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An archetype of Trap Monsters - the Ambush Tribe


Bleaknight

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The Ambush Tribe are an archetype of Trap Monsters, based on gaining effects through battle, sheltered by Imperial Custom (a real card that prevents their destruction, either by battle or effects) and their Field Spell, the Dread Forest, which makes combat difficult for the enemy by forcing them to attack and destroying any monster that attacks.
Keep in mind they may seem too strong, but since they are Trap Monsters, they have WAY less support and rely on specific cards, while also being twice as vulnerable since they are both monsters and trap cards. With Imperial Custom, they cannot be destroyed, but they can still be Tributed, sent to grave, returned to the hand/deck, gained control over, etc.
Here they come!

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/dread%20forest.jpg[/img]
[spoiler='Lore'] Pay 2000 Life Points to activate this card. Both players must conduct their Battle Phase and must attack at least once, if able. If a monster attacks, destroy it at the end of that Battle Phase. During either player's Main Phase, they can pay 500 Life Points to skip their own Battle Phase this turn. If this card is in your Graveyard: You can Tribute 1 "Ambush Tribe" monster to add this card to your hand.
[spoiler='Comment']This isn't really necessary to play this deck, but it's damn useful. By forcing your opponent to attack, it forces them to destroy a monster they control per turn - a harsh decision, often. The Ambush Tribe have got some cards that can even make them completely immune to this effect, and that's what grants them advantage.[/spoiler][/spoiler]

[spoiler='Monsters']
[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/vo%27hog.jpg[/img]
[spoiler='Lore']Special Summon this card in Defense Position as an Effect Monster (Warrior-Type/EARTH/Level 4/ATK 1000/DEF 2000) with these effects: (This card is also still a Trap Card.)
● If another "Ambush Tribe" Effect Monster you control would be destroyed (by battle or card effect), you can Set it on the Spell & Trap Card Zone instead. When this face-up Attack Position card is selected as an attack target: Change it to Defense Position.
[spoiler='Comment']This is their protector - it protects them from destruction, either from battle or from any effect, including Dread Forest's. This means they can risk themselves and still be protected. This card is based on the real card, "Tiki Soul".[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/masak%C3%ABr.jpg[/img]
[spoiler='Lore]Special Summon this card as an Effect Monster (Warrior-Type/EARTH/Level 4/ATK 1800/DEF 1200) with these effects: (This card is also still a Trap Card.)
● If another "Ambush Tribe" monster you control battles an opponent's monster, destroy that opponent's monster after damage calculation.
[spoiler='Comment']This is one of the strongest, truly disrupting. When any other Ambush Tribe attacks, it will destroy the monster it attacks after the battle. Since they have many effects that protects themselves from destruction, this is pretty much a free destruction.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/pers%C3%A4k.jpg[/img]
[spoiler='Lore']Special Summon this card as an Effect Monster (Warrior-Type/EARTH/Level 4/ATK 1800/DEF 1000) with these effects: (This card is also still a Trap Card.)
● You take no Battle Damage. Once per turn, at the start of the Damage Step, if another "Ambush Tribe" monster you control battles a monster: You can return both cards to the hand, but if you do, this card cannot attack during this turn.
[spoiler='Comment']This is like the previous card, except it returns to hand. While it is often a less harmful effect, there are many cards that can make a monster immune to destruction, but none that makes them immune to being returned to the hand. That's why this one is generally weaker than the previous card.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/barbar.jpg[/img]
[spoiler='Lore']Special Summon this card as an Effect Monster (Warrior-Type/EARTH/Level 4/ATK 1600/DEF 1400) with these effects: (This card is also still a Trap Card.)
● Control of "Ambush Tribe" monsters cannot switch. If this card battles, after damage calculation: You can target 1 face-down card; reveal it, then return it to its original position. If it is a Spell/Trap Card, it cannot be activated during the next turn.
[spoiler='Comment']Every archetype needs a "spell/trap removal", right? This isn't exactly a remover, rather a preventer.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/mosper.jpg[/img]
[spoiler='Lore']Special Summon this card as an Effect Monster (Warrior-Type/EARTH/Level 4/ATK 1800/DEF 1400) with these effects: (This card is also still a Trap Card.)
● Up to twice per turn, if an "Ambush Tribe" monster you control battles a monster, after damage calculation: You pay 500 Life Points; look at and send 1 card from your opponent's Extra Deck to the Graveyard.
[spoiler='Comment']A disruptor, takes out Extra Deck options.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/rinoceront.jpg[/img]
[spoiler='Lore']Special Summon this card as an Effect Monster (Warrior-Type/EARTH/Level 4/ATK 1800/DEF 1400) with these effects: (This card is also still a Trap Card.)
● Once per turn, you can add 1 "Ambush Tribe" Continuous Trap Card from your Deck to your hand, but this effect cannot be activated during your next turn.
[spoiler='Comment']A searcher. Best card illustration imo.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/var%27lord.jpg[/img]
[spoiler='Lore']Special Summon this card as an Effect Monster (Warrior-Type/EARTH/Level 4/ATK 1800/DEF 1400) with these effects: (This card is also still a Trap Card.)
● If this card battles, after damage calculation: You can target 1 face-up card on the field; flip it face-down, also it cannot be activated (if Spell or Trap) or Flip Summoned (if Monster) during this turn.
[spoiler='Comment']Kind of a disruptor. Helps get rid of monsters with continuous effects or the like.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/woodgolem.jpg[/img]
[spoiler='Lore']Special Summon this card as an Effect Monster (Warrior-Type/EARTH/Level 4/ATK 1200/DEF 2000) with these effects: (This card is also still a Trap Card.)
● If there is no face-up Field Spell Card, the field is treated as "Dread Forest". This card's maximum number of attacks per turn equals the number of "Ambush Tribe" monsters you control, but it can only attack directly once per turn. Once per turn, you can have an "Ambush Tribe" monster you control attack your opponent's monsters twice this turn, but if you do, this card can only attack once during this turn.
[spoiler='Comment']This can be used to trigger some of the cards in the archetype's effects multiple times.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/oracle%20sentry.jpg[/img]
[spoiler='Lore']Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by banishing 2 "Ambush Tribe" Continuous Trap Cards from your Graveyard. The activation and effect of "Ambush Tribe" Continuous Trap Cards cannot be negated, and they cannot be targeted by your opponent's card effects.
[spoiler='Comments']A non-trap support monster. Pretty much it. Not made to attack, hence 0 atk and no protection against Dread Forest effect.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/moss%20dragon.jpg[/img]
[spoiler='Lore']2 Level 4 "Ambush Tribe" monsters
If you control no "Dread Forest", destroy this card. This card and "Ambush Tribe" monsters you control are unaffected by the effects of "Dread Forest". When a card or effect activates that would destroy "Dread Forest": You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it.
[spoiler='Comment']One of the Dread Forest's guardians. Helps keeping Dread Forest on the field, also excludes your monsters from its effects.[/spoiler][/spoiler][/spoiler]

