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Touhou Deck Set that follows as an Archtype


Seizaku012

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A New Archetype that I Had Thought up A long Time Ago.
Tell me if any of these cards are OP. If any of you viewers find any better Images, you can post a link.

Previously Named as Spellkeeper, but i Based off the Effects and Behaviors from a certain game, and takes too much time to come up with names to start with.

This Archetype Focuses on Using and Banishing Spell Card which allows the Player to Summon The Archetypes Multitude of Boss Monsters, and Many of them has a Target Guard Effect, Besides other Boss Monsters that can Spam Summon under Certain Condition. What Makes this Deck Unique is the Ability of Getting Benefits of Banishing Archetype Spell Cards, which can Range from keeping Hand Advatage, Setting up your Hand, and recycling its own Spell Cards. Each Boss Monster has Specific attributes and differences that makes them run able in a few decks. The main Problem is that Boss Cards has Specific Summoning Condition that doesn't mix well with other boss monsters with their summoning condition and style of aggressiveness will vary.

This Set is not Complete, So I will Be updating this as much as possible.

1. PC 98 Reimu
[img]http://yugico.com/customcard/105356.jpg[/img]

Lore: When this Card is Normal Summoned, you Can Banish 1 Spell Card from your Hand. Once during your Battle Phase, you Can increase the ATK of this Card by 500. When this Card Destroy a Monster your Opponent Controls, Select 1 "T.P" Spell Card from your Deck and Set it onto your Field.

A Monster that is Necessary to Summon its Boss Monster with a good Effect to Get Started. Run 2-3

2. Hakurei Reimu.
[img]http://yugico.com/customcard/105132.jpg[/img]

Lore: Tribute 1 Face-Up "T.P PC 98 Reimu" you control, If you Banished 2 Spell Cards this turn; Special Summon this Card from your hand. When this Card battles a Monster, Trap Cards Cannot be Activated until after the damage Step. Once per turn; you can Banish 1 Spell Card from your Hand. If this Card Battles a monster with a Higher ATK, you Can Banish 1 Spell Card; Increase the ATK of this Card by 800 until the end phase.

A great Monster to Hit over a Monster. Run 1

3. PC 98 Marisa
[img]http://yugico.com/customcard/102335.jpg[/img]

Lore: When this Card is Summoned; you Can Select 1 Card from your Hand and Send it to the bottom of your Deck. When this Card is removed from the field; Banish the Bottom Card of your Deck. Activate the Following effect based on the Card Banished.
-Spell; Draw 1 Card.
-Trap; Destroy 1 Face Down Card on the Field.
-Monster; Add 1 "T.P" Monster from your Deck to your Hand.

A great Card to Start with. Run 3

4. Kirisame Marisa
[img]http://yugico.com/customcard/105133.jpg[/img]

Lore: If you Banish 2 Spell Cards this Turn, you can Special Summon this Card from your Hand. Once per Turn, you Can Banish 1 Spell Card from your hand. Once per turn, when a spell Card is Banished, you can Destroy 1 face-up monster on the Field. During the end phase on the turn this Card is Special Summon by this effect, if you did not attack or destroy a Card by a Card Effect; Draw 1 Card.

A good Monster that takes advantage on the mechanics of this Deck.

5. Fantasy Charge
[img]http://yugico.com/customcard/105136.jpg[/img]
Lore: Add 1 "T.P" Monster from your Deck to your Hand. You Can Banish 1 "T.P" Card from your Hand to Add 1 "T.P" Spell Card instead. When This Card is Activated while you Control a "T.P" Monster; Return this Card to your Hand Revealed instead of Sending this Card to the Graveyard. If this Card is Revealed, this Card cannot be Activated, Set or Sent to the Graveyard. When this Card is Banished; Add 1 Banished "T.P" Card to your Hand except this Card.

A Searcher with two Effect. too many Spells in your Hand, This Card Can Help Remedy it. or can Search for another of its own Spell Card with the Cost of banishing 1 Card in your Hand. Run 3

6. Gensokyo
[img]http://yugico.com/customcard/105138.jpg[/img]
Lore: Level 8 "T.P" Monsters can be Special Summoned from your Hand by Tributing 1 "T.P" Monster you Control. Monsters Special Summoned by this effect cannot activate their effects. When a "T.P" Monster Special Summoned by this Effect is Removed from the Field, Return the Monster into your Deck. When this Card is Destroyed, Banish 1 Spell Card from your Deck. During the End Phase of which this Card was destroyed this Turn, Add 1 Banished Spell Card to your Hand. When this Card is Banished, Draw 1 Card.

The Majority of the Boss Monsters cannot be Tribute Summoned, but Can Be Special Summon from your Hand with Gensokyo on the Field at a Cost of Tributing 1 "T.P" Monster you Control. a Good Alternative to rush your Opponent. Run 1-2

7. Phantasy Draw
[img]http://yugico.com/customcard/105140.jpg[/img]
Lore: Draw 2 Cards to Banish 1 "T.P" monster from your Hand. When This Card is Activated while you Control a "T.P" Monster; Return this Card to your Hand Revealed instead of Sending this Card to the Graveyard. If this Card is Revealed, this Card cannot be Activated, Set or Sent to the Graveyard. When this Card is Banished; Add 1 Banished "T.P" Monster to your Hand.

