Jump to content

Dark Nebula Deck/Nebula Archetype (Finished) (23 cards)


Akron The Void Lord

Recommended Posts

This is a deck that contains some very powerful cards, most of which require the all-important "Dark Nebula" Field Spell face-up.

 

These cards are also designed specifically for my OC Valoth Blackscythe, who is still in development.

 

Keep in mind, that i am new at this, and these cards may be (very) unbalanced.

 

Lore:

 

[spoiler="Lore"]
As the worlds fell into chaos, as the seas boiled and the skies shattered, a doorway opened. A doorway to the dimension of darkness, known to man as the "Dark Nebula". And out spewed horrible creatures, who flooded the world and bended even the mightiest of warriors to their whim. And they were lead by something that was once human, but now has become an entity of power so great that even the very thought of it would drive a man insane. And his name...was Valoth.
[/spoiler]

 

OUlQENT.jpg

 

Effect: All "Nebula" Monsters gain 500 ATK and DEF. If this card is face-up during your Draw Phase, and you draw a  Level 4 or lower"Nebula" Monster, you may Special Summon it immediately for 500 Life Points.

 

 

 

 

8yx5CUh.jpg

 

Effect: If "Dark Nebula" is face-up on the field, when this card attacks a monster in Attack Position whose ATK is bigger than this card's ATK, this card then gains 1000 ATK during the Damage Step only. If this card is destroyed by battle and you control "Dark Nebula", you may activate a Trap Card from your hand in exchange for 500 Life Points.

 

 

 

yGJ11xD.jpg

 

Effect: You can discard this card from your hand to add one "Dark Nebula" from your Deck or Graveyard to your hand. Then shuffle your deck. 

 

 

9Uu5XLk.jpg

 

Effect: During your Standby Phase, if you control a "Dark Nebula": Increase the ATK of this card by 1000. This effect can only be used once while this card is face-up on the field.

 

JYJJwbm.jpg

 

Effect: When this card is summoned, add one "Nebula" Monster Card from your Deck to your hand, except "Nebula Summoner"

 

 

8hCQkbJ.jpg

 

Effect: This card inflicts Piercing damage if you control "Dark Nebula". If this card is Special Summoned via the effect of a Trap Card, this card may attack directly in the turn it was Special Summoned. If this card attacks directly via it's own effect, it's ATK is halved during the Damage Step only.

 

 

 

MqrMxyj.jpg

 

Effect: Once per turn, you may Banish one "Nebula" Monster in your Graveyard or your side of the field, and destroy one card on your opponent's side of the field.

 

O76Csqo.jpg

 

Effect: While this card is face-up on the field, this card is also treated as a "WATER" attribute monster.

You may Special Summon this card from your hand if your opponent declares a direct attack in face-up Attack Position. While this card is face-up on the field, and you control "Dark Nebula", all WATER Attribute Monster cards on your opponent's side of the field cannot use their effects.

 

 

eB9AEmN.jpg

 

Effect: Activate only when your opponent declares an attack. Tribute one "Nebula" Monster Card and Special Summon up to two Banished "Nebula" Monster Cards. If you do not control "Dark Nebula", lose 1000 Life Points.

 

eQj2nWn.jpg

 

Effect: For the controller of this card, gaining and losing Life Points is reversed.

 

zDg1qbk.jpg

 

Effect: When this card is Normal Summoned: You can Special Summon 1 Level 4 "Nebula" Monster from your hand.

 

 

nU4NhuN.jpg

 

Effect: Activate only when a "Nebula" Monster you control is sent to the graveyard as a result of battle. Special Summon two Level 4"Nebula" Monsters from your deck in face-up Attack Position, which may attack immediately. If you do not control "Dark Nebula", you must discard 2 cards from your hand and lose 500 Life Points to use this card's effect.

 

U2kMF45.jpg

 

Effect: If a card on your side of the field would be destroyed: Discard one card: negate the activation, and if you do, destroy it, then, you can destroy one card your opponent controls, and reduce your opponent's Life Points by the destroyed monster's ATK.

 

1IkG7fm.jpg

 

Effect: Activate if your opponent declares an attack. The attack is negated, your opponent's Battle Phase ends, and loses 500 Life Points. Once this card's effect has been resolved, Special Summon one "Nebula Shield Token" Effect Token. (Attribute: Dark/Level: 4/ATK: 0/DEF: 2000) in Defense Position. Effect: As long as this card remains face-up on the field, your opponent cannot select targets other than "Nebula Shield Token".

 

M5VvE7e.jpg

 

Effect: When your opponent summons a monster: Banish that monster,

 

tr9i0bY.jpg

 

Effect: This card can only be equipped on a "Nebula" Monster. As long as this card is equipped on a "Nebula" Monster you control, any "Dark Nebula" that you control cannot be destroyed. This card cannot be destroyed by the effects of Spell, Trap, or Effect Monster's Effects. If the Monster this card is equipped to is destroyed, Banish this card. As long as this card remains face-up on the field, your opponent may not play any Field Spell Cards. You must pay 500 Life Points during your Standby Phase, or this card must be Banished.

 

 

 

EeBbypT.jpg

 

Effect: While this card is face-up, your opponent can only declare one attack per turn. After three turns, destroy this card. If this card is sent to the Graveyard from this card's own effect, Special Summon 2 "Nebula Tokens" Attribute: Dark/Level: 4/ATK: 0/DEF: 2500) on your side of the field in Defense Position. If you do not control "Dark Nebula", destroy this card. You do not Special Summon two "Nebula Tokens" if "Dark Corridor" is destroyed because of this effect.

 

iP49VN7.jpg

 

Effect: This card is treated as a DARK Monster if "Dark Nebula" is face-up on the field. When you control "Dark Nebula", you may pay 600 Life Points. Then, you may destroy one face-up card on your opponents side of the field. This effect may only be used once per turn.

