or Book of Moon

I'll fix the problem with //Zone later, but first, I removed the anti-Kaiju effect (for now).
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Ah, refreshing. I haven't seen a Flip archetype in what feels like forever (Worms, anyone?), so this ought to be a nice change of pace.The flipping back to face-down defense position, by the way, is also quite nice. Helps to recycle your abilities. Though, it's kinda boring to see that all of them have the effect of bringing out another Hyperset that's ready to flip and cause devastation, it'd definitely be needed for the meta. With that out of the way let's get into it.

 

- - - - -Monsters- - - - -

 

HS//Terminate: Oh man, a Tuner version of Man-Eater Bug. Except it's non-targeting: something that's needed to make this card decent, since we both know that this thing's going to the Grave right after activating its effect. Unless of course you first-turned "Book of Taiyou". Still, it's good to see you thought far enough ahead to block off this things capability to be abused with Machine Dupe. Unfortunately, with how weak all of these monsters are, they're usually going to get bowled over, and they're going to suffer immensely once Metalphosis becomes meta, simply because of their piss-poor stats. Also, with Armades and cards like it, all of these cards will not get to proc their effects through battle. Hopefully you've got a better plan than hoping to disrupt your turn, because as we both know, PSYFrames haven't had the greatest of times trying to make disruption meta. Still, for the first card of the archetype, it's solid, and helps prevent you from dying. On top of that, its hard OPT keeps it from summoning multiple copies of itself and being productive. 3/5, simply because of how FLIP effects work, and how easily they're countered. Plus, monster destruction's becoming less and less potent.

 

HS//Duplicate: The playmaker. Honestly, not running this at three would be idiotic. It opens up doors to plenty more plays, especially if you have a Book of Taiyou in wait, or W Nebula Meteorite (though as far as tech cards go, it's trash considering how slow it is). Hard OPT on all these cards is probably best, considering the ability to fill your board without it. Still, the fact this 1 guy can make 3 face-downs in wait is troublesome. Still, its needed to give the deck speed, so I have no real complaints here. 5/5 I'm guessing now, but this is your archetype's glue, isn't it?

 

HS//Interrogate: As Re-Creator said: you need to change this card. While sending it to the Graveyard would no doubt be a boon in the end for many decks, it'll force them to adapt, and with the ability to re-set this card, you can easily send multiple cards over the turns to the Graveyard, constantly having to switch up your opponent's strategy. Shuffling it into the deck, however, forces your opponent to hope for the Heart of the Cards to guide them- something only the luckiest get to experience. If you're dead set on this effect, at least let your opponent draw 1 card to make up for the lost one before you Special Summon. 3/5 good card, but too good, in the sense it has the same ability as a banned card.

 

HS//Manipulate: This guy's a cost-less Brain Control, or perhaps the FLIP version of Graydles. At least those guys have to hit the Graveyard by special means to steal cards (and even then, they target). This guy, however, does not do that. He gives you a free card so long as he's face-up on the field. And with him being Level 1, you could easily go into some kind of tech Synchro monster like Scarlight or Clear Wing Synchro Dragon, if you're lucky. Or, ya know, you could just slam them over with their own monster. Honestly, this guy's effect needs to target, if you want to keep it, and should probably adhere to Mind Control's restrictions, so that the monster is useless to you, unless you want to Synchro or Xyz summon. 3.5/5 close to being a card I'd expect Konami to hash out, but its loose-ness makes me feel uncomfortable.

 

HS//Null: So... it's a permanent Breakthrough Skill on any face-up card that lets you go plus? Not cool, dude. Make it until the end of the turn, at least. Honestly, this card as is wouldn't even make for that bad of a tech card for those decks that want to Synchro Summon, but don't need high level cards. Just run three of these in your deck, and you've got triple Breakthrough Skills while having room to run Traps! 2.5/5 poorly thought out in how long the effect will last, and it's simply a plus with no drawbacks in any visible form.

 

HS//Drain: Disappointing, but it could be a game changer. Generally, I play by the rule that "Life Points don't matter until you're out of them", but this guy helps you last a little longer. He's not extraordinary, and personally, I'd probably run one of him, if I ran him at all. He's a niche card, at best, and a disgusting draw, at worst. 3.5/5 decent card, boring card, almost pointless card. Just another floater, really.

 

HS//Grace: A draw engine. Good, an archetype like this needs it. However, the discard effect and Special Summon offset one another, and honestly, you still go + off this card, no matter what deck you play. This card makes a MUCH better tech than it does an archetyptual card. Good thing it's got a HOPT and it's a slow draw engine. Still, there is BoT and WNM, so maybe it isn't as slow as it appears. 3.5/5 good card, but a bit too splash-able, and kind of slow for my tastes.

