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A deck with only one monster? [18 cards, maybe finished?]


AcediaJC

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So, an odd concept for a new set popped into my brain earlier out of nowhere. The idea was a deck based around having only 1 monster (not counting 1 or 2 extra copies of it) and the rest being Spells/Traps that support that monster in various ways by either giving it powerful effects, or being able to activate their own powerful effects while it's on the field.

 

So, here's the set so far!

 

[Spoiler=Cards!]

[Spoiler=LAST-001 Last of the Warriors - Vigil]

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Lore:

This must be the only Monster in your deck (Except additional copies of this card). You cannot control more than 1 face-up "Last of the Warriors - Vigil". If there are no monsters on your side of the field, you can Normal Summon this card without tributes. While this card is in your graveyard, you can banish 1 Spell or Trap from your graveyard to Special Summon this card from the graveyard. This card's Special Summon cannot be negated.

Card art by StuArtStudios on deviantart

 

The monster itself doesn't really do much on its own aside from being a 2600 ATK beater that can normal summon without tributes and return from the graveyard for a pretty cheap, however its effect prevents you from having any monsters aside from itself in your deck. So without the cards that work with him, he shouldn't be much more than a minor nuisance to most opponents, or at least that's the intention.

[/spoiler]

[Spoiler=LAST-002 Graveyard of Fallen Warriors]

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Lore:

If "Last of the Warriors - Vigil" is face-up on your side of the field during your Standby Phase, add 1 Grave Counter to this card. Once per turn: You can remove 2 Grave Counters from this card to search your deck for 1 Spell or Trap that lists "Last of the Warriors - Vigil" in its effects, and add it to your hand. If you have no monsters on the field or graveyard, you can search your deck for 1 "Last of the Warriors - Vigil" and add it to your hand.

Card art by Antares69 on deviantart

 

The Graveyard field spell functions as a pretty constant searcher for both Vigil and the cards that support him. It generates a counter every turn that Vigil is on the field, and then can lose 2 to grab a spell/trap that works only with Vigil from your deck (Which I will be adding soon!). Alternatively it can help you get Vigil out sooner by searching him if you've got no monsters on the field or sitting in your graveyard (Which would likely mean you haven't drawn him yet, or that your opponent managed to get him off the field without destroying him one way or another).

[/spoiler]

[Spoiler=LAST-003 Lost Comrades Graves]

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Lore:

If "Last of the Warriors - Vigil" is face-up on your side of the field during your Standby Phase, add 1 Grave Counter to this card. Once per turn: You can remove 2 Grave Counters from this card to search your graveyard for 1 "Spirit of a Lost Comrade" Spell or Trap and add it to your deck.

Card art by missimoinsane on deviantart

 

Another simple searcher for Vigil's support using Grave Counters, though this one looks for a specific set of support spell/traps in your graveyard. Pairing it with the Graveyard of Fallen Warriors field spell would be a good way to recycle certain cards to get more use out of their effects. Nothing much else to say about this one!

[/spoiler]

[Spoiler=LAST-004 Spirit of a Lost Comrade - Carius]

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Lore:

If you control 1 face-up "Last of the Warriors - Vigil", you can activate 1 of the following effects:
- If "Last of the Warriors - Vigil" is in face-up Attack Position, destroy 1 face-down Monster your opponent controls.
- If "Last of the Warriors - Vigil" is in face-up Defence Position, destroy 1 face-down Spell or Trap your opponent controls.
Card art by JasonEngle on deviantart

 

The first of the "Lost Comrade" line of Spell/Trap support for Vigil. Carius' effect is just some simple destruction based on Vigil's battle position. Should there be some sort of cost though? Since at the moment it's pretty much a free destruction of pretty much any card.

[/spoiler]

[Spoiler=LAST-005 Spirit of a Lost Comrade - Hiro]

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Lore:

You can equip this card to 1 face-up Monster your opponent controls. If that card battles with a "Last of the Warriors - Vigil" you control, decrease the ATK and DEF of the equipped monster by 200 for each "Spirit of a Lost Comrade" Spell or Trap in your graveyard during the Damage Step only.

Card art by JasonEngle on deviantart

 

Another rather simple bit of support for Vigil, allowing you to weaken a specific monster to either destroy something that would otherwise be stronger than Vigil, or deal a larger amount of battle damage when destroying a monster who's already weaker. Not much else to say about this one either.

[/spoiler]

[Spoiler=LAST-006 Spirit of a Lost Comrade - Bartacius]

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Lore:

If you control no face-up Monsters, target 1 "Last of the Warriors - Vigil" in your graveyard and Special Summon it in face-up Attack Position. If you do, you can then Special Summon this card as an Effect Monster (Warrior-Type/DARK/Level 4/ATK 1500/DEF 1400) with the following effect:
As long as this card is face-up on the field, "Last of the Warriors - Vigil" cannot be targeted by your opponent's Spell, Trap, or Monster effects. (This card is also still a Trap Card).
Card art by JasonEngle on deviantart

 

I figured it'd be a good idea to have at least one Trap Monster in the deck to make up for its lack of field presence due to Vigil's requirements. Bartacius also doubles as a way to Special Summon Vigil from the grave without having to pay his cost, and provides some protection from card effects for Vigil to give you a reason to keep Bartacius on the field as a monster.