 

JcIWh6g.jpg

 

Effect: If "Dark Nebula" is on the field, you may activate this effect: Banish up to two "Nebula" Monsters from either your hand or Graveyard, and deal 500 damage to your opponent for each card sent this way. This card may only be used once per turn.

 

zf3YnoO.jpg

 

Effect: If you control "Dark Nebula", this card gains 300 ATK for every banished "Nebula" Monster. When this card destroys a monster by battle, you may destroy one Spell or Trap card on your opponent's side of the field. If this card was to be destroyed from a card effect, you can Banish one "Nebula" monster from your hand, field or Graveyard instead.

 

SKc2m1F.jpg

 

Effect: This card cannot be Special Summoned or Set. This card can only be Normal Summoned if you banish 5 "Nebula" Monster from either your field, deck or Graveyard. This Normal Summon cannot be negated. This card gains the effects of the cards banished to Normal Summon this card. This card cannot be targeted by your opponent's Spell, Trap, or Effect Monster's effects. this card gains 1000 ATK for every banished "Nebula" Monster. If this card would be destroyed, you may banish one "Nebula" Monster from your hand, Deck or Graveyard, negate the attack.

 

 

 

Extra Deck:

 

1VSu3Vn.jpg

 

Requirement: 2 Level 4 "Nebula" Monsters

 

Effect: This card gains the effects of its Xyz Materials. If this card would be destroyed, you can discard one Xyz Material from this card if "Dark Nebula" is on the field.

 

FVz5lAQ.jpg

 

Requirement: 1 "Tuner" Monster, 1 or more Non-Tuner monsters

 

Effect: This card gains all effects of the Tributed cards used to Synchro Summon this card. This card cannot be destroyed by card effects if "Dark Nebula" is face-up on the field.

 

Constructive critisism is highly appreciated.

 

Created and developed by LanceDragonov, with huge help from A Background Character.

Link to comment
Share on other sites

Decent and not to op'd just some errors

 

Dark Nebula:

All "Nebula" Monsters gain 500 ATK and DEF. As long as this card is face-up on the field, the controller of this card may draw one card in his/her Standby Phase at the cost of 500 LP per card.

Nebula Soldier:

If "Dark Nebula" is face-up on the field, when this card attacks a monster in face-up Attack Position, whose ATK is higher than this card's ATK, this card then gains 1000 ATK during the Damage Step only.(The card is different than the lore[effect]

Nebula Commander:

You can Tribute this card to add one "Dark Nebula" from your Deck or Graveyard to your hand. Then shuffle your deck.

Link to comment
Share on other sites

Decent and not to op'd just some errors

 

Dark Nebula:

All "Nebula" Monsters gain 500 ATK and DEF. As long as this card is face-up on the field, the controller of this card may draw one card in his/her Standby Phase at the cost of 500 LP per card.

Nebula Soldier:

If "Dark Nebula" is face-up on the field, when this card attacks a monster in face-up Attack Position, whose ATK is higher than this card's ATK, this card then gains 1000 ATK during the Damage Step only.(The card is different than the lore[effect]

Nebula Commander:

You can Tribute this card to add one "Dark Nebula" from your Deck or Graveyard to your hand. Then shuffle your deck.

Thanks for you pointing out the errors. More or less all of them are fixed now, apart from Nebula Soldier. What do you specifically mean?

Link to comment
Share on other sites

ok 10,000 too much

1000 per dark nebula monster and maybe banish 3 or four monsters

 

This card cannot be Normal Summoned or Set.This card can only be Special Summoned by banishing 3 "Dark Nebula" Monsters.  This card is unaffected by Spell, Trap, and Effect Monster's effects. This card gains 1000 ATK per "Dark Nebula" monster you control during your Standby Phase. This card's ATK returns to 0 in the End Phase. This card is destoyed if you do not control "Dark Nebula".

Link to comment
Share on other sites

ok 10,000 too much

1000 per dark nebula monster and maybe banish 3 or four monsters

 

This card cannot be Normal Summoned or Set.This card can only be Special Summoned by banishing 3 "Dark Nebula" Monsters.  This card is unaffected by Spell, Trap, and Effect Monster's effects. This card gains 1000 ATK per "Dark Nebula" monster you control during your Standby Phase. This card's ATK returns to 0 in the End Phase. This card is destoyed if you do not control "Dark Nebula".

Your field would most likely be drained of monsters when you summon it, making it cannon fodder for several turns until it gets any decent power. I added the banishing part, but it still gains 10,000 ATK. It's very high-risk/high-reward.

Link to comment
Share on other sites

well if you can keep it alive for one turn (and with a few cards this isnt hard) it becomes a supreme force.

but with my suggestion its ATK at max is 5000 which isnt petty power

You've made a mistake. Alathoth isn't a "Nebula" monster, which means that it's maximum ATK is 4000. I see where you're coming from, but Alathoth's effects remain unchanged.

Link to comment
Share on other sites

Dark Nebula's "draw 1 extra card for 500 Life Points" bit is broken as a generic effect. Technically, any Deck can run it and Terraforming, and get a free draw every turn. Instead of paying 500 Life Points (which isn't much of a cost anyway), perhaps you could change the cost to where it would only work in the Deck you want it to work in.

 

Soldier is too reliant on the Field Spell to be of much use; at most you'd probably tech one to quickly take out a monster or something with a 2500 strike. But if that one copy can be recycled or easily searched, it may be worth it.

 

The "Then shuffle your Deck" bit is obsolete OCG, and is kinda funny since it's implied that Commander shuffles your Deck after snagging a Dark Nebula from your Graveyard. But as for Commander, it is pretty inferior to Terraforming, which doesn't eat your Normal Summon and is more difficult to stop. Since you're aiming for a huge reliance on your Field Spell, you could make the "Add a Field Spell" effect be something that Commander does when it destroys a monster by battle, or is destroyed, or something you could do by discarding Commander from your hand. Giving it some sort of effect to help you get out your archetype monsters would make it immensely useful.

