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Good day to you! I finally finished my longest Archetype in a while. I put a lot of work into this one, so it took way longer than I expected. But now that it’s finally done I’m happy to show it to you all. It seems like it does quite a lot, though it does have a main theme. Counters and returning to the Deck from the Graveyard and the main card in this Deck is Light-Up! Count-Down!, which you need so you can add the cards to your hand instead. The main Deck monsters don’t have too much in control, though the extra monsters support that, as well as the Spells and Traps. Every image is kind of different, which supports the fact that the monsters are named of their types (except for Lightchro which is named after it’s Attribute), as they are all different in both what they do, and how they look. The Spells/Traps also have a naming gimmick, by having every name tied together with “-“. I am also thinking of 5 new cards, one is a Level 1 Pyro Tuner with Level increases, the second is a Continuous Trap Card, which is going to be somewhat like World Crash, except that you are able to Summon monsters without using Synchro Material Monsters, and it’s going to be a Synchro Summon, not a Special Summon so you can reuse them, the third, fourth and fifth are going to be a Level 8 Main Deck monster, a Level 8 Synchro and a Chaos Xyz Rank 8, as an upgrade to Synchrox. Every card also has Rulings, in case you were wondering how some might work. Anyway, enjoy and Reps for reviews!

 

MAIN DECK MONSTERS

 

[spoiler=Warrior]

Light-UpWarrior.png

 

Once per turn, if this card would be destroyed by a card effect: You can send 1 LIGHT monster from your hand to your Graveyard; negate that effect. When this card battles: You can destroy any number of “Light-Up” cards you control; this card gains 200 ATK for each card destroyed until the End Phase, then change this card’s battle position during the end of the Damage Step. If this card in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: You can add 1 “Light-Up!” card from your Deck to your hand, except “Light-Up! Warrior!”. If this card is sent from the hand to the Graveyard to activate a “Light-Up!” card effect: Draw 1 card and reveal it; if it was a “Light-Up!” Spell/Trap card, you can activate it directly from your hand (if you cannot activate it, add it to your hand or discard it).

 

Rulings:

*The effect to negate it being destroyed by a card effect can be used during the Damage Step, but not when it would be destroyed by battle.

*You cannot activate the Spell/Trap Card from your hand if you control 5 Spell/Trap Cards, another effect is preventing you from activating, or a condition on one of the Spell/Traps prevents you from activating/controlling more.

*Discarding the card or adding it to the hand does not start a new Chain.

[/spoiler]

 

[spoiler=Psychic]

Light-UpPsychic.png

 

Cannot be Special Summoned from the Deck. You can discard 1 LIGHT monster from your hand to your Graveyard; Special Summon this card from your hand. If it was a “Light-Up!” monster: You can send the top card from Deck to your Graveyard; add 1 “Light-Up!” monster from your Deck to your hand, except “Light-Up!” Psychic”, also you can Normal Summon 1 “Light-Up!” monster with 1 less Tribute this turn. You can only Special Summon 1 “Light-Up! Psychic!” this way per turn. Once per turn: You can target 1 "Light-Up!" monster in your Graveyard; shuffle that target into your Deck, also you can send 1 "Light-Up" card from your hand or Deck to your Graveyard, except a card with the same name as that target, and if you do, decrease or increase this card's Level by 1. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a “Light-Up” monster.

 

Rulings:
*”Cannot be Special Summoned.” is a condition and cannot be negated.

*You cannot discard a card to activate this card’s first effect if Macro Cosmos is in play.

*The effect which happens on its own Summon starts a new Chain when the last Chain has resolved, and Light-Up! Psychic does not need to be face-up for it to resolve properly, however, if the Summon was negated, you do not gain the additional effect.

*” This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a “Light-Up” monster.” is a condition, and cannot be negated.