 

HS//Search: Ah, the Spell/Trap searcher. Good. Honestly, I'm tired of seeing archetypes search out their Spells and Traps, but unless you deck thin like Infernoids on hardcore drugs, you want one of these (unless there's a specific reason to NOT have these). Unfortunately, he searches out some scary good cards, and with what things like //FLIP can do... well... let's just say that this guy's the OTHER play maker. 4/5, but what it has the ability to search for scares me a tad bit.

 

HS//Restrict: Ugh. Why'd you create a (temporary) Vanity's? C'mon bro, nobody likes being floodgated, especially by their opponent's cards. Just use //FLIP with this guy, maybe even steal a monster using Manipulate, and you're golden for a turn. I would try and think of a better way to "Restrict" my opponent's plays, like not being able to Special Summon from the Extra Deck. Still painful, but it makes the card unique from things like Vanity's, and it makes it a good Pendulum Counter (which, of course, would add to its splash-ability unfortunately). All in all, a very rude card to flip on your opponent's turn, and it's not that hard to do that, trust me.

 

- - - - -SPELLS- - - - -

 

HF//Positive: Good. Recycles, prepares, now if only it protected. Honestly, you don't need to add a protection effect to this, but it'd make the deck more meta. No changes recommended 5/5.

 

HF//Zone: This is the protection the archetype needed. I'm not sure why you added the DEF boost to it when you've gotten rid of piercing damage, but the anti-raigeki feel on this card makes me shiver with mirth. It's good, and it makes the archetype a LOT better than it was looking. What's freaky is that this card is searchable, and not just by Terraforming either. At the time, not sure if that's a good or bad thing. 5/5 best protection; pretty much just leaves you with the job of getting rid of battle destruction.

 

HF//Negative: Pointless restriction and pointless card. The burn's good for a duel ender, but I've not personally seen a Gagaga Cowboy used in forever to end games, so the chances you'll get to use this card to its full ability are limited. 2/5 just... not that useful man. maybe give it a grave eff...?

 

HF//FLIP: So this is the Hyperset version of W Nebula Meteorite. You want- NEED- to see this guy first turn, because if you do, you're GOLDEN. Or, I'd say that, if it weren't searchable. Now, it goes from valuable and rewarding to another slag on the heap. First off, give this thing a harder OPT so that way you can only use ONE effect per turn. Second, ...I'm not sure. You said this deck likes to interrupt, right? Well, here's the centerpiece. So, now, you can draw, destroy, steal, shuffle into the deck, negate, and more, all with one card. Oh, and have a CotH on top of that. I don't like this card and what it does, but in today's meta, speed and negation are the game, so this card is archetype defining, as unfortunate as that is. 4.5/5 phenomenal card in terms of power, but its power also makes me cringe. Makes the deck less fun to play, in my eyes.

 

- - - - -TRAPS- - - - -

 

HF//Delay: Aaaand here's your Waboku minus the LP protection. Its second effect confuses me. Why would you ever use that? I guess if you're fighting Metalphosis, bu that's such a minus move that even I can't comprehend. 3/5 i'd give it a 2.5, but it gives you destruction protection: something this archetype, I noticed, was severely lacking in.

 

- - - - -ED MONSTERS- - - - -

 

HS//HFUltima: First off: why treat it as a "Hyper Force" card? Just because? It seems like it. So... this guy can be permanently unaffected by other card effects, can't be destroyed by battle, and gains 900 DEF? It took me until this guy to figure out why you wanted to add the 100 DEF boost to Zone, and honestly, this guy takes the cake as far as bosses go. Practically invincible, with the ability to recycle Xyz materials endlessly, with no downfall: this guy is literally a more OP version of Rhongomyniad. After all, it wouldn't be that hard to proc this guy's 5 eff for as long as it took to defeat your opponent, what with all the cards in the game that can flip face-down or face-up (BoM and BoT). And not summoning is the worst of floodgates. you need to change this guy's effects, and get rid of the "you can't summon" aspect if you keep his ability to recycle Xyz materials.

 

- - - - -

 

Overall, imo, a 6/10. It's playable, and if PSYFrames didn't exist, this could exist in their place. It's just that this deck's too floodgate-y, and the way it plays deters other players from playing, or enjoying themselves while playing. It drives away children from picking up the game thanks to the difficulty of beating this archetype after it gets rolling, and thus drives away fans. This archetype is by no means bad: it seems very realistic, in my eyes, and I could see Konami making this (after doing dem hardcore druahgs), but it's just not fun to play with or against. Then again, I'll have to wait and see if that statement of mine is true.

 

Also, sorry if I seem lacking in this last half; it's 2:00 am where I am, and I need sleep. Overall, not horrible, but not outstanding. Work DEFINITELY needs to be done on this archetype. Have a good night, man.