 

With an ATK of 1500 (with the Field) and a slow ATK-gain effect, the Newborn Dragon simply won't work in the speedy pace that Yugioh has taken. Your best bet would be to Summon it off of Mystic Tomato or Masked Dragon while you have Dark Nebula so that you can have a 2000 beater on your turn. Then, it would take 2 more turns for it to have a respectable ATK for something that doesn't do anything other than punch stuff in the face and slowly strengthen itself. All of that while you have to prevent it from being taken out by battle or card effects. Soldier is a lot more faster than this is since you can just Summon Soldier while your field is up and swing with a 2500 beater.

 

With the three monsters revealed so far that can be Summoned with Spawn, Spawn isn't really worth the card advantage you lose just to play it. And that's while you have Dark Nebula. Playing this without Dark Nebula is virtually an auto-lose button, since the best you can do with it is Summon a monster with 1600 ATK that can be Normal Summoned without any Tributes. Consider letting it Special Summon from the Deck, and there being a target that won't be crushed due to its low ATK.

 

 

Nebula Shield has several cards that outclass it. Threatening Roar, Waboku, and even Negate Attack (which is worse than T-Roar or Waboku). The extra 500 damage isn't going to change much in a duel, and then the reliance on Dark Nebula to prevent this from being a -2 in card advantage makes really inferior to pre-existing "No Battle Phase" cards.

 

Alathoth is really difficult to bring out. Really. You have no way to swarm with these three monsters, and those monsters can die very easily, even with Dark Nebula out. Then, your opponent can just whack it with a monster and put you into a very bad position. But if that actually works, then you pretty much win instantly. You would be better off with less risk in bringing it out, and less reward - you practically win the Duel by attacking with this.

 

Oh, and it technically is unaffected by its own effect, so it wouldn't destroy itself if you don't have Dark Nebula. It should say "other Monster Effects".

 

 

You can make a monster that could more easily take advantage of Dark Nebula's stat-boosting effect. The best you have right now is Commander, and 2100 isn't really that much when you could do something like Alexandrite Dragon + Luminous Spark for a 2500 beatstick. Perhaps some sort of monster to protect your Field Spell while it's out on the field so your opponent can't cripple your Deck with a Set Mystical Space Typhoon.

Link to comment
Share on other sites

Dark Nebula's "draw 1 extra card for 500 Life Points" bit is broken as a generic effect. Technically, any Deck can run it and Terraforming, and get a free draw every turn. Instead of paying 500 Life Points (which isn't much of a cost anyway), perhaps you could change the cost to where it would only work in the Deck you want it to work in.

 

Soldier is too reliant on the Field Spell to be of much use; at most you'd probably tech one to quickly take out a monster or something with a 2500 strike. But if that one copy can be recycled or easily searched, it may be worth it.

 

The "Then shuffle your Deck" bit is obsolete OCG, and is kinda funny since it's implied that Commander shuffles your Deck after snagging a Dark Nebula from your Graveyard. But as for Commander, it is pretty inferior to Terraforming, which doesn't eat your Normal Summon and is more difficult to stop. Since you're aiming for a huge reliance on your Field Spell, you could make the "Add a Field Spell" effect be something that Commander does when it destroys a monster by battle, or is destroyed, or something you could do by discarding Commander from your hand. Giving it some sort of effect to help you get out your archetype monsters would make it immensely useful.

 

With an ATK of 1500 (with the Field) and a slow ATK-gain effect, the Newborn Dragon simply won't work in the speedy pace that Yugioh has taken. Your best bet would be to Summon it off of Mystic Tomato or Masked Dragon while you have Dark Nebula so that you can have a 2000 beater on your turn. Then, it would take 2 more turns for it to have a respectable ATK for something that doesn't do anything other than punch stuff in the face and slowly strengthen itself. All of that while you have to prevent it from being taken out by battle or card effects. Soldier is a lot more faster than this is since you can just Summon Soldier while your field is up and swing with a 2500 beater.

 

With the three monsters revealed so far that can be Summoned with Spawn, Spawn isn't really worth the card advantage you lose just to play it. And that's while you have Dark Nebula. Playing this without Dark Nebula is virtually an auto-lose button, since the best you can do with it is Summon a monster with 1600 ATK that can be Normal Summoned without any Tributes. Consider letting it Special Summon from the Deck, and there being a target that won't be crushed due to its low ATK.

 

 

Nebula Shield has several cards that outclass it. Threatening Roar, Waboku, and even Negate Attack (which is worse than T-Roar or Waboku). The extra 500 damage isn't going to change much in a duel, and then the reliance on Dark Nebula to prevent this from being a -2 in card advantage makes really inferior to pre-existing "No Battle Phase" cards.

 

Alathoth is really difficult to bring out. Really. You have no way to swarm with these three monsters, and those monsters can die very easily, even with Dark Nebula out. Then, your opponent can just whack it with a monster and put you into a very bad position. But if that actually works, then you pretty much win instantly. You would be better off with less risk in bringing it out, and less reward - you practically win the Duel by attacking with this.

 

Oh, and it technically is unaffected by its own effect, so it wouldn't destroy itself if you don't have Dark Nebula. It should say "other Monster Effects".

 

 

You can make a monster that could more easily take advantage of Dark Nebula's stat-boosting effect. The best you have right now is Commander, and 2100 isn't really that much when you could do something like Alexandrite Dragon + Luminous Spark for a 2500 beatstick. Perhaps some sort of monster to protect your Field Spell while it's out on the field so your opponent can't cripple your Deck with a Set Mystical Space Typhoon.

