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Arhionvar

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This is the wormhole archetype. It focuses on using the field spell Wormhole to do massive damage to your opponent, but no damage to you!

 

[attachment=39756:hole.jpg]

 

Once per turn, during either players turn, when a monster is summoned: Negate the summon of that monster, destroy it, then inflict 1000 damage to its controller.

 

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This card can only be activated when "Wormhole" is face up on the field. Pay 500 life points: destroy 1 face up card your opponent controls and 1 set card your opponent controls.

 

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Each player targets a level 4 or lower monster in their respective graveyard and special summons it. The monsters summoned by this effect are unaffected by field spell card effects.

 

[attachment=39757:maiden.jpg]

 

This card's summon cannot be negated by the effect of "Wormhole". Destroy this card if "Wormhole" is not face up on the field. Special summon this card as an effect monster (Spellcaster-Type/DARK/Level 8/ATK 2000/DEF 1000). (This card is also still a trap card.) You must also tribute monsters whose total level stars are 8 or more. If this card is an effect monster, it gains this effect:
Once per turn: you can special summon 1 level 4 "Wormhole" monster from your deck in face up attack position.
 
[attachment=39751:falcon.jpg]
 
This card's summon cannot be negated by the effect of "Wormhole". If "Wormhole" is not face up on the field, destroy this card. Increase this card's level by 1 for each face up "Wormhole" monster you control. This card cannot be normal summoned or set. It must first be special summoned (from your hand) when your opponent controls more monsters than you do.
 
[attachment=39748:steed.jpg]
 
This card's summon cannot be negated by the effect of "Wormhole". If "Wormhole" is not face up on the field, destroy this card. Increase this card's level by 1 for each face up "Wormhole" monster you control. This card can attack your opponent directly, but half of this card's attack is taken from your life points at the end of the damage step.
 
[attachment=39750:tortoise.jpg]
 
This card's summon cannot be negated by the effect of "Wormhole". If "Wormhole" is not face up on the field, destroy this card. Increase this card's level by 1 for each face up "Wormhole" monster you control. A monster that attacked this face down defense position card is destroyed at the end of the damage step.
 
[attachment=39749:ape.jpg]
 
This card's summon cannot be negated by the effect of "Wormhole". If "Wormhole" is not face up on the field, destroy this card. Increase this card's level by 1 for each face up "Wormhole" monster you control. Before damage calculation, if this card attacks a defense position monster: destroy it.
 
[attachment=39752:wolf.jpg]
 
2 level 6 "Wormhole" monsters
This card's summon cannot be negated by the effect of "Wormhole". If "Wormhole" is not face up on the field, destroy this card. Once per turn: If "Wormhole" is face up on the field, you can target 1 face up card your opponent controls and one set card your opponent controls; destroy both targets. The targeted card's effects cannot be activated in response to this card's activation.
 
*The way you make this card? When you have 2 wormhole monsters, they both increase their levels by 2, then become 6.
 
[attachment=39753:monster.jpg]
 
4 level 8 "Wormhole" monsters
This card's summon cannot be negated by the effect of "Wormhole". If "Wormhole" is not face up on the field, destroy this card. You can detach 2 xyz materials from this card: Banish all "Wormhole" monsters in your graveyard, then destroy all cards on the field except this card and "Wormhole"
 
*The way you make this card? When you have 4 wormhole monsters, they all increase their level by 4, then become 8.
 
[attachment=39758:marron.jpg]
 
1 tuner + 2 or more non-tuner "Wormhole" monsters
This monster cannot be summoned if "Wormhole" is on the field. When this card is summoned, you can add 1 "Wormhole" from your deck to your hand. You can tribute this card; your opponents life points become zero.
 
*THE THOUGHT BEHIND THIS CARD IS THAT WORMHOLE MONSTERS DO NOT SURVIVE WITHOUT WORMHOLE, THUS, YOU NEED TO USE SOMETHING THAT COPIES THE NAME OF THE WORMHOLE MONSTERS REQUIRED TO SUMMON IT. THIS IS THE REASON WHY THIS IS A GAME WINNER CARD.

 

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Too overpowered in every way. Sorry.

What cards do you mean are overpowered? Wormhole? I'm thinking about changing it so that you take 1000 then it negates the summon, but I understand how the card is basically a lock-down when you play it. What other cards do you have in mind and how would you change wormhole? You just gave me an opinion without any backup.