[/spoiler]

 

[spoiler=Fiend]

Light-UpFiend.png

 

Cannot be Special Summoned, except by its own effect(s). If you control no monsters: You can discard 1 or more LIGHT monsters from your hand to your Graveyard, except this card; Special Summon this card from your hand or Graveyard. If this card is sent from the field to the Graveyard: You can shuffle this card and another "Light-Up!" card from your Graveyard into the Deck; draw 1 card. If this card is sent from your hand to your Graveyard to activate a “Light-Up!” card effect: You shuffle 2 “Light-Up” cards from your Graveyard into your Deck, except this card; Special Summon this card from your Graveyard, but it’s ATK and DEF become 0, also destroy this card during the End Phase. This effect of “Light-Up! Fiend!” can only be used once per turn.

 

Rulings:
*”Cannot be Special Summoned, except by its own effect(s)” is a condition and cannot be negated.

*If you control another monster at resolution, you still Special Summon this card.

*If this card is sent from the hand to the Graveyard before its Summon effect resolves, you can still Special Summon it from the Graveyard. The same goes if it was added to the hand during resolution.

*If this card is removed from the Graveyard during resolution of the second effect, you cannot resolve it properly, as you need to shuffle both into the Deck, as indicated by the “and”.

 [/spoiler]

 

[spoiler=Spellcaster]

Light-UpSpellcaster.png

 

If the only monsters in your Graveyard are "Light-Up" monsters, you can Special Summon this card (from your hand). If this card is sent to the Graveyard for a Synchro Summon: You can shuffle the Synchro Material Monsters used to Synchro Summon into your Deck to draw 1 card and reveal it; if it was a "Light-Up!" Spell or Trap Card, activate it directly from your hand (if you cannot activate it, add it to your hand or discard it), if it was not, you can add 1 "Light-Up" Spell or Trap Card from your Graveyard to your hand, then send the drawn card to your Graveyard. When this card is sent from your hand to your Graveyard to activate a "Light-Up" card effect: Destroy Spell and Trap Cards on the field up to the number of "Light-Up" Spell and Trap Cards you control. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Light-Up" monster.

 

Rulings:
*You must have at least 1 Light-Up! Monster in your Graveyard to Special Summon this card from your hand.

*You must have both monsters in the Graveyard to resolve this card’s first effect.

*Discarding the card or adding it to the hand does not start a new Chain.

*Adding a Light-Up! Spell/Trap Card to your hand does not start a new Chain.

*Destroying Spells/Traps is mandatory.

*”This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Light-Up" monster.” is a condition and cannot be negated.

[/spoiler]

 

[spoiler=Dragon]

Light-UpDragon-6.png

 

Cannot be Special Summoned, except by its own effect. You Special Summoned (from your hand) by having 5 or more monsters with different names in your Graveyard. You can only Special Summon 1 “Light-Up! Dragon!” this way per turn. When this card is Special Summoned while there is a LIGHT monster in your Graveyard: You can shuffle 1 or more (max. 3) “Light-Up” cards into your Deck; this card gains this effect.

  Once per turn, when this card attacks, if there is a “Light-Up!” monster in your Graveyard: This card gains 500 ATK until the end of the Battle Phase, also you can discard 1 LIGHT monster and shuffle 1 other LIGHT monster in your Graveyard into your Deck; this card is unaffected by other card effects until the End Phase.

 

Rulings:

*”Cannot be Special Summoned, except by its own effect.” is a condition and cannot be negated.

*Special Summoning this card does not start a Chain.

*”You can only Special Summon 1 “Light-Up! Dragon!” this way per turn.” is a condition and cannot be negated.

*Gaining 500 ATK happens when this card declares an attack.

*This card’s bullet effect is a Quick Effect; the second part can be activated at any point during the Battle Phase when this card has attack, until the end of the Damage Step of this card’s attack.

[/spoiler]

 

SPELLS AND TRAPS

 

[spoiler=Counter-Down]

Light-UpCount-Down.png

 

Place Light-Up! Counters equal to the number of "Light-Up!" cards in your Graveyard on this card. After a "Light-Up!" card effect that shuffles a card into your Deck has been activated and has resolved: You can remove 1 Light-Up! Counter from this card for each card shuffled into the Deck; add cards with the same name(s) from Deck to your hand equal to the number of Light-Up! Counters removed. When this card is destroyed: Distribute the Light-Up! Counters on this card among "Light-Up" Spell/Trap Cards you control. You can only control 1 face-up “Light-Up! Count-Down!”

