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[Finished]Original Archetype Contest [Make 5 cards to hint at a Playstyle]


Aix

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Sorry for my tardiness Christmas plans were changed at the last minute. If you will still have them here is Sanctuary: The play style is simple... playing the field spell is now the main objective of the deck.

[spoiler: Sanctuary]

[spoiler: Monsters]

[color=#FF8C00]Estelle, Cleanser of Sanctuary [/color]
Effect/Light/Fairy
1700/1200/Lvl 4

When you normal summon another Fairy type monster; add one "Sanctuary" spell card from your deck to your hand. The effect of "Estelle, Cleanser of Sanctuary" can only be used once per turn.

[color=#FF8C00]Jill, Soul of Sanctuary[/color]
Effect/Light/Fairy
2750/2500/Lvl 8

When this monster destroys another monster by battle, add 1 LIGHT Fairy type monster whose attack is equal to or lower than the monster that was destroyed from your deck to you hand. If you control "Sanctuary in the Sky" you can Normal Summon this monster without tributes.

[color=#FF8C00]Joleg, Sanctuary's Emissary of the Ordinary[/color]
Effect/Light/Fairy
1900/1000/Lvl 4

When you summon another Fairy type monster target 1 monster your opponent controls; the targeted monsters effect is negated till the end of the turn. The effect of "Joleg Sanctuary's Emissary of the Ordinary' can only be activated once per turn. If you control "Sanctuary in the Sky" then you can activate the effect of "Joleg Sanctuary's Emissary of the Ordinary more than once per turn.

[color=#FF8C00]Esperanza, Muse of Sanctuary[/color]
Effect/Light/Fairy
1000/1100/Lvl 2

When this card is sent to the graveyard you gain an additional Normal Summon during your next Main Phase 1. If you control "Sanctuary in the Sky" this card gains the following effect: You can discard this card to draw 1 card. You only gain both of these effects once per turn.


[/spoiler]

[spoiler: Spells]

[color=#008000]Sanctuary Blessings[/color]
Normal Spell
During this turn when a fairy type monster(s) you control is sent to the graveyard draw 1 card for each monster sent to the graveyard (max 5).

[color=#008000]The Core of the Sanctuary[/color]
Continuous Spell
When this card is activated add 1 "Sanctuary in the Sky" card from your deck to you hand. While this card is face-up on the field all LIGHT Fairy-type monsters you control gain 200 ATK for every LIGHT Fairy-type monster in your graveyard. If you control "Sanctuary in the Sky" then this card gets the following effect: When a LIGHT Fairy-type monster you control destroys a monster by battle and sends it to the graveyard, draw 1 card.

[color=#008000]Throne Room Inside the Sanctuary[/color]
Field Spell
This cards name is treated as "Sanctuary in the Sky." Once per turn when Fairy type monster you control activates its effect you may special summon one Fairy type monster from your deck equal to that Fairy's level. As long as this card is face up on the field your level 8 or higher LIGHT Fairy-type monsters cannot be destroyed by the effects of your opponents spell or trap cards.

[/spoiler]

[spoiler: Traps]

[color=#EE82EE]Sanctuary Defense System[/color]
Continuous Trap
As long as this card is face up on the field other your opponent cannot destroy other spell and trap cards you control with card effects. If you control Sanctuary in the Sky then this card gains the following effect: Once per turn target one card your opponent controls and destroy it.


[color=#EE82EE]Sanctuary Soul Swap[/color]
Normal Trap
Send two LIGHT Fairy type monsters you control to target 2 LIGHT Fairy type monsters in your graveyard. Add the first target to your hand, and special summon the second target. If you control "Sanctuary in the Sky" this card gains the following effect: The activation and resolution of this card cannot be negated.

[/spoiler]

[/spoiler]

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Ah, X-mas distraction. First a chicken-based archetype (below). These have powerful wasteful effects for winning situations and recovery for losing situations. Sometimes both at once. Beginning, your formatting is gud kthx.

[spoiler="Cluck"]
[color=#FF0000]Cluckroost Raptor[/color]
[color=#000000]Effect/Fire/Winged-Beast
1700/1200/Lvl 3[/color]

When this card is Normal Summoned, if you control no other monsters: Special Summon 1 Level 2 "Cluck" monster from your Deck. Once per turn: You can target 2 other "Cluck" monsters you control; they become Level 5.