1: It's really only a placeholder effect until i come up with something better. Any ideas?

 

2: Valoth will have around 3 in his deck or so. But you're right, NS needs something to get out on the field quicker.

 

3: Yeah. Still working on it.

 

4: Newborn Dragon is very soon getting a very valuable support card as soon as the Card Maker decides to work again.

 

5: Spawn is not very useful currently, but this deck is getting a few stronger cards as soon as (again) the Card Maker decides to work again.

 

6: Nebula Shield is also very much in development, like many other cards.

 

7: Yes, i'm planning on adding a swarm Spell as well.

 

Thank you very much for your feedback, since even though i've played YuGiOh for a long time, i'm not the most knowing person about the metagame. I'm trying to make this a usable deck, but i'm having issues right now, with me running dry of ideas and the Card Maker being troublesome.

 

Thank you again.

Link to comment
Share on other sites

1: For a new cost for the Field Spell, I want to say to have it either discard a "Nebula monster" or to banish one of them from the Graveyard. The latter hurts you less, but it's essentially a Pot of Greed every two turns. By discarding, it won't rack up so much advantage just by existing, but it would really go against the Deck unless you want there to be some sort of reward for filling up your Graveyard. Or maybe it can be a 1/turn effect for when one of your Nebula monsters destroys something by battle.

 

2: Well, for right now, more than one Soldier might be the way to go as there are hardly any ways to search for it. But as you develop the archetype and give it a searcher of some sort, the copies of Soldier you'll want to play will be reduced.

 

5: You could probably still dampen up the punishment you take for playing Spawn without your Field Spell. Even if you give it some really powerful targets, dropping your entire hand is still reeeeally expensive.

 

6: Perhaps instead of making Shield into an anti-Battle Phase card, you can have it protect a single Nebula Monster for a short while. To trade off the "No Battle Phase" bit, you could extend its protection to guarding it from more than just battles. If you want to keep the "discard a card if you don't control Dark Nebula" bit, you could even further improve on what it shields that monster against.

 

You could try to make some intermediate boss monsters for the Deck. Nothing as decisive and slow as Alathorn, but still something that would take a small bit of effort and resources to get out nonetheless. A monster that helps the Deck by letting you get more than one monster out onto the field per turn under the right combos would boost the Deck's speed by a whopping amount, and is practically necessary for a Deck to be remotely powerful in today's Yugioh.

Link to comment
Share on other sites

1: For a new cost for the Field Spell, I want to say to have it either discard a "Nebula monster" or to banish one of them from the Graveyard. The latter hurts you less, but it's essentially a Pot of Greed every two turns. By discarding, it won't rack up so much advantage just by existing, but it would really go against the Deck unless you want there to be some sort of reward for filling up your Graveyard. Or maybe it can be a 1/turn effect for when one of your Nebula monsters destroys something by battle.

 

2: Well, for right now, more than one Soldier might be the way to go as there are hardly any ways to search for it. But as you develop the archetype and give it a searcher of some sort, the copies of Soldier you'll want to play will be reduced.

 

5: You could probably still dampen up the punishment you take for playing Spawn without your Field Spell. Even if you give it some really powerful targets, dropping your entire hand is still reeeeally expensive.

 

6: Perhaps instead of making Shield into an anti-Battle Phase card, you can have it protect a single Nebula Monster for a short while. To trade off the "No Battle Phase" bit, you could extend its protection to guarding it from more than just battles. If you want to keep the "discard a card if you don't control Dark Nebula" bit, you could even further improve on what it shields that monster against.

 

You could try to make some intermediate boss monsters for the Deck. Nothing as decisive and slow as Alathorn, but still something that would take a small bit of effort and resources to get out nonetheless. A monster that helps the Deck by letting you get more than one monster out onto the field per turn under the right combos would boost the Deck's speed by a whopping amount, and is practically necessary for a Deck to be remotely powerful in today's Yugioh.

Try and take a look at the deck now. I think you'll be suprised. I worked hard on it.

Link to comment
Share on other sites

Soldier's new extra effect is pretty alright (unless it lets you activate Torrential Tribute and other stuff that would normally be unable to be activated at that time, then that would be crazy). Against Decks that have a great ability to wipe multiple backrow cards (like Hieratics with their A Wingbeat of Giant Dragon, though that would remove Dark Nebula...), it helps to protect your Traps from being neutralized before you have a chance to play them. Otherwise, your opponent will aim to remove your Field Spell first and then your facedown backrow.

 

Commander is now a lot better. It could either be a Terraforming or a 1600/2100 beatstick, and has the potential to be searchable with later additions.

 

Dragon now grows up at a nice rate, but reaching 3500 in two turns seems a little too fast. But then again, slowing it down makes it too slow. Maybe you could make it have an original ATK of 1300-1500, and give it 1000 ATK only once while it's face-up. This is probably going to be weird to word, so maybe this will do the trick:

 

During your Standby Phase, if you control a "Dark Nebula": Increase the ATK of this card by 1000. This effect can only be used once while this card is face-up on the field.

 

It's still Summonable by Tomato and Masked Dragon, and will only reach up to around 2800-3000 ATK, which is very nice for beating stuff down.

 

Given how Dark Nebula can have up to 6 searchers, Feral Wolf has hardly any applications that Soldier can't already do. It's very strong even if you don't control Dark Nebula, and that's pretty much it. Piercing is a nice bonus, but there aren't many defense-position monsters around, except for Ghostricks and a few other Decks. But despite this, you should really lower its ATK to 1900. Having this out with Dark Nebula makes it an Eradicator Epidemic Virus target, and that card is unfairly powerful.

