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Hell rises and diabolic creatures spawn - the Spawn archetype


Bleaknight

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This is the Spawn archetype, comprised of "Hellspawn" and "Minionspawn" cards. The Hellspawn cards are big monsters with 0 / 0 stats with hugely powerful effects, yet come with the drawback of being shuffled back into your Deck at each of your standby phases (yeah, like Metaion the Timelord). Meanwhile, the Minionspawn cards are their minions which help keeping them into the field or supplying you with more Hellspawn cards to keep the game going. Without further ado, here they come!

[spoiler='Monsters']
[spoiler='Hellspawns']
hellspawn%20shredgore.jpg
Cannot be Special Summoned from the Deck. If you control no monsters, you can Special Summon this card (from your hand). Cannot be destroyed by battle or card effects. You take no Battle Damage from battles involving this card. At the end of the Battle Phase, if this card battled: Target 2 cards on the field; send them to the Graveyard. During your Standby Phase: Shuffle this card into the Deck (even if face-down).

hellspawn%20hound%20tamer.jpg
Cannot be Special Summoned from the Deck. If you control no monsters, you can Special Summon this card (from your hand). Cannot be destroyed by battle or card effects. You take no Battle Damage from battles involving this card. At the end of the Battle Phase, if this card battled: Return all cards your opponent controls to the hand. During your Standby Phase: Shuffle this card into the Deck (even if face-down).


hellspawn%20archdemon.jpg
Cannot be Special Summoned from the Deck. If you control no monsters, you can Special Summon this card (from your hand). Cannot be destroyed by battle or card effects. You take no Battle Damage from battles involving this card. At the end of the Battle Phase, if this card battled: Return all Spell/Trap Cards your opponent controls to the Deck. During your Standby Phase: Shuffle this card into the Deck (even if face-down).

hellspawn%20belial.jpg
Cannot be Special Summoned from the Deck. If you control no monsters, you can Special Summon this card (from your hand). Cannot be destroyed by battle or card effects. You take no Battle Damage from battles involving this card. At the end of the Battle Phase, if this card battled: Special Summon 1 "Minionspawn" monster from your Deck. During your Standby Phase: Shuffle this card into the Deck (even if face-down).


hellspawn%20czar.jpg
Cannot be Special Summoned. You can Tribute Summon this card by Tributing 1 "Hellspawn" monster. This face-up card is not treated by your cards/effects as a monster you control. Cannot be destroyed by battle or card effects. You take no Battle Damage from battles involving this card. "Hellspawn" monsters you control do not have to activate their effects that shuffle them into the Deck.

 

traitorous%20hellspawn.jpg
You can Special Summon this card (from your hand) to your opponent's side of the field by Tributing 1 monster they control. Cannot be destroyed by battle or other card effects. You take no battle damage from battles involving this card. When this card battles a "Hellspawn" monster: Negate the attack and take 1000 damage. When this card battles a "Minionspawn" monster: Destroy this card.

 

hellspawn%20behemoth.jpg
2 Level 10 monsters
Cannot be destroyed by battle or card effects. You take no Battle Damage from battles involving this card. During each of your End Phases, destroy this card unless you detach 1 Xyz Material from it. When an Xyz Material(s) is detached from this card: It gains 1500 ATK, also add 1 "Hellspawn" monster from your Deck to the hand and skip your next Standby Phase.[/spoiler]


[spoiler='Minionspawns']
minionspawn%20demon.jpg
This face-up card is not treated by your cards/effects as a monster you control. If a "Hellspawn" monster you control would be shuffled into the Deck, you can shuffle this card into the Deck instead. When this card is Normal Summoned: Add 1 "Hellspawn" card from your Deck to your hand.

minionspawn%20horrormount.jpg
This face-up card is not treated by your cards/effects as a monster you control. When a card or effect is activated that shuffles a "Hellspawn" monster you control into the Deck: You can target 1 card your opponent controls; shuffle it into the Deck, then add 1 "Hellspawn" monster with a different name from your Deck to the hand.

minionspawn%20cerberus.jpg
This face-up card is not treated by your cards/effects as a monster you control. This card can be treated as 2 Tributes for the Tribute Summon of a "Hellspawn" monster. When a "Hellspawn" monster is Tribute Summoned by Tributing this card: Add 1 "Minionspawn Cerberus" from your Deck to your hand, then you can shuffle  1 "spawn" card in your Graveyard into the Deck.