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Ah, refreshing. I haven't seen a Flip archetype in what feels like forever (Worms, anyone?), so this ought to be a nice change of pace.The flipping back to face-down defense position, by the way, is also quite nice. Helps to recycle your abilities. Though, it's kinda boring to see that all of them have the effect of bringing out another Hyperset that's ready to flip and cause devastation, it'd definitely be needed for the meta. With that out of the way let's get into it.

 

- - - - -Monsters- - - - -

 

HS//Terminate: Oh man, a Tuner version of Man-Eater Bug. Except it's non-targeting: something that's needed to make this card decent, since we both know that this thing's going to the Grave right after activating its effect. Unless of course you first-turned "Book of Taiyou". Still, it's good to see you thought far enough ahead to block off this things capability to be abused with Machine Dupe. Unfortunately, with how weak all of these monsters are, they're usually going to get bowled over, and they're going to suffer immensely once Metalphosis becomes meta, simply because of their piss-poor stats. Also, with Armades and cards like it, all of these cards will not get to proc their effects through battle. Hopefully you've got a better plan than hoping to disrupt your turn, because as we both know, PSYFrames haven't had the greatest of times trying to make disruption meta. Still, for the first card of the archetype, it's solid, and helps prevent you from dying. On top of that, its hard OPT keeps it from summoning multiple copies of itself and being productive. 3/5, simply because of how FLIP effects work, and how easily they're countered. Plus, monster destruction's becoming less and less potent.

 

HS//Duplicate: The playmaker. Honestly, not running this at three would be idiotic. It opens up doors to plenty more plays, especially if you have a Book of Taiyou in wait, or W Nebula Meteorite (though as far as tech cards go, it's trash considering how slow it is). Hard OPT on all these cards is probably best, considering the ability to fill your board without it. Still, the fact this 1 guy can make 3 face-downs in wait is troublesome. Still, its needed to give the deck speed, so I have no real complaints here. 5/5 I'm guessing now, but this is your archetype's glue, isn't it?

 

HS//Interrogate: As Re-Creator said: you need to change this card. While sending it to the Graveyard would no doubt be a boon in the end for many decks, it'll force them to adapt, and with the ability to re-set this card, you can easily send multiple cards over the turns to the Graveyard, constantly having to switch up your opponent's strategy. Shuffling it into the deck, however, forces your opponent to hope for the Heart of the Cards to guide them- something only the luckiest get to experience. If you're dead set on this effect, at least let your opponent draw 1 card to make up for the lost one before you Special Summon. 3/5 good card, but too good, in the sense it has the same ability as a banned card.

 

HS//Manipulate: This guy's a cost-less Brain Control, or perhaps the FLIP version of Graydles. At least those guys have to hit the Graveyard by special means to steal cards (and even then, they target). This guy, however, does not do that. He gives you a free card so long as he's face-up on the field. And with him being Level 1, you could easily go into some kind of tech Synchro monster like Scarlight or Clear Wing Synchro Dragon, if you're lucky. Or, ya know, you could just slam them over with their own monster. Honestly, this guy's effect needs to target, if you want to keep it, and should probably adhere to Mind Control's restrictions, so that the monster is useless to you, unless you want to Synchro or Xyz summon. 3.5/5 close to being a card I'd expect Konami to hash out, but its loose-ness makes me feel uncomfortable.

 

HS//Null: So... it's a permanent Breakthrough Skill on any face-up card that lets you go plus? Not cool, dude. Make it until the end of the turn, at least. Honestly, this card as is wouldn't even make for that bad of a tech card for those decks that want to Synchro Summon, but don't need high level cards. Just run three of these in your deck, and you've got triple Breakthrough Skills while having room to run Traps! 2.5/5 poorly thought out in how long the effect will last, and it's simply a plus with no drawbacks in any visible form.

 

HS//Drain: Disappointing, but it could be a game changer. Generally, I play by the rule that "Life Points don't matter until you're out of them", but this guy helps you last a little longer. He's not extraordinary, and personally, I'd probably run one of him, if I ran him at all. He's a niche card, at best, and a disgusting draw, at worst. 3.5/5 decent card, boring card, almost pointless card. Just another floater, really.

 

HS//Grace: A draw engine. Good, an archetype like this needs it. However, the discard effect and Special Summon offset one another, and honestly, you still go + off this card, no matter what deck you play. This card makes a MUCH better tech than it does an archetyptual card. Good thing it's got a HOPT and it's a slow draw engine. Still, there is BoT and WNM, so maybe it isn't as slow as it appears. 3.5/5 good card, but a bit too splash-able, and kind of slow for my tastes.

 

HS//Search: Ah, the Spell/Trap searcher. Good. Honestly, I'm tired of seeing archetypes search out their Spells and Traps, but unless you deck thin like Infernoids on hardcore drugs, you want one of these (unless there's a specific reason to NOT have these). Unfortunately, he searches out some scary good cards, and with what things like //FLIP can do... well... let's just say that this guy's the OTHER play maker. 4/5, but what it has the ability to search for scares me a tad bit.