[color=#FF0000][color=#FF0000]Cluckroost Delicace[/color]
[color=#000000]Effect/Fire/Winged-Beast
900/900/Lvl 3[/color][/color]

Your opponent's monsters lose 500 ATK for each monster they control and 500 DEF for each "Cluck" monster you control. Face-up monsters with 800 or less DEF cannot destroy monsters by battle. When a monster with 800 or less ATK activates its effect: You can send 2 Spell/Trap Cards from your field or hand to the Graveyard; negate the activation.

[color=#FF0000]Cluckroost Macho[/color]
[color=#000000]Effect/Fire/Winged-Beast
1500/1200/Lvl 3[/color]

If your opponent has fewer cards in their hand than you do, the effects of Normal Trap Cards are negated. If your Life Points are lower than your opponent's, this card gains ATK equal to the difference (max.1500).

[color=#FF0000][color=#FF0000]Cluckhen Beautique[/color][/color]
[color=#FF0000][color=#000000]Effect/Light/Winged-Beast
0/2100/Lvl 2[/color][/color]

During either player's turn, if this is the only card in your hand: You can Special Summon it. Once per turn, if 2 or more cards you control would be destroyed by an effect, you can pay 1200 Life Points instead.

[color=#FF0000][color=#FF0000]Cluckhen Crispbone[/color][/color]
[color=#FF0000][color=#000000]Effect/Dark/Winged-Beast
1250/0/Lvl 2[/color][/color]

When a monster declares an attack, if your opponent controls 1 or no monsters: You can pay 1000 Life Points; this card gains 800 ATK. When this Defense Position monster is destroyed by battle: Draw 1 card and reveal it. If it is a "Cluck" monster: You can Special Summon it.

[color=#FF0000]Cluckhen Eggnaut[/color]
[color=#000000]Effect/Earth/Winged-Beast
1000/1700/Lvl 2[/color]

Once per turn, this card cannot be destroyed by battle. If you control no Set cards, your opponent cannot target other monsters for attacks. At the start of your Battle Phase, if your opponent has not activated a card or effect since the start of their last turn: You can Special Summon 2 "Cluckbomb Tokens" (Level 3/EARTH/Rock/ATK 1000/DEF 1000).

[color=#008000]Cluck Force[/color]
[color=#000000]Normal Spell[/color]

Reveal cards from the top of your Deck until you reveal a "Cluck" monster, and Special Summon it, but if you do, you cannot Summon for the rest of this turn. Shuffle the other cards into your Deck. During any End Phase: You can banish this card from your Graveyard and Tribute 4 "Cluck" monsters you control; the turn player draws 10 cards.

[color=#FF0066]Cluckocide[/color]
[color=#000000]Normal Trap[/color]

Tribute 1 "Cluck" monster to target 1 card on the field; destroy it. If you do, when you take Battle Damage and there are 3 or more "Cluck" monsters with different names in your Graveyard: Banish this card from your Graveyard and banish all cards from your opponent's field, hand, Deck, Extra Deck and Graveyard with the same name as the destroyed card.

[color=#008000]Cluck Tower[/color]
[color=#000000]Field Spell[/color]

If a card is destroyed by battle with, or the effect of, a "Cluck" monster, you can return it the bottom of the Deck or banish it instead of sending it to the Graveyard. During any End Phase, if you control no other face-up cards: You can choose 1 "Cluck" monster from your Deck and place it on top of your Deck.
[/spoiler]

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  • 2 weeks later...

[quote name='Randomflyingobjects' timestamp='1358042426' post='6119302']
No, we just haven't finished judging yet.