[spoiler='Spells']
Note: most or all of them can be activated by discarding them from your hand. I made this since Trap Monsters occupy 1 Spell/Trap Zone, and since they also require some support in the form of other Continuous Spell/Traps, you will often have a fully occupied backrow, rendering you unable to activate spell cards from your hand. To counterbalance this ease of activation, I've made them significantly weaker than other existing cards with similar effects.

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/forbidden%20artifact.jpg[/img]
[spoiler='Lore']You can discard this card to activate it. Send 1 face-up "Ambush Tribe" Continuous Trap Card you control to the Graveyard. Draw 2 cards. If you control no Field Spell Card, you can also discard 1 "Ambush Tribe" card to add 1 "Dread Forest" from your Deck to your hand.
[spoiler='Comments]Draw card, also searches for Dread Forest.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/dreadful%20sepulcher.jpg[/img]
[spoiler='Lore']You can discard this card to activate it. Target 1 "Ambush Tribe" Continuous Trap Card in your Graveyard; activate 1 of the following effects:
● Discard 1 card to activate it.
● Add it to your hand, then shuffle this card into the Deck.
[spoiler='Comments]Revival / searcher from grave.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/forest%20embrace.jpg[/img]
[spoiler='Lore']You can discard this card to activate it. Once per turn, until your 2nd Standby Phase after this card's activation, you can pay 500 Life Points; activate 1 "Ambush Tribe" Continuous Trap Card from your hand. You cannot Summon, except "Ambush Tribe" monsters, during the turn you activate an "Ambush Tribe" Continuous Trap Card this way.
[spoiler='Comments']Ever miss Temple of the Kings for a trap monster archetype? Well, here it is. Kinda.[/spoiler][/spoiler]
[/spoiler]