 

HS//Restrict: Ugh. Why'd you create a (temporary) Vanity's? C'mon bro, nobody likes being floodgated, especially by their opponent's cards. Just use //FLIP with this guy, maybe even steal a monster using Manipulate, and you're golden for a turn. I would try and think of a better way to "Restrict" my opponent's plays, like not being able to Special Summon from the Extra Deck. Still painful, but it makes the card unique from things like Vanity's, and it makes it a good Pendulum Counter (which, of course, would add to its splash-ability unfortunately). All in all, a very rude card to flip on your opponent's turn, and it's not that hard to do that, trust me.

 

- - - - -SPELLS- - - - -

 

HF//Positive: Good. Recycles, prepares, now if only it protected. Honestly, you don't need to add a protection effect to this, but it'd make the deck more meta. No changes recommended 5/5.

 

HF//Zone: This is the protection the archetype needed. I'm not sure why you added the DEF boost to it when you've gotten rid of piercing damage, but the anti-raigeki feel on this card makes me shiver with mirth. It's good, and it makes the archetype a LOT better than it was looking. What's freaky is that this card is searchable, and not just by Terraforming either. At the time, not sure if that's a good or bad thing. 5/5 best protection; pretty much just leaves you with the job of getting rid of battle destruction.

 

HF//Negative: Pointless restriction and pointless card. The burn's good for a duel ender, but I've not personally seen a Gagaga Cowboy used in forever to end games, so the chances you'll get to use this card to its full ability are limited. 2/5 just... not that useful man. maybe give it a grave eff...?

 

HF//FLIP: So this is the Hyperset version of W Nebula Meteorite. You want- NEED- to see this guy first turn, because if you do, you're GOLDEN. Or, I'd say that, if it weren't searchable. Now, it goes from valuable and rewarding to another slag on the heap. First off, give this thing a harder OPT so that way you can only use ONE effect per turn. Second, ...I'm not sure. You said this deck likes to interrupt, right? Well, here's the centerpiece. So, now, you can draw, destroy, steal, shuffle into the deck, negate, and more, all with one card. Oh, and have a CotH on top of that. I don't like this card and what it does, but in today's meta, speed and negation are the game, so this card is archetype defining, as unfortunate as that is. 4.5/5 phenomenal card in terms of power, but its power also makes me cringe. Makes the deck less fun to play, in my eyes.

 

- - - - -TRAPS- - - - -

 

HF//Delay: Aaaand here's your Waboku minus the LP protection. Its second effect confuses me. Why would you ever use that? I guess if you're fighting Metalphosis, bu that's such a minus move that even I can't comprehend. 3/5 i'd give it a 2.5, but it gives you destruction protection: something this archetype, I noticed, was severely lacking in.

 

- - - - -ED MONSTERS- - - - -

 

HS//HFUltima: First off: why treat it as a "Hyper Force" card? Just because? It seems like it. So... this guy can be permanently unaffected by other card effects, can't be destroyed by battle, and gains 900 DEF? It took me until this guy to figure out why you wanted to add the 100 DEF boost to Zone, and honestly, this guy takes the cake as far as bosses go. Practically invincible, with the ability to recycle Xyz materials endlessly, with no downfall: this guy is literally a more OP version of Rhongomyniad. After all, it wouldn't be that hard to proc this guy's 5 eff for as long as it took to defeat your opponent, what with all the cards in the game that can flip face-down or face-up (BoM and BoT). And not summoning is the worst of floodgates. you need to change this guy's effects, and get rid of the "you can't summon" aspect if you keep his ability to recycle Xyz materials.

 

- - - - -

 

Overall, imo, a 6/10. It's playable, and if PSYFrames didn't exist, this could exist in their place. It's just that this deck's too floodgate-y, and the way it plays deters other players from playing, or enjoying themselves while playing. It drives away children from picking up the game thanks to the difficulty of beating this archetype after it gets rolling, and thus drives away fans. This archetype is by no means bad: it seems very realistic, in my eyes, and I could see Konami making this (after doing dem hardcore druahgs), but it's just not fun to play with or against. Then again, I'll have to wait and see if that statement of mine is true.

 

Also, sorry if I seem lacking in this last half; it's 2:00 am where I am, and I need sleep. Overall, not horrible, but not outstanding. Work DEFINITELY needs to be done on this archetype. Have a good night, man.

To be "Honest", the entire archetype is based around an imaginary character that hates Yu-Gi-Oh!, but cannot stop playing it, hence the reason why this archetype always wants to literally make you and your opponent's life hell. I do admit though that this archetype need some more work and effort into them.

 

Overall, thank you for reviewing this archetype! (+1 rep given.)

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