 

Spawn is better on paper, but without much searching going on, it may not be all that easy to have two monsters in your hand to Summon without intentionally holding back. You would either have to have more monsters than you can Summon, or Level 5+ monsters (which aren't good to draw since they aren't going to help you - they're dead draws).

 

Requiem is... odd. Since it doesn't matter how the monster is sent to the Graveyard, you can technically play this after you blast your opponent wide open with Torrential Tribute, then Summon 2 Wolves to swing for 4000 or 5000 damage right then and there. It also pretty much completely outclasses Spawn right now since you Summon from the Deck, they can attack immediately despite it being like the Main Phase or something, and doesn't have an actual cost unless you don't have Dark Nebula. This should really only Summon just one monster, just because of the potential to single-handedly smash your opponent for so much damage.

 

Shield's new Token is pretty cool, but a bit befuddling. By your wording, it prevents every card you own - aside from the Token - from being targeted. So this means your opponent can't play MST, or something else that targets your Spells or Traps. This was supposed to happen, right?

 

Aura is neat for protecting the Field Spell, but there is a weakness in there. Your opponent can bypass this entirely just by playing their own Field Spell, and Decks that run Field Spells will do just that. It's still useful, but probably wouldn't be ran at more than 2.

 

If you don't want Dark Corridor to Summon Tokens off of it killing itself, you could just have it banish itself instead of destroying itself. As for the Token-Summoning effect, it should only activate if it gets destroyed, rather than just sent to the Graveyard. You could technically use it as a discard cost or mill it with Lightsworns and get the two free defenders. With the Field Spell, those Tokens are really powerful, as two 3000 walls are hard to get around without guaranteeing that your opponent will use up cards just to clear a path.

Link to comment
Share on other sites

Soldier's new extra effect is pretty alright (unless it lets you activate Torrential Tribute and other stuff that would normally be unable to be activated at that time, then that would be crazy). Against Decks that have a great ability to wipe multiple backrow cards (like Hieratics with their A Wingbeat of Giant Dragon, though that would remove Dark Nebula...), it helps to protect your Traps from being neutralized before you have a chance to play them. Otherwise, your opponent will aim to remove your Field Spell first and then your facedown backrow.

 

Commander is now a lot better. It could either be a Terraforming or a 1600/2100 beatstick, and has the potential to be searchable with later additions.

 

Dragon now grows up at a nice rate, but reaching 3500 in two turns seems a little too fast. But then again, slowing it down makes it too slow. Maybe you could make it have an original ATK of 1300-1500, and give it 1000 ATK only once while it's face-up. This is probably going to be weird to word, so maybe this will do the trick:

 

During your Standby Phase, if you control a "Dark Nebula": Increase the ATK of this card by 1000. This effect can only be used once while this card is face-up on the field.

 

It's still Summonable by Tomato and Masked Dragon, and will only reach up to around 2800-3000 ATK, which is very nice for beating stuff down.

 

Given how Dark Nebula can have up to 6 searchers, Feral Wolf has hardly any applications that Soldier can't already do. It's very strong even if you don't control Dark Nebula, and that's pretty much it. Piercing is a nice bonus, but there aren't many defense-position monsters around, except for Ghostricks and a few other Decks. But despite this, you should really lower its ATK to 1900. Having this out with Dark Nebula makes it an Eradicator Epidemic Virus target, and that card is unfairly powerful.

 

Spawn is better on paper, but without much searching going on, it may not be all that easy to have two monsters in your hand to Summon without intentionally holding back. You would either have to have more monsters than you can Summon, or Level 5+ monsters (which aren't good to draw since they aren't going to help you - they're dead draws).

 

Requiem is... odd. Since it doesn't matter how the monster is sent to the Graveyard, you can technically play this after you blast your opponent wide open with Torrential Tribute, then Summon 2 Wolves to swing for 4000 or 5000 damage right then and there. It also pretty much completely outclasses Spawn right now since you Summon from the Deck, they can attack immediately despite it being like the Main Phase or something, and doesn't have an actual cost unless you don't have Dark Nebula. This should really only Summon just one monster, just because of the potential to single-handedly smash your opponent for so much damage.

 

Shield's new Token is pretty cool, but a bit befuddling. By your wording, it prevents every card you own - aside from the Token - from being targeted. So this means your opponent can't play MST, or something else that targets your Spells or Traps. This was supposed to happen, right?

 

Aura is neat for protecting the Field Spell, but there is a weakness in there. Your opponent can bypass this entirely just by playing their own Field Spell, and Decks that run Field Spells will do just that. It's still useful, but probably wouldn't be ran at more than 2.

 

If you don't want Dark Corridor to Summon Tokens off of it killing itself, you could just have it banish itself instead of destroying itself. As for the Token-Summoning effect, it should only activate if it gets destroyed, rather than just sent to the Graveyard. You could technically use it as a discard cost or mill it with Lightsworns and get the two free defenders. With the Field Spell, those Tokens are really powerful, as two 3000 walls are hard to get around without guaranteeing that your opponent will use up cards just to clear a path.

1: Yup. Intentional, even though i don't know anything about tournament play.

 

2: Followed your instructions, now Commander is godly.

 

3: Thinking of making it 700, but then it's basically a Nebula version of Legendary Fiend.

 

4: Feral Wolf was meant to be used in conjunction with Requiem, and yeah. I should reduce their strength,

 

5: Spawn is for the higher level monsters that i'm working on right now.

 

6: The Feral Wolf Blitz was actually why i made Requiem, and i didn't realize how unfairly OP it is XD

 

7: Yes, it was intentional. Stay off mah DN!

 

8: Bypass how? I don't see how?

 

9: I'll edit it, since it's only meant to spawn Tokens if it survives the three turns it's active.