[spoiler='Traps']
[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/forest%20patrol.jpg[/img]
[spoiler='Lore']When an opponent's Spell/Trap Card is activated, while you control 2 or more "Ambush Tribe" monsters: Negate its activation and effect and destroy it, then Set 1 "Ambush Tribe" monster you control. It cannot be activated during the next turn. During this turn's End Phase, if there is no Field Spell Card on the field: You can send the Set card to the Graveyard; add 1 "Dread Forest" from your Deck to your hand.
[spoiler='Comments']Themed negator, like Dark Bribe. The cost is letting go of an Ambush Tribe monster for this turn and the next. Also searches for Dread Forest.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/preemptive%20ambush.jpg[/img]
[spoiler='Lore']During your opponent's Standby Phase, if you control a face-up "Dread Forest": Tribute 1 "Ambush Tribe" monster. It is now the Battle Phase.
[spoiler='Comment']Great, great card. Skips your opponent's Main Phase, not allowing them to play anything before having to attack (and thus sacrifice a monster, since "Dread Forest" must be on the field.[/spoiler][/spoiler]

[img]https://dl.dropbox.com/u/30058283/ygo%20cards/%27Ambush%20Tribe/treant%20imprisoner.jpg[/img]
[spoiler='Lore']Activate only if you control a face-up "Dread Forest". Add 2 Continuous Trap Cards from your Graveyard to your hand. If you add 2 "Ambush Tribe" cards, shuffle this card into your Deck instead of sending it to the Graveyard.
[spoiler='Comments']A recycler. Trap Cards need this, since the only decent recycler they've got is Mask of Darkness.[/spoiler][/spoiler][/spoiler]

Any feedback is appreciated!
Also check out my other archetypes if you've liked this.
[url="http://forum.yugiohcardmaker.net/topic/291980-variabili-a-complex-innovative-counter-based-archetype/#entry6056787"]The Variabili[/url]
[url="http://forum.yugiohcardmaker.net/topic/291981-the-best-offense-is-a-good-defense/"]The Full Defense[/url]

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Really cool idea. An archetype of Trap Monsters is neat.

The one thing I don't like is the focus on Dread Forest. I don't think it supports the archetype as much as the archetype supports it. Lots of the S/T revolve around Dread Forest, but I don't think it's very good. It seems to only be good if Vo'Hog is active, as you'll just set them instead. Otherwise, it's a huge LP drain. Lots of cards are focused on getting it on the field or in your hand, but that's 2000 LP each time you activate it. I guess you're going to be destroying opponent cards after they attack, but the cost is very high. I'd like a field that actually notes that the deck revolves around Trap Monsters, such as "Face-up "Ambush Tribe" monsters cannot be destroyed by effects that destroy Trap Cards, and do not occupy a S/T Zone" or something. Your Spells are discardable, but all your Trap support need zones.

Also the artwork is fantastic.

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[quote name='nimigoha' timestamp='1351643667' post='6057601']
Really cool idea. An archetype of Trap Monsters is neat.
The one thing I don't like is the focus on Dread Forest. I don't think it supports the archetype as much as the archetype supports it. Lots of the S/T revolve around Dread Forest, but I don't think it's very good. It seems to only be good if Vo'Hog is active, as you'll just set them instead. Otherwise, it's a huge LP drain. Lots of cards are focused on getting it on the field or in your hand, but that's 2000 LP each time you activate it. I guess you're going to be destroying opponent cards after they attack, but the cost is very high. I'd like a field that actually notes that the deck revolves around Trap Monsters, such as "Face-up "Ambush Tribe" monsters cannot be destroyed by effects that destroy Trap Cards, and do not occupy a S/T Zone" or something. Your Spells are discardable, but all your Trap support need zones.
Also the artwork is fantastic. [/quote]