 

Rulings:
*You can activate this card if there’s no Light-Up! cards in your Graveyard.

*If you cannot add cards to your hand during resolution, you still remove the Counters.

*”You can only control 1 face-up “Light-Up! Count-Down!”” is a condition and cannot be negated.

[/spoiler]

 

[spoiler=Light-Beam]

Light-UpLight-Beam.png

 

You can only activate this card if you control a "Light-Up" Spell/Trap Card with a Light-Up! Counter(s): Destroy 1 or more Spell/Trap Cards you control; destroy Spell and Trap on the field equal to the number of "Light-Up" Spell/Trap Cards destroyed this way.

[/spoiler]

 

[spoiler=Galaxy-Lights]

Light-UpGalaxy-Lights.png

 

During the End Phase: Put 1 Light-Up! Counter on this card. Once per turn, during your Main Phase 1: You can remove any number of Light-Up! Counters from this card; until the end of this Main Phase, you can Synchro Summon "Light-Up" Synchro Monsters with 1 less Level then required for each Light-Up! Counter removed from this card. When this card is destroyed: Distribute the Light-Up! Counters on this card among face-up "Light-Up" Spell/Trap Cards you control.

 

Rulings:

*Removing Counters start a Chain, Synchro Summoning does not, as it’s not a part of this card’s effect.

[/spoiler]

 

[spoiler=World-Crash]

Light-UpWorld-Crash.png

 

Each time a "Light-Up!" monster(s) is Summoned: Place 1 Light-Up! Counter on this card (max. 12) for each of those monsters. You cannot destroy this card, except by its own effect, or by the effect of a "Light-Up!" card. During either player's turn: You can destroy this card. If this card is destroyed: You can Special Summon 1 LIGHT Synchro Monster with a Level equal to or less than the number of Light-Up! Counters on this card, but it cannot attack this turn.

 

Rulings:

*You cannot put 2 Counters on this card if this card has 11 already.

*”You cannot destroy this card, except by its own effect, or by the effect of a "Light-Up!" card.” is a condition and cannot be negated.

*Destroying this card by its own effect starts a Chain

*”If this card is destroyed” happens after resolution of “You can destroy this card”, if you destroy this card this way.

*Special Summoning a Synchro Monster starts a Chain.

*The Synchro Monster is not Synchro Summoned properly, and cannot be Special Summon from the Graveyard by the effect of Monster Reborn.

*”but it cannot attack this turn.” Is only applied if it’s still face-up, if it was flipped face-down and later flipped face-up, it can attack this turn.

[/spoiler]

 

[spoiler=Light-Waves]

Light-UpLight-Waves.png

 

Target 1 face-up monster your opponent controls and remove Light-Up! Counters from cards you control; that target loses 300 ATK and DEF equal to the number of Light-Up! Counters on removed, also if that target's ATK becomes 0 because of this effect, destroy it.

 

Rulings:

*You must target 1 face-up monster your opponent controls and you must remove Light-Up! Counters to activate this card, you can do neither or only 1 of them, you cannot activate this card.

*Destroying the monster when it reaches 0 ATK does not start a new Chain.

*Any additional ATK/DEF decreases that make that card’s ATK become 0 does not destroy the card, the ATK must be 0 when this card resolves and another card that would increase its ATK after this card is resolved will not resolve properly as that monster would be destroyed.

[/spoiler]

 

[spoiler=Rank-Up]

Light-UpRank-Up.png

 

Target 1 face-up Xyz Monster you control; Xyz Summon 1 "Number C" or "Chaos Xyz" monster with the same Type and 1 Rank higher than that target, using the target as the Xyz Material (Xyz Materials attached to that monster also become Xyz Materials on the new Xyz Monster), then place 1 Light-Up! Counter on each face-up “Light-Up!” Spell/Trap Card you control.

 

Rulings:

*You must be able to place a Light-Up! Counter to activate this card.

*If you control no Light-Up! Spell/Trap Cards at resolution, you still resolve the Xyz Summon properly, but not the other way around as indicated by the “then”.