 

minionspawn%20knightmare.jpg
This face-up card is not treated by your cards/effects as a monster you control. You can Tribute 1 Level 10 monster you control; Special Summon 1 "Hellspawn" monster from your Deck, except "Hellspawn Czar", ignoring its Summoning conditions.[/spoiler][/spoiler]


[spoiler='Spells / Traps']
rise%20of%20the%20hellspawns.jpg
If you control no monsters, except "Hellspawn" monsters: During this turn, "Hellspawn" monsters you control cannot activate their effects, but their ATK becomes 3000. If this card is in the Graveyard: You can shuffle 1 "Hellspawn" monster you control into the Deck; add this card to your hand. You cannot activate this effect during the turn this card is activated.

spawn%20harvest.jpg
If you control no monsters, except "Hellspawn" monsters: Target 1 "Hellspawn" monster you control; shuffle it into the Deck, then Special Summon 2 "Minionspawn" monsters from your Deck.

baptism%20by%20fire.jpg
Add 1 "Minionspawn" monster from your Deck to the hand. If you control no monsters, you can pay 600 Life Points to also add 1 "Hellspawn" monster.


lava%20pits.jpg
Until your next Main Phase, "Hellspawn" monsters you control do not have to activate their effects that shuffle them into the Deck. If this card is in your Graveyard, you can activate either of the following effects:
● Shuffle 1 card from your hand into the Deck; add this card to your hand.
● Banish this card; draw 1 card.

spawn%20deathlust.jpg
If you control no monsters, except "Hellspawn" monsters: Target 1 "Hellspawn" monster you control; its ATK becomes 3000 until the End Phase, also skip your next Standby Phase. If this card is in your Graveyard, during your Standby Phase, immediately after a "Hellspawn" monster has been shuffled into the Deck: You can shuffle 1 "spawn" monster from your hand into the Deck; add this card to the hand.


hellspawn%20army.jpg
When an Effect Monster's effect or a Spell/Trap Card is activated: Shuffle 1 face-up "spawn" monster into the Deck; negate that activation, and if you do, destroy it.[/spoiler]

Please comment what you think about this archetype, all (constructive) feedback is greatly appreciated!
Also check out my other archetypes (in my signature) if you liked this one.

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  • 1 month later...
  • 2 weeks later...

Bumped, with a new card!

 

traitorous%20hellspawn.jpg
You can Special Summon this card (from your hand) to your opponent's side of the field by Tributing 1 monster they control. Cannot be destroyed by battle or other card effects. You take no battle damage from battles involving this card. When this card battles a "Hellspawn" monster: Negate the attack and take 1000 damage. When this card battles a "Minionspawn" monster: Destroy this card.

 

Basically it's an alternate win condition. The Hellspawns rely only on 3: raising their own ATK to 3000 via card effects which aren't easily recyclable, battle damage via the Minionspawns which isn't all that easy since the Hellspawns' effects only kick in AT THE END of the Battle Phase, so you can't clear the field then attack with the Minionspawns, and Xyz Summoning themselves for either Rank 4s (Minionspawns) or Rank 10s (Hellspawns), and you'll not very often have 2 Hellspawns on the field to Xyz. This card adds an extra mean to win - burning the opponent slowly with its effect. However, to balance it out, it really makes the only damage you're able to deal is either via effect damage (something not present in the archetype, besides this card) or Hellspawns, which again, are hard to keep up with. Also, it's far from having no drawbacks - it negates the Hellspawns' effect activation and it also works as a wall for the opponent. Its effect to auto-destroy against Minionspawns is an escape route for when you don't need it on the field anymore.

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  • 5 weeks later...
  • 1 month later...
  • 1 month later...

I felt bad, so I decided I would review them. I looked at the Spellcards first, which were really interesting, so I looked at the monsters, first the Hellspawn.

You pushed me away instantly. Far too easy of a Summoning condition on each, and the fact you don't take damage makes their when battle effects far too easy and OP. Honestly, this is a horribly done archetype due to that. You can just plop Houndmaster and compulsory everything your opponent has, making them never want to Extra Deck Summon or make a power play unless they can deal with Houndmaster, but then you have a bunch more broken Hellspawn waiting to trigger.

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I felt bad, so I decided I would review them. I looked at the Spellcards first, which were really interesting, so I looked at the monsters, first the Hellspawn.

You pushed me away instantly. Far too easy of a Summoning condition on each, and the fact you don't take damage makes their when battle effects far too easy and OP. Honestly, this is a horribly done archetype due to that. You can just plop Houndmaster and compulsory everything your opponent has, making them never want to Extra Deck Summon or make a power play unless they can deal with Houndmaster, but then you have a bunch more broken Hellspawn waiting to trigger.

Metaion,theTimelord-PHSW-EN-ScR-1E.jpg

 

Yet Metaion is barely ever ran.

If it were OP'd, it would probably be ran very often.

Being unable to have non-Minionspawn monsters on the field to get the Hellspawns is a big drawback and their shuffling themselves into the Deck is another extreme drawback that balances them out. You can't "compulsory everything" with Houndmaster every turn because it shuffles itself into the Deck every other turn, and to prevent that you must waste resources, so it's far, far from free compulsory.

Yes, they're hard to get rid of, but they require constant maintenance (Standby Phase skipping) and that doesn't come easily. Not to mention that in the chance you actually get them off the field yourself (bouncing, Tributing, sending to grave, negating effect etc) their controller is likely going to take a huge blow.