Actually, the archetype is meant to be used essentially with the real card "Imperial Custom" - its effect makes Continuous Trap Cards (thus, Ambush Tribe monsters) unable to be destroyed by battle or card effects, and that means they're immune to the destruction effect Dread Forest provides. So Dread Forest kind of gives them even further protection while disrupting your enemy at no drawbacks besides LP. That's even further support than what you suggested. Vo'Hog is also good enough at times, but Imperial Custom is far better. And the default game mechanics make it impossible for them not to occupy S/T zones, I think. I agree about the Traps needing zones - you'll usually have at least 3 S/T zones taken (Imperial Custom and 2 Ambush Tribes, probably the most useful ones - Masakër and Barbar). While I consider this archetype to be finished, I might still modify the cards. Also, the artwork does not belong to me. It's mostly taken off Google and DeviantArt.

Anyway, thanks for the feedback! Glad you like the archetype.
You might want to check out my other archetypes - the [url="http://forum.yugiohcardmaker.net/topic/291980-variabili-a-complex-innovative-counter-based-archetype/#entry6056787"]Variabili[/url], for example, is a very complex counter-based toolbox-beatdown archetype, or the [url="http://forum.yugiohcardmaker.net/topic/291981-the-best-offense-is-a-good-defense/"]Full Defense[/url], a disruption archetype that explores Defense Position monsters.

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  • 3 weeks later...

Most Trap/monster cards are still considered traps that should be added in their effects because of that fact. two words Heavy Storm need to protect them from stuff like that also i think its gonna cluster your field fast also drawing 1 card a turn cyber jar or and monster that can attack ro clear your feild... lest just say you lost before the duel started no offence they need more support

[quote name='Ravenz_Scythe' timestamp='1353269300' post='6072716']
Most Trap/monster cards are still considered traps that should be added in their effects because of that fact. two words Heavy Storm need to protect them from stuff like that also i think its gonna cluster your field fast also drawing 1 card a turn cyber jar or and monster that can attack ro clear your feild... lest just say you lost before the duel started no offence they need more support
[/quote]on top of that cards that let me remove any card from your gravyard will = a lost for you. I say this in respect so no offence

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[quote name='Ravenz_Scythe' timestamp='1353269457' post='6072716']
Most Trap/monster cards are still considered traps that should be added in their effects because of that fact.[/quote]

That's why their effects say "it is ALSO treated as an Effect Monster...". :)
I've ran trap monster decks a lot, I wouldn't miss this. lol

[quote name='Ravenz_Scythe' timestamp='1353269457' post='6072716'] two words Heavy Storm need to protect them from stuff like that also i think its gonna cluster your field fast also drawing 1 card a turn cyber jar or and monster that can attack ro clear your feild... lest just say you lost before the duel started no offence they need more support[/quote]

That's why they're meant for use with the real card Imperial Custom.

[img]http://images1.wikia.nocookie.net/__cb20090818013634/yugioh/images/5/5d/ImperialCustomANPR-EN-C-1E.jpg[/img]

[quote name='Ravenz_Scythe' timestamp='1353269457' post='6072716']
on top of that cards that let me remove any card from your gravyard will = a lost for you. I say this in respect so no offence [/quote]

What? They don't need the Graveyard a lot... I don't get this.

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  • 2 weeks later...

hmmm... seems legit
[size=7]BUT [/size] it might suck for you if youre dueling using this deck with someone with:
[size=6]STRAIGHT FLUSH OR HARPIES FEATHER DUSTER![/size]
[size=6]THATS THE ONLY WEAKNESSES!!!---^----------------^[/size]
[size=6]But WAIT THATS not ALL!![/size] [size=5]More weaknesses are:[/size] [size=6]Remove Trap, HEAVY STORM, Trap Jammer, CARD DESTRUCTION or a monster's card affect that says that spell or TRAPS cant be activated! [/size]

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[quote name='twistedproto00' timestamp='1354681447' post='6085709']
[size=3]hmmm... seems legit BUT it might suck for you if youre dueling using this deck with someone with: STRAIGHT FLUSH OR HARPIES FEATHER DUSTER! THATS THE ONLY WEAKNESSES!!!---^----------------^But WAIT THATS not ALL!! More weaknesses are: Remove Trap, HEAVY STORM, Trap Jammer, CARD DESTRUCTION or a monster's card affect that says that spell or TRAPS cant be activated! [/size][/quote]

That's the price they pay for being trap monsters...

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