[/spoiler]

 

SYNCHRO MONSTERS

 

[spoiler=Syncaster]

Light-UpSyncaster.png

 

1 LIGHT Tuner + 1 or more non-Tuner monsters.

If this card is Synchro Summoned: You can move all Light-Up! Counters on the field to another 1 face-up "Light-Up!" Spell/Trap Card you control. You can move all "Light-Up! Counters from 1 "Light-Up!" Spell/Trap Card you control to another "Light-Up!" Spell/Trap Card you control; this card gains 100 ATK and DEF for each Counter moved until the End Phase. This effect of "Light-Up! Syncaster!" can only be used once per turn. Once per turn: You can destroy 1 “Light-Up!” Spell/Trap Card with Light-Up! Counters; draw 1 card.

 

Rulings:
*If this card is Summoned by the effect of Light-Up! World-Crash!” its Summon trigger effect does not activate.

*If you control no other Light-Up! Spell/Trap Card at resolution, you do not move the Counters.

[/spoiler]

 

[spoiler=Aqhro]

Light-UpAqhro.png

 

1 LIGHT Tuner + 1 or more non-Tuner monsters.

If this card is Synchro Summoned: You can move all Light-Up! Counters on the field to another 1 face-up "Light-Up!" Spell/Trap Card you control. Once per turn: You can move up to 3 Light-Up! Counters from Spell/Trap Cards you control to other Spell/Trap Cards you control. You can destroy 1 "Light-Up!" Spell/Trap Card you control with no Light-Up! Counters; destroy 1 card your opponent controls. This effect of "Light-Up! Aqhro" can only be used once per turn.

 

Rulings:
*You can move from multiple Light-Up! Spell/Trap Cards by this card’s first effect.

*You cannot destroy a Light-Up! Spell/Trap if your opponent does not control a card.

[/spoiler]

 

[spoiler=Lightchro]

Light-UpLighchro.png

 

1 "Light-Up!" Tuner + 1 or more non-Tuner monsters.

If this card is Synchro Summoned: Inflict 300 damage to your opponent for each face-up "Light-Up!" Spell and Trap Card you control. Once per turn: If the only Spell/Trap Cards you control are "Light-Up!" cards: You can destroy all monsters on the field, except this card, but this is the only card that can attack this turn. Rulings:
(not 100 % sure of this one)*If this card is removed from the field or flipped face-down, you are unable to attack even if this card enters the field again, or is flipped face-up, but you can use this card’s effect again if you are able to destroy monster, and if you do, you will be able to attack.

[/spoiler]

 

XYZ MONSTERS

 

[spoiler=Xyzchine]

Light-UpXyzhine.png

 

2 Level 4 or more (max 5.) LIGHT monsters

When this card is Xyz Summoned: You can place 1 Light-Up! Counter on each "Light-Up!" Spell and Trap Card you control equal to the number of Xyz Materials attached to this card. This card gains 100 ATK and DEF for each Light-Up! Counter on the field (max. 3000). Once per turn: You can detach 1 Xyz Material from this card; place 1 Light-Up! Counter on each face-up "Light-Up!" Spell and Trap card you control. When this card is destroyed and sent to the Graveyard: You can banish this card from your Graveyard to target 1 face-up “Light-Up!” Spell/Trap Card; place 1 on that target, also place another Light-Up! Counter on that target for each of your banished "Light-Up! Xyzhine", except this card.

 

 

Rulings:

*The max ATK and DEF of this card is not 3000, only 3000 for the ATK gain.

*If this card would gain more than 3000, only up to 3000 will be gained.

[/spoiler]

 

[spoiler=Chaos Xyz: Light-Up! Xyzchine Upgrade!]

ChaosXyzLight-UpXyzchineUpgraded.png

 

2 Level 5 or more (max 5.) "Light-Up!" monsters

When this card is Xyz Summoned: It gains 400 ATK and DEF equal to the number of Xyz Materials attached on it and 100 ATK and DEF for each Light-Up! Counter on the field. This card gains 200 ATK equal to the number of your banished “Light-Up!” cards While this card has "Light-Up! Xyzhine!" attached to it as an Xyz Material, it gains this effect.