Link to comment
Share on other sites

Soldier's new extra effect is pretty alright (unless it lets you activate Torrential Tribute and other stuff that would normally be unable to be activated at that time, then that would be crazy). Against Decks that have a great ability to wipe multiple backrow cards (like Hieratics with their A Wingbeat of Giant Dragon, though that would remove Dark Nebula...), it helps to protect your Traps from being neutralized before you have a chance to play them. Otherwise, your opponent will aim to remove your Field Spell first and then your facedown backrow.

 

Commander is now a lot better. It could either be a Terraforming or a 1600/2100 beatstick, and has the potential to be searchable with later additions.

 

Dragon now grows up at a nice rate, but reaching 3500 in two turns seems a little too fast. But then again, slowing it down makes it too slow. Maybe you could make it have an original ATK of 1300-1500, and give it 1000 ATK only once while it's face-up. This is probably going to be weird to word, so maybe this will do the trick:

 

During your Standby Phase, if you control a "Dark Nebula": Increase the ATK of this card by 1000. This effect can only be used once while this card is face-up on the field.

 

It's still Summonable by Tomato and Masked Dragon, and will only reach up to around 2800-3000 ATK, which is very nice for beating stuff down.

 

Given how Dark Nebula can have up to 6 searchers, Feral Wolf has hardly any applications that Soldier can't already do. It's very strong even if you don't control Dark Nebula, and that's pretty much it. Piercing is a nice bonus, but there aren't many defense-position monsters around, except for Ghostricks and a few other Decks. But despite this, you should really lower its ATK to 1900. Having this out with Dark Nebula makes it an Eradicator Epidemic Virus target, and that card is unfairly powerful.

 

Spawn is better on paper, but without much searching going on, it may not be all that easy to have two monsters in your hand to Summon without intentionally holding back. You would either have to have more monsters than you can Summon, or Level 5+ monsters (which aren't good to draw since they aren't going to help you - they're dead draws).

 

Requiem is... odd. Since it doesn't matter how the monster is sent to the Graveyard, you can technically play this after you blast your opponent wide open with Torrential Tribute, then Summon 2 Wolves to swing for 4000 or 5000 damage right then and there. It also pretty much completely outclasses Spawn right now since you Summon from the Deck, they can attack immediately despite it being like the Main Phase or something, and doesn't have an actual cost unless you don't have Dark Nebula. This should really only Summon just one monster, just because of the potential to single-handedly smash your opponent for so much damage.

 

Shield's new Token is pretty cool, but a bit befuddling. By your wording, it prevents every card you own - aside from the Token - from being targeted. So this means your opponent can't play MST, or something else that targets your Spells or Traps. This was supposed to happen, right?

 

Aura is neat for protecting the Field Spell, but there is a weakness in there. Your opponent can bypass this entirely just by playing their own Field Spell, and Decks that run Field Spells will do just that. It's still useful, but probably wouldn't be ran at more than 2.

 

If you don't want Dark Corridor to Summon Tokens off of it killing itself, you could just have it banish itself instead of destroying itself. As for the Token-Summoning effect, it should only activate if it gets destroyed, rather than just sent to the Graveyard. You could technically use it as a discard cost or mill it with Lightsworns and get the two free defenders. With the Field Spell, those Tokens are really powerful, as two 3000 walls are hard to get around without guaranteeing that your opponent will use up cards just to clear a path.

Right, this time i've gone completely over-the-top with card effects. Check it out.

Link to comment
Share on other sites

3: Yeah, Legendary Fiend is just waaay too slow, and then the reliance on a Field Spell hurts it even more. Though, having 2700 after a turn is pretty nice. But then it'll be 3400 next turn and spiral out of control.

 

8: A Field Spell being undestroyable still loses to a new Field Spell being activated. I've played games where a Magical Citadel of Endymion with several counters on it gets blown up after the other player activates their own Field Spell.

 

9: Well, I meant Corridor banishing itself if it would go away due to there being no Dark Nebula. Just thought I should add that since it has two ways of getting rid of itself.

 

Wolf still hurts a lot with Torrential Tribute, though, that's basically the only way to have Wolf cause a bunch of damage. Otherwise, you'll just be throwing two Wolves out and hitting twice for 900 each if your opponent still has a monster out.

 

The Dark Ritual thingy is just... really deus-ex-machina-like, and not in a good way. It can Special Summon Alathoth despite you saying it can't since it ignores Summoning Conditions. It can also Summon things like Judgment Dragon (who nukes the field and attacks twice (immediately and then during the Battle Phase) and Black Luster Soldier - Envoy of the Beginning (who probably can't attack at all since activating its effect is apparently mandatory, otherwise it would attack four times that turn, and that's not close to fair at all). The huge cost goes to further show how uberly-powerful this is, and losing virtually everything you have just to Summon JD to blow up the field and strike twice is still something that shouldn't happen. And then, if it messes up, you just lose more miserably. Yeah, I don't really the idea of this one.

Link to comment
Share on other sites

3: Yeah, Legendary Fiend is just waaay too slow, and then the reliance on a Field Spell hurts it even more. Though, having 2700 after a turn is pretty nice. But then it'll be 3400 next turn and spiral out of control.

 

8: A Field Spell being undestroyable still loses to a new Field Spell being activated. I've played games where a Magical Citadel of Endymion with several counters on it gets blown up after the other player activates their own Field Spell.

 

9: Well, I meant Corridor banishing itself if it would go away due to there being no Dark Nebula. Just thought I should add that since it has two ways of getting rid of itself.

 

Wolf still hurts a lot with Torrential Tribute, though, that's basically the only way to have Wolf cause a bunch of damage. Otherwise, you'll just be throwing two Wolves out and hitting twice for 900 each if your opponent still has a monster out.