This Card is Made to Greatly Increase Consistency and if done right, you would +1 in your Hand. This Card has similar requirements alike to the Allure of Darkness.
Run 3

8.Danmaku System
[img]http://yugico.com/customcard/105143.jpg[/img]
A God Send of this Card if you Manage to Draw this Card First Turn, This Increases Consistency of not drawing unnecessary Card by Banishing your Boss Monsters Early in the Game to prevent drawing into them. also a nice Drawing Effect when this Card is Banished. Run 2-3

9. Dimensional Boundary

[img]http://yugico.com/customcard/105146.jpg[/img]

Easy to Come across in decking out, or in need of refueling your deck or Hand, since many Boss Monsters need Spell Cards in your Hand to Activate their own Effects.

10. Stand Alone Assault
[img]http://yugico.com/customcard/105147.jpg[/img]
A Card to Increase Consistency and Possibly use to win for Game.

New monsters >.<

11. Hong Meiling
[img]http://yugico.com/customcard/105148.jpg[/img]

A Good Monster to Hit over a lot of monsters. but when battling an opponent who sides a skill drain will usually comes out as a winner.

12. Koakuma

[img]http://yugico.com/customcard/105479.jpg[/img]

A good foolish monster with a few negatives but this card may be a bit OP'ed. Important in Summoning Patchouli. Let me here your Opinion of this Card.

13. Knowledge Patchouli

[img]http://yugico.com/customcard/105482.jpg[/img]

A monster Splash-able in an Elemental Deck with a very good Effect

14. Izayoi Sakuya

[img]http://yugico.com/customcard/105496.jpg[/img]

A Monster with a similar but more restricted Summoning condition to Marisa. A good Monster to avoid many Spell and Trap Cards.

15. Scarlet Remilia
[img]http://yugico.com/customcard/105506.jpg[/img]

A Boss Monster that revolves around manipulating what cards your opponent is going to draw as well as a self revival effect, though an expensive monster to summon.

16. Scarlet Flandre
[img]http://yugico.com/customcard/107306.jpg[/img]
A monster that is a well regarded high beater with a powerful effect, though a major negative is made to compensate.

17 The Prismriver Sisters
[img]http://yugico.com/customcard/107310.jpg[/img]
A odd monster that can work with cards that uses tokens and has a unusual effect. if done right, this card can be used in synergy with Remilia. though lacks a high ATK to stay alive on the field.

18. Konpaku Youki
[img]http://yugico.com/customcard/107312.jpg[/img]
A good monster to start your combo's and has 2 ways to summon itself. A Key card in Summoning Youmu.

19. Konpaku Youmu
[img]http://yugico.com/customcard/107313.jpg[/img]
A Power house Monster with a guardian like protection ability. A Monster created to hit over just about any monster and a negation ability to protect her Ojou-sama at all Times

20. Saigyouji Yuyuko
[img]http://yugico.com/customcard/108345.jpg[/img]

A High Defender with a slow burn like effect with a hand control Elements. A Hard to Summon Monster.

21. Yakumo Yukari
[img]http://yugico.com/customcard/109535.jpg[/img]

A Monster That Plays a Bit Differently, and has no effect immunity besides of her effect of being un-negatable, must play a bit heavy on traps to keep her on the field. Also wierd Special Summon Condition. Best Play in Royal Decree and Skill Drain (Her Effect Keeps her from being Negated (OP, isn't it?)).

22. Chen

[img]http://yugico.com/customcard/109543.jpg[/img]

A Key Card in setting up in Summoning Yakumo Yukari. (good for XYZ)

23. Yakumo Ran

[img]http://yugico.com/customcard/109547.jpg[/img]

A Key Card in Getting Chen Out if summoning from the deck became successful. a nice banishing effect.

24. Cirno
[img]http://yugico.com/customcard/110063.jpg[/img]
A Multi-Purpose Card that can render some big monsters useless.

25. Houraisan Kaguya
[img]http://yugico.com/customcard/110800.jpg[/img]
A Yuyuko Variant but with a more scary mill and possible big Burn if they don't make the condition, though very risky because you give your opponent a chance to make a great comeback such as a dark hole or something.

26. Yagokoro Eirin
[img]http://yugico.com/customcard/110801.jpg[/img]
Follows very closely to her occupation that can recover yourself and inflict burn to your opponent. Should I make her just heal both Players? (for the Sake of Simochi Burn?).

27. Morichika Rinnosuke
[img]http://yugico.com/customcard/110055.jpg[/img]
Another great Source of draw access. Splashable in a psychic Deck. a esper girl in a sense.

28. Kamishirasawa Keine
[img]http://yugico.com/customcard/111656.jpg[/img]
Stayed True to her power. good Card to prevent Dark Hole?