So I disagree about them being op'd. (And that comes from testing as well.)

Still, thanks for commenting.

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Even though the "Hellspawn" monsters come with bitter drawbacks, I still think that they are a bit too easy to Summon off the bat. I think that it would be better to either take away the effect of the "Minionspawn" monsters that does not count them as a monster you control, OR to require a Normal Summon for the "Hellspawn" monsters rather than a Special Summon. Perhaps that would hamper the deck's speed, but for such amazing effects, I believe that would be better. Also, I do enjoy the support Spell/Trap cards. Their effects which activate in the Graveyard add flavor that makes them unique, less of a generic set of support cards and more individual. The only "Hellspawn" who stands out as overpowered to me is Hound Tamer. I would maybe limit him to returning all monsters to the hand instead of all cards, or maybe banish all Set cards with cards not able to activate in response to the effect. Even if he is a temporary threat, that level of bouncing can potentially set back the opponent for several turns. Overall, I like seeing an archetype based on the idea of transient yet devastating boss monsters. Well done!

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Even though the "Hellspawn" monsters come with bitter drawbacks, I still think that they are a bit too easy to Summon off the bat. I think that it would be better to either take away the effect of the "Minionspawn" monsters that does not count them as a monster you control, OR to require a Normal Summon for the "Hellspawn" monsters rather than a Special Summon. Perhaps that would hamper the deck's speed, but for such amazing effects, I believe that would be better. Also, I do enjoy the support Spell/Trap cards. Their effects which activate in the Graveyard add flavor that makes them unique, less of a generic set of support cards and more individual. The only "Hellspawn" who stands out as overpowered to me is Hound Tamer. I would maybe limit him to returning all monsters to the hand instead of all cards, or maybe banish all Set cards with cards not able to activate in response to the effect. Even if he is a temporary threat, that level of bouncing can potentially set back the opponent for several turns. Overall, I like seeing an archetype based on the idea of transient yet devastating boss monsters. Well done!

Them being Special Summoned instead of Normal just makes you able to Normal a Minionspawn in addition, which is much needed support for them (as my testing indicates). Taking away the Minionspawns' trait to be treated as nonexistent would take away from the own archetype's concept, since if you summon even one you won't be able to get the Hellspawns anymore (except by Tribute Summoning which is far too costly to rely exclusively on).

And I don't think it makes a lot of difference as to Hound Tamer bouncing all cards or bouncing only monsters since after all the Spells/Traps can just be Set again at no cost, most of the time it wouldn't make a difference.

Glad you liked the archetype and thanks for these comments (the gameplay-related 'reviews' are my favorite)!

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The 4000 version is hardly ran also (same with Lightsworns overall these days), so time for me to make an archetype that can drop 4k beats at no cost! To justify, I'll point to a card with a considerably broken effect.

gg.

I just don't care for them, and making more Metalions won't do the game much good.

And okay, a mass compulsory as opposed to a free compuls. The times I've fought Metalion, I've had no fun. It wasn't something I cared seeing in the game I enjoyed, and thus I don't like these cards. Opinion stated, and unmoving.

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The 4000 version is hardly ran also (same with Lightsworns overall these days), so time for me to make an archetype that can drop 4k beats at no cost! To justify, I'll point to a card with a considerably broken effect.

Because they obviously work exactly the same and thus this is a valid comparison.

Also, Malefics called. They want their broken concept back along with their tier 0 status.

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In the YCM Rules, did they not say referring to cards made broke by Konami is not an acceptable justification as to the creation of broke cards? Your arguement stands pointless and invalid. I know Malefics are a broken status. If you feel the need to discuss further, feel free to PM me.

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In the YCM Rules, did they not say referring to cards made broke by Konami is not an acceptable justification as to the creation of broke cards? Your arguement stands pointless and invalid. I know Malefics are a broken status. If you feel the need to discuss further, feel free to PM me.

9202d1361162724-375994_sarcasm_sign.jpg

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Why would you use sarcasm to a reply in your archetype?

You pointed out that a card isn't played, as did I. I don't really see a point in it. If my review angered you, then I apologize and all that but please note that when you post cards you put your ideas out for criticism, and reacting immaturely to criticism is perhaps why there is a distinct lack of good, noteworthy card makers reviewing your Archetype.

kthnx.

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Why would you use sarcasm to a reply in your archetype?

You pointed out that a card isn't played, as did I. I don't really see a point in it. If my review angered you, then I apologize and all that but please note that when you post cards you put your ideas out for criticism, and reacting immaturely to criticism is perhaps why there is a distinct lack of good, noteworthy card makers reviewing your Archetype.

kthnx.

Your review is not correct, that's my point. Sarcasm as in "malefics are broken" - Malefics see pretty much no competitive play, which means they're far from broken, meaning your argument about Sephylon is wrong (and a generalization also, which makes it wrong by itself). People don't use sarcasm only when they're angry, you know.

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