 

The Dark Ritual thingy is just... really deus-ex-machina-like, and not in a good way. It can Special Summon Alathoth despite you saying it can't since it ignores Summoning Conditions. It can also Summon things like Judgment Dragon (who nukes the field and attacks twice (immediately and then during the Battle Phase) and Black Luster Soldier - Envoy of the Beginning (who probably can't attack at all since activating its effect is apparently mandatory, otherwise it would attack four times that turn, and that's not close to fair at all). The huge cost goes to further show how uberly-powerful this is, and losing virtually everything you have just to Summon JD to blow up the field and strike twice is still something that shouldn't happen. And then, if it messes up, you just lose more miserably. Yeah, I don't really the idea of this one.

3: Well, this is meant to be a powerful deck. I used Legendary Fiend once, and i got it up to 8000+ ATK.

 

8: I'm not familiar with this mechanic. Can you explain it for me?

 

9: I already fixed that issue. The card itself says that if it is destroyed because Dark Nebula is no longer on the field, it will not spawn two "Nebula Tokens".

 

Wolf actually does 1400 per Wolf, if Dark Nebula is up. You get to do 2800 damage to your opponent and get two free monsters with 2300 ATK with DN on the field.

 

Desperate Dark Ritual was something i simply made 'cause i couldn't come up with more. I'm running out of ideas for this Deck, and i could use a little help.

Link to comment
Share on other sites

3: While that's a pretty nice feat of its own, it's really because the opponent didn't have any way to remove it that didn't involve battling, probably because the opponent forgot to have plenty of cards that can counter huge-ATK monsters or something. Fissure, Smashing Ground, and plenty of other cards have been popular choices throughout different phases of Yugioh's history.

 

8: The Field Spell zone is, in a sense, controlled by both players. There can only be one Field Spell on the Field at a time; you can't have both Molten Destruction and Geartown active on the field at the same time. When a Field Spell is activated while another is already out on the field, the older Field Spell is sent to the Graveyard to make way for the new.

 

9: Yeah, but it just seems a little irksome that way. Oh well, it isn't really that big of an issue.

 

You could try to spread the swarming ability to some monsters, so you don't only Special Summon off of Traps. You could give the Deck a Level 4 Marauding Captain (in terms of its first effect, the attack-blocking isn't really that important), a searcher (I keep asking for this, don't I?), and a card that can destroy other cards by effects. I would suggest something that helps you access Synchros and Xyzs, but that seems like it would go against the goal of Summoning Alathoth. However, it would be nice for the Deck to have the ability to Summon things like #101, Lavalval Chain, and whatnot.

Link to comment
Share on other sites

3: While that's a pretty nice feat of its own, it's really because the opponent didn't have any way to remove it that didn't involve battling, probably because the opponent forgot to have plenty of cards that can counter huge-ATK monsters or something. Fissure, Smashing Ground, and plenty of other cards have been popular choices throughout different phases of Yugioh's history.

 

8: The Field Spell zone is, in a sense, controlled by both players. There can only be one Field Spell on the Field at a time; you can't have both Molten Destruction and Geartown active on the field at the same time. When a Field Spell is activated while another is already out on the field, the older Field Spell is sent to the Graveyard to make way for the new.

 

9: Yeah, but it just seems a little irksome that way. Oh well, it isn't really that big of an issue.

 

You could try to spread the swarming ability to some monsters, so you don't only Special Summon off of Traps. You could give the Deck a Level 4 Marauding Captain (in terms of its first effect, the attack-blocking isn't really that important), a searcher (I keep asking for this, don't I?), and a card that can destroy other cards by effects. I would suggest something that helps you access Synchros and Xyzs, but that seems like it would go against the goal of Summoning Alathoth. However, it would be nice for the Deck to have the ability to Summon things like #101, Lavalval Chain, and whatnot.

To begin with, i'll begin working on a Marauding Captain-ish card. It'll be a little while, but i'll make it.

Link to comment
Share on other sites

3: While that's a pretty nice feat of its own, it's really because the opponent didn't have any way to remove it that didn't involve battling, probably because the opponent forgot to have plenty of cards that can counter huge-ATK monsters or something. Fissure, Smashing Ground, and plenty of other cards have been popular choices throughout different phases of Yugioh's history.

 

8: The Field Spell zone is, in a sense, controlled by both players. There can only be one Field Spell on the Field at a time; you can't have both Molten Destruction and Geartown active on the field at the same time. When a Field Spell is activated while another is already out on the field, the older Field Spell is sent to the Graveyard to make way for the new.

 

9: Yeah, but it just seems a little irksome that way. Oh well, it isn't really that big of an issue.

 

You could try to spread the swarming ability to some monsters, so you don't only Special Summon off of Traps. You could give the Deck a Level 4 Marauding Captain (in terms of its first effect, the attack-blocking isn't really that important), a searcher (I keep asking for this, don't I?), and a card that can destroy other cards by effects. I would suggest something that helps you access Synchros and Xyzs, but that seems like it would go against the goal of Summoning Alathoth. However, it would be nice for the Deck to have the ability to Summon things like #101, Lavalval Chain, and whatnot.

3: Aye, he wasn't a fan of Spells and Traps.

 

8: I already made a card to counter this. "Nebula Guard Rune".

 

9: I guess so.

 

Now, i'm not familiar with "searchers". I'd love if you'd elaborate.

Link to comment
Share on other sites

Hmm, by the way Newborn Dragon is worded now, with Dark Nebula up, it hits 3500 ATK in one turn. The way I had it was that it would hit 3000 if you had Dark Nebula, but wouldn't rise up any higher and become overkill with its damage.

 

The Shadow thing seems like just a random "big beater with a drawback, albeit minor," though it has the same problem that was with Wolf. With the Field active, you can Tribute this for Eradicator Epidemic Virus. Perhaps instead of making a few monsters that just hit things with huge ATK scores, you incorporate the effects I'm suggesting into them. You could have this be the card that can destroy other cards, and just drop its ATK down to like 1700 or something.