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What cards do you mean are overpowered? Wormhole? I'm thinking about changing it so that you take 1000 then it negates the summon, but I understand how the card is basically a lock-down when you play it. What other cards do you have in mind and how would you change wormhole? You just gave me an opinion without any backup.

Yeah sorry about that. I do owe an explanation. Yeah it is a bit much of a lockdown, perhaps too much. If you added some cost to Wormhole, like, "Once per turn, the controller of this card must banish one card from their hand or destroy this card. The banished card's effect cannot be activated while removed from play (if it has any)"

Some solid, hard-hitting cost that would force you to play effectively, conservatively, and smartly. After all, you're banishing one card per turn to keep your opponent locked down and your monsters alive. You could also use the cost to your advantage. For example, running the Helios archetype with a wormhole deck, while having completely awesome theme join-ups, would completely rape since helios gains power from banished monsters.  Moreover, having Return from the Different Dimension as a back-up if you opponent Dark Hole's you. Mixing up some Lightpulsar/BLS/Chaos Sorcerer would also play to this deck's advantage. Having a token-generating card would allow you to use up Wormhole's destruction effect and let you play the rest of the turn your way. Having lots of life gain traps like Magic Cylinder and Rainbow Life would work.

Also, Marron's effect should be changed completely. A synchro that can end the game just like that, on any turn is out of the question. You could change it to something like "If this card attacks your opponent directly 3 times, you win the Duel". Since he has 0 attack, his victory would depend on you keeping your opponent locked down with no monsters.

I really like this idea for a new archetype, and I think it works, you just need to review the cards to make sure they're balanced.

If you want an example you could check out the H.M. archetype that i found floating around here recently.

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Yeah sorry about that. I do owe an explanation. Yeah it is a bit much of a lockdown, perhaps too much. If you added some cost to Wormhole, like, "Once per turn, the controller of this card must banish one card from their hand or destroy this card. The banished card's effect cannot be activated while removed from play (if it has any)"

Some solid, hard-hitting cost that would force you to play effectively, conservatively, and smartly. After all, you're banishing one card per turn to keep your opponent locked down and your monsters alive. You could also use the cost to your advantage. For example, running the Helios archetype with a wormhole deck, while having completely awesome theme join-ups, would completely rape since helios gains power from banished monsters.  Moreover, having Return from the Different Dimension as a back-up if you opponent Dark Hole's you. Mixing up some Lightpulsar/BLS/Chaos Sorcerer would also play to this deck's advantage. Having a token-generating card would allow you to use up Wormhole's destruction effect and let you play the rest of the turn your way. Having lots of life gain traps like Magic Cylinder and Rainbow Life would work.

Also, Marron's effect should be changed completely. A synchro that can end the game just like that, on any turn is out of the question. You could change it to something like "If this card attacks your opponent directly 3 times, you win the Duel". Since he has 0 attack, his victory would depend on you keeping your opponent locked down with no monsters.

I really like this idea for a new archetype, and I think it works, you just need to review the cards to make sure they're balanced.

If you want an example you could check out the H.M. archetype that i found floating around here recently.

Thanks for the input! I'm definitely going to change Wormhole then. I'm not sure about changing Marron because, like said in the post, he can't be summoned if Wormhole is on the field. Therefore, wormhole monsters could not survive and you'd need a name copier to summon him. He also needs 1 tuner plus 2 monsters, pretty much making him unusable. I may change his effect to something like this: You can tribute this card; destroy all cards on your side of the field, then in 3 turns, you win the duel. The reason I'm against the 3 attacks thing is that Ghostricks could abuse it, as you don't need wormhole on the field to summon him therefore you could still have mansion.

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Thanks for the input! I'm definitely going to change Wormhole then. I'm not sure about changing Marron because, like said in the post, he can't be summoned if Wormhole is on the field. Therefore, wormhole monsters could not survive and you'd need a name copier to summon him. He also needs 1 tuner plus 2 monsters, pretty much making him unusable. I may change his effect to something like this: You can tribute this card; destroy all cards on your side of the field, then in 3 turns, you win the duel. The reason I'm against the 3 attacks thing is that Ghostricks could abuse it, as you don't need wormhole on the field to summon him therefore you could still have mansion.

No problem, and I see what you mean. Btw, I JUST posted a new archetype I made. Check it out if you want :D

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