29. Hakutaku Keine
[img]http://yugico.com/customcard/111660.jpg[/img]
A Good Card to recover many Cards, But is limited to Cards sent to the "Graveyard". Necrovalley is a good counter to this Card.

30. Inaba Tewi
[img]http://yugico.com/customcard/111662.jpg[/img]
Good Card to acquire Hand Advantage over your opponent.

31. Udongein Inaba Reisen
[img]http://yugico.com/customcard/112020.jpg[/img]
Works well with Tewi. a great wall but a situational effect and a drop when she is in your hand.

32. Fujiwara no Mokou
[img]http://yugico.com/customcard/112032.jpg[/img]
Straight foward Effect. Regardless on how she is destroyed, she is special summoned from anywhere with a great lifepoint gaining effect.

33. Melancholy Medicine
[img]http://yugico.com/customcard/112420.jpg[/img]
Great for Field card Heavy Decks. and a free draw if she gets removed by a Card Effect.

34. Margatroid Alice
[img]http://yugico.com/customcard/112429.jpg[/img]
Perhaps the Best Card to maintain Field Advantage and Swarm, since the Condition is rather Simple. Best used in a Token related Decks.

35. Onozuka Komachi
[img]http://yugico.com/customcard/112430.jpg[/img]
A Stronger Expoloder Dragon?

36. Yamaxanadu Shikieiki
[img]http://yugico.com/customcard/112431.jpg[/img]
Simply a Scary Card to Decks that Swarms too easy. But Other than that, there is no other way in Summoning her. and her remaining effect is to Compensate her effect, but is very exploitable.

37. Ibuki Suika
[img]http://yugico.com/customcard/112435.jpg[/img]
A Scary Card to Punish Swarm Based Decks.

38. Shameimaru Aya
[img]http://yugico.com/customcard/112437.jpg[/img]
Timing is Important to use her best. a good card to control your Opponents Hand.

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  • 2 weeks later...

I don't think you need to worry about the quality of the pictures you used, except where they do not sure the nature of the characters or the situation they are trying to portray. I was unclear on, for example "Stand Alone Assault."

You specifically asked on feedback regarding overpowering. In my opinion (and my opinion alone), most of them are overpowered. As rare as Level 10 monsters seem to be in the game, you have them act almost as normal monsters, and many of their effects allow them to be summoned as easily as Level 6 monsters, or even more easily if they depend upon the number of certain cards in your Graveyard, or cards banished. In one case, you even have a card that says it cannot be Special Summoned from the Graveyard, then in the following sentence you give a condition by which it can be Special Summoned from the Graveyard or after being banished. Please be careful about making contradictory statements. As a general policy, I tend to make any monster over Level 8 a Fusion Monster, unless it is that character's second tier version and the Fusion version is that much more powerful. In many cases, you seem to use the Level 10's as a character's first tier card. While this may accurately reflect the character, I'm uncertain as to how you might get it out, especially as you have so few actual Tier 1 (Level 1-4) monsters.

Another factor that can make a card overpowered, in my opinion, is card immunity. I can accept categorical immunity to one card effect type, or negation of one or two types per turn (which indicates a cool-down period), yet complete effect immunity always sends up a red flag for me, because it means the only way to defeat that monster is with brute force -- and yet some of your cards include immunity from damage for you or for the monster as well. I would recommend watching this in the future. Card destruction, and control to an extent, are also suspect, in my opinion, especially if you try to stack them on top of card immunity.

There are a good deal of cards for which I did not bother reading the Lore, because the text was small. Please consider reposting the Lore below the card when this happens.

Your grammar, and card grammar, could also use a bit of work. Sometimes you have a verb tense problem, for example in the present it should be "battles" and not "battle," and in the past you "Special Summoned" a monster. On a general note, you can say "this effect cannot be negated" instead of "no card effect can be activated in response to this card." Not to mention that "no card effect can" is improper grammar anyway.

The thing that bothered me from the beginning was your capitalization, because it sometimes seemed like you were Capitalizing Every Word, but then you would skip a few. It seems almost random, as if you are trying to guess which terms should be capitalized. In this case, my friend, you are in luck: under the Help section there is a very helpful tutorial about New OCG, which specifically lists which terms should and should not be capitalized when you use them. It also has some good examples of accepted OCG that could help you in your card crafting (since I also have problems with OCG, I cannot help you that much myself).

I congratulate you on sticking to established Archetypes -- or I would if I didn't know how Yugico removes that temptation by not letting it be an option in the first place. Of course, if you really wanted to you could have had custom Archetypes with this card maker just as easily. I'm almost certain, however, that you chose Yugico for a certain look, and not because of its preventative restrictions. Some of your monsters' stats might like some adjustment too, in order to compensate for their powerful effects. In some cases you could even drop their levels if you do it just so.

Finally, "T.P." as an Archetype name? I know in this case it stands for [i]Touhou Project[/i], the source of your cards, however there is another, somewhat less mature item to which it can be linked. I would have instead used "Touhou" as the Archetype, provided that fit. I could not say, because I am unfamiliar with the games. Considering how new you are to these forums, this is a most excellent start despite problems with balance.

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