I think.
[/quote]
They've had over 2 weeks to judge. Judging for something like this takes 2-4 hours. The contest is long since dead. Which is a shame cuz I wanted to win. :(

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Finally:

[b]I Hate Snatch Steal[/b]
Angelic Familliars
Originality/Creativity: 1.83/5 The original concept is cool, but the individual cards effects are somewhat boring and generic.
Balance/Playability: 3/5 This Deck needs more than just a bunch of Familiars. You most likely need a searcher as well as a good Tribute. Their effects are rather scattered and don't have anything to do with each other besides how you summon them. The effects are ok but their are better cards to do the same thing. Nice job with a Fusion Archetype, though HEROs already do it.
Level Mimickers
Originality/Creativity: 2.23/5 Once again, fine idea, put you didn’t pull it off well. Effects are more or less identical.
Balance/Playability: 2/5 Lacks any sort of defensive or swarming ability, but, I suppose you could equip super cheap cards like the Egyptian God Cards and BLS-EotB for the sheer power and that would be bad...

[b]Beginning446[/b]
Life Balancers
Originality/Creativity: 3.38/5 All the cards had similar, yet different effects, plus the archetype itself was original. I love the idea, especially the field balancing and manipulation , however it would’ve been also cool to have some Ojama Trio-esque cards since Ojama Trio is Semi-Limited.
Balance: 2.83/5 Had nice balance, considering the monsters' ATK points. The only problem here is the fact that most of the cards took a good position and made it better, like when the opponent takes damage, you gain points. I think this is called a 'Slippery Slope'. Also, there are problem cards like Gift Card. With Exchanger, you now have an easily searched/summoned version of Nurse Reficule that also lets you gain Life Points.
Sanctuary
Balance: 5/5 Not bad, I must say.
Originality: 3.5/5 Doesn't actually bring something new, no new mechanics, no nothing.

[b]Chinotornes[/b]
Originality/Creativity: 4/5 Nice idea, actually, it could’ve worked.
Balance/Playability: 3/5 Unfortunately, the cards are awfully slow and underpowered with the single exception of Apocalypse Storm. Also, despite that you gain ATK for face-downs, I don’t see anything preventing those face-downs from activating and killing you, especially with Mirror Force at 2 now.

[b]D.A._Siegfried[/b]
Originality/Creativity: 3.5/5 Having two completely contradicting sets in one (Deserters) is bad. But the original idea is nice.
Balance/Playability: 3.5/5 Rather balanced considering the fact that these guys don't all have too high of an ATK power, but you can wind up Summoning 5 of them each turn. Total Xyz Spamming. They also have anti-meta power, which pushes them to being OPed.

[b]A Background Character[/b]
Originality/Creativity: 4.5/5 Really nice.
Balance/Playability: 4.25/5 A little slow but very balanced.

[b]Loyalist[/b]
Originality/Creativity: 5/5 Quite original, not your bland "the cost is actually an extra effect" type of archetype.
Balance/Playability: 4/5 Somewhat powerful.

[b]Chance Furlong[/b]
Originality/Creativity: 2/5 They are almost all the same, they also don't bring anything new to the table.
Balance/Playability: 3/5 Judges contradict, but here's the average.

[b]Nightmare Zarkus[/b]
Originality/Creativity: 4.5/5
Balance/Playability: 4.5/5

[b]Archlord Sora[/b]
Originality/Creativity: 5/5 I see why you were pressing me to judge ^_^. Original, not your bland "the cost is actually an extra effect" type of archetype.
Balance/Playability: 4.5/5 You've put thought into this.

[b]AznKvn[/b]
Originality/Creativity: 3.5/5 Meh.
Balance/Playability: 2/5 Nononono, you just lock your opponent down completely without cost, without a way to prevent that.

[b]newhat[/b]
Balance: 4/5 Worried more about playability than balance
Originality: 3.5/5 I don't really see anything special here.

[u][b]Prizes[/b][/u]
[b]First Place: [/b]Archlord Sora
[b]Other Places:[/b] Nightmare Zarkus and Loyalist, tied.
[b]Consolation:[/b] A Background Character, coming close.

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Actually, while they to kinda contradict each other they still work well with each other. The thing about the normal Teravoids is that none of them can be NS, while the Deserters can. As well as this, the normal can easily deck you out as all of their mills are mandatory unless under skill drain which is counter productive anyways. You also can't spam the same normal Teravoid in one turn to prevent loops from occurring.

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In my defense, I had thought of this, but due to the 9 card limit, I chose cards that best showed the playstyle of the set. There are 42 other cards in the set, 10 of which dedicated to blocking your opponent's traps, or locking them as set for a few turns.

Although, the 3 winners did do an exceptional job I must concede...

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