 

Puppeteer works pretty nicely, though it may be a bit hard to use without the searcher (which I'll explain later).

 

Phoenix Rising looks kinda out of place here, since it basically works on only one monster here and a few random made-up cards. It would probably be better to just use this for a different archetype.

 

Since Guard Rune doesn't counter very much, you probably should just merge this effect into Aura and use this card for something else. Otherwise, this wouldn't really be ran, and if it even does get ran, it would only be a sidedeck option rather than something initially ran in the Maindeck.

 

The Phoenix's effect that changes it into a DARK monster is kinda random, but eh, I guess you could say it's effective since Catastor can't destroy it anymore as it won't be FIRE while the Field Spell is active (by the way it's worded). The other effect needs to be a once per turn effect, otherwise you can just wipe the field with this and crash into your opponent for 3300 damage.

 

Spellcaster, like Phoenix, needs its effect to be once per turn, just to avoid crazy plays where this card hits the field late-game and banishes your entire Graveyard for 3000-4000 damage. I'd like for it to have another effect since having this just to burn (and attack decently with the Field Spell active). Maybe this card can be treated as Dark Nebula while on the field? The bit about only being called Dark Nebula while on the field is vital, just to make sure you don't run into the problem where you can't run more than 3 Spellcasters/Dark Nebulas like the Harpy Ladies or Umi/A Legendary Ocean.

 

Grand Dark Sorcerer doesn't look all that grand. For a boss monster, this card very well needs an effect that doesn't influence its ATK score (though you should still give it some good ATK somehow as 2000 for a Level 8 monster is really weak even if it does open it up for Magician's Circle). You may even be able to get away with dropping to Level 5 or 6, depending on the effect. You could have it draw a card after it does something, or if you Summon it. Or destroy a card. Or add a banished Nebula to your hand/SS a banished Nebula.

 

Now that the archetype is gaining some much-needed speed, Alathoth is starting to reach that point where it is actually kinda easy to Summon it. Theoretically, you can Summon it by drawing a Nebula and Special Summoning it with Dark Nebula, then Normal Summoning Puppeteer and Special Summoning another monster. It may be hard to set up, but it's about time stop this from being an instant-win condition under a different name.

 

Anyways, a searcher is a card that can add certain cards from your Deck to your hand. Examples include Elemental Hero Stratos, Charge of the Light Brigade, Bujin Yamato, Dark Scorpion - Menae the Thorn, and so on. Their purpose is to help the Deck work out its combos without sorely relying on luck alone to make their plays.

Link to comment
Share on other sites

Hmm, by the way Newborn Dragon is worded now, with Dark Nebula up, it hits 3500 ATK in one turn. The way I had it was that it would hit 3000 if you had Dark Nebula, but wouldn't rise up any higher and become overkill with its damage.

 

The Shadow thing seems like just a random "big beater with a drawback, albeit minor," though it has the same problem that was with Wolf. With the Field active, you can Tribute this for Eradicator Epidemic Virus. Perhaps instead of making a few monsters that just hit things with huge ATK scores, you incorporate the effects I'm suggesting into them. You could have this be the card that can destroy other cards, and just drop its ATK down to like 1700 or something.

 

Puppeteer works pretty nicely, though it may be a bit hard to use without the searcher (which I'll explain later).

 

Phoenix Rising looks kinda out of place here, since it basically works on only one monster here and a few random made-up cards. It would probably be better to just use this for a different archetype.

 

Since Guard Rune doesn't counter very much, you probably should just merge this effect into Aura and use this card for something else. Otherwise, this wouldn't really be ran, and if it even does get ran, it would only be a sidedeck option rather than something initially ran in the Maindeck.

 

The Phoenix's effect that changes it into a DARK monster is kinda random, but eh, I guess you could say it's effective since Catastor can't destroy it anymore as it won't be FIRE while the Field Spell is active (by the way it's worded). The other effect needs to be a once per turn effect, otherwise you can just wipe the field with this and crash into your opponent for 3300 damage.

 

Spellcaster, like Phoenix, needs its effect to be once per turn, just to avoid crazy plays where this card hits the field late-game and banishes your entire Graveyard for 3000-4000 damage. I'd like for it to have another effect since having this just to burn (and attack decently with the Field Spell active). Maybe this card can be treated as Dark Nebula while on the field? The bit about only being called Dark Nebula while on the field is vital, just to make sure you don't run into the problem where you can't run more than 3 Spellcasters/Dark Nebulas like the Harpy Ladies or Umi/A Legendary Ocean.

 

Grand Dark Sorcerer doesn't look all that grand. For a boss monster, this card very well needs an effect that doesn't influence its ATK score (though you should still give it some good ATK somehow as 2000 for a Level 8 monster is really weak even if it does open it up for Magician's Circle). You may even be able to get away with dropping to Level 5 or 6, depending on the effect. You could have it draw a card after it does something, or if you Summon it. Or destroy a card. Or add a banished Nebula to your hand/SS a banished Nebula.

 

Now that the archetype is gaining some much-needed speed, Alathoth is starting to reach that point where it is actually kinda easy to Summon it. Theoretically, you can Summon it by drawing a Nebula and Special Summoning it with Dark Nebula, then Normal Summoning Puppeteer and Special Summoning another monster. It may be hard to set up, but it's about time stop this from being an instant-win condition under a different name.

 

Anyways, a searcher is a card that can add certain cards from your Deck to your hand. Examples include Elemental Hero Stratos, Charge of the Light Brigade, Bujin Yamato, Dark Scorpion - Menae the Thorn, and so on. Their purpose is to help the Deck work out its combos without sorely relying on luck alone to make their plays.

Fixed most of the things you mentioned. I'm thinking of making Alathoth into an Xyz Monster, y'know.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...