 *When this card destroys a monster by battle: You can detach 1 Xyz Material from this card; banish the destroyed monster instead of sending it to the Graveyard, and if you do, draw 1 card.

 

Rulings:

*If there’s no Light-Up! Counter on the field, it does not gain 400 ATK and DEF.

*It’s the current amount of Light-Up! Counters on the field, and the current amount of Xyz Materials attached to it, it does not loss ATK/DEF if any are detached, or any Counters left the field.

*If a Light-Up! Card is removed from the banished zone, this card loses 200 ATK/DEF.

[/spoiler]

 

[spoiler=Synchrox]

Light-UpSynchrox.png

 

1 Level 7 monster + 1 Level 7 Synchro Monster.

If this card has an Xyz Material attached on it that was originally a "Light-Up!" monster, this card cannot be targeted by your opponent's card effects. Once per turn: You can detach 1 Xyz Material from this card to shuffle 1 or more (Max. 3) number of LIGHT monster and/or "Light-Up!" cards into your Deck; this card gains effects based on the type of card(s) shuffled into the Deck until the End Phase of your opponent's next turn:

*LIGHT monster: This card gains 100 ATK and DEF for each LIGHT monster shuffled into your Deck this way.

*"Light-Up!" monster: Until your End Phase, you can Normal Summon 1 "Light-Up!" monster in addtional to your Normal Summon/Set. (You can only gain this effect once per turn)

*"Light-Up!" Spell or Trap: "Light-Up!" Spell and Trap Cards you control are unaffected by your opponent's card effects until the End Phase of your opponent’s next turn.

 

 

Rulings:

*This card can gain all of it's 3 bullet effects.

*You can both gain the LIGHT and Light-Up Monsters at once.
[/spoiler]

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Small OCG fix, it's not 2 Level 4 or more (Max 5), it's 2 or more (max 5) level 4 monsters. At least, if you meant that you can use 2 or more monsters... Same for the Chaos version. I LOVE the art. Very pretty. One thing though - Ally of Justice would tear through this deck like a hot knife through butter. At least, from what I saw. I may be missing something...

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Small OCG fix, it's not 2 Level 4 or more (Max 5), it's 2 or more (max 5) level 4 monsters. At least, if you meant that you can use 2 or more monsters... Same for the Chaos version. I LOVE the art. Very pretty. One thing though - Ally of Justice would tear through this deck like a hot knife through butter. At least, from what I saw. I may be missing something...

I guess you're right, about the Level 4 thing, I'll fix it when I got time. Anyway, yes, they can't really do much againts AoJ, maybe with the exception of Dragon, and the new support will probably take care of that. Anyway, thanks for the review, even if it was shallow.

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Well I commend you on making an archetype this thought out but I will say that I find the monsters a tad excessive and derpy.

 

Main Deck monsters: Outside of dragon, who I find a tad underwhelming. They do too much. Warrior comes with effect negation, drawing, and is a searcher. Psychic is essentially a free summon that provides hand options, graveyard options, and on top of that its a tuner. The pattern continues up to Dragon.

 

Light-Up Count Down Is just too many free cards in hand and the fact that the main deck monsters make it so that this card can be activated during a chain is excessive. Finally it doesn't have a once per turn clause which just adds for even more abuse. Interesting enough other than the other Spell and traps don't seem that useful. As a side note in Wrld Crash you should state where you can special summon the LIGHT synchro monster from (i.e. Extra Deck or graveyard).

 

Syncaster: Aesthetically the effect of Voltanis Syncaster should be beneath the synchro requirements. As for the actual effect. It should be a tad rewritten. As it stands now it seems like you can only use his Light-Up counter moving effect once and that would be on the turn he is summoned.

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As for the actual effect. It should be a tad rewritten. As it stands now it seems like you can only use his Light-Up counter moving effect once and that would be on the turn he is summoned.

I don't really understand this. Did you even read what it said? It can move something once per turn.

 

For the thing about Count-Down!, I'm probably not gonna give it a OPT clause as that would just ruin the whole archetype, but I'm probably gonna give it a maximum Counter clause.

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