[/spoiler]

[Spoiler=LAST-007 Spirit of a Lost Comrade - Levin]

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Lore:

Pay 1000 Life Points. If you do, "Last of the Warriors - Vigil" can attack twice this turn. If this card was activated while you control no Monsters, you can instead pay 1000 Life Points to search your deck for 1 "Last of the Warriors - Vigil" and add it to your hand.

Card art by JasonEngle on deviantart

 

I wasn't entirely sure what to do with Levin's effect, so this may change completely later. But for now he has two functions: Giving Vigil more use during the battle phase, or searching him if he's not already on the field. If this effect is fine as it is and worth keeping, should the cost be different? I was considering the cost being a discard so that it could also feed Vigil's self-summoning, Hiro's debuffs, Graves' graveyard searching, etc. But I felt like the cost would then become too much of an advantage.

[/spoiler]

[Spoiler=LAST-008 Spirit of a Lost Comrade - Squire]

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Lore:

You can only equip this card to "Last of the Warriors - Vigil". During your Battle Phase only, increase the ATK of the equipped Monster by 500. When the equipped Monster would be sent to the graveyard as a result of battle or by an effect, you can banish this card instead.

Card art by Andead on deviantart

 

Not a whole lot to say about Squire either, just a simple ATK boosting Equip that can protect Vigil from being destroyed by banishing itself. It could be used pretty effectively with Hiro though, making Vigil stronger and your opponent's monsters weaker.

[/spoiler]

[Spoiler=LAST-009 Lost Comrade Revival]

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Lore:

Target up to 2 banished "Spirit of a Lost Comrade" Spell or Trap cards, and return them to your deck. If at least 1 of them was banished by the effect of "Last of the Warriors - Vigil", you can activate only 1 of the following effects:
- Draw 1 card.
- Your opponent must discard 1 card from their hand.
Card art by JasonEngle on deviantart

 

I'm not sure yet if this card is balanced or not since it both recovers banished Lost Comrades, and then has hand altering effects if you used any of them for Vigil's self-summon. Should it have some sort of cost, or is it situational enough to balance out since it requires you to have Special Summoned Vigil from the graveyard at least once to activate its full effect?

[/spoiler]

[Spoiler=LAST-010 Fallen Warrior's Sword - Stonecutter]

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Lore:

This card can only be equipped to "Last of the Warriors - Vigil". When the equipped monster attacks a Defence Position monster whose DEF is higher than the equipped monster's ATK, send 1 card from the top of your opponent's deck to the graveyard.

Card art by Mischeviouslittleelf on deviantart

 

Here's the first of the "Fallen Warrior's Sword" line of support for Vigil, a set of 4 Equip spells that give Vigil effects to cause a lot of card destruction (With one exception), Stonecutter is a bit situational, requiring your opponent to have a monster with at least more than 2600 DEF on the field to do anything. Setting things up to make its effect trigger more often however could lead to some heavy deck destruction.

[/spoiler]

[Spoiler=LAST-011 Fallen Warrior's Sword - Executioner]

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Lore:

This card can only be equipped to "Last of the Warriors - Vigil". When your opponent Normal Summons a monster, you can negate its effect and destroy it. If you do, decrease the ATK and DEF of the equipped monster by 1000 until your End Phase.

Card art by Lothrean on deviantart

 

Executioner is designed to deny some of your opponent's field presence at the cost of weakening Vigil quite a bit. I somewhat intended for this to work well with Stonecutter, by destroying an opponent's monsters when they try to summon and then leaving Vigil's attack lowered to have a better chance of triggering Stonecutter's effect. I'm a bit worried about whether this card might be a bit overpowered though, since it pretty much completely blocks your opponent from Normal Summons. Is there a good way to limit how frequently it can be used, or should there just be another cost along with the ATK/DEF decrease?

[/spoiler]

[Spoiler=LAST-012 Fallen Warrior's Sword - Spellsword]

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Lore:

This card can only be equipped to "Last of the Warriors - Vigil". Increase the equipped monster's ATK and DEF by 200 for each face-up Spell or Trap you control. Your opponent's Spell, Trap, and Monster effects cannot target any Spells or Traps you control except for "Fallen Warrior's Sword - Spellsword".

Card art by SandroRybak on deviantart

 

Spellsword is the exception to the Swords' focus of card destruction. Instead, it offers a stat boost for Vigil along with some protection for your other Spells and Traps. It can also work well with Executioner if you decide not to use it with Stonecutter, softening the impact of Executioner's stat decrease as well as keeping it safe from your opponent's spell removal. Should it be changed to fit more with the other swords' focus on card destruction instead though? Like perhaps protecting your S/T zone and then destroying an opponent's card in some way once it's destroyed itself, and then just ditch the ATK/DEF increasing effect?

[/spoiler]

[Spoiler=LAST-013 Fallen Warrior's Sword - Hiro's Blade]

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Lore:

This card can only be equipped to a monster your opponent controls. If the equipped monster is destroyed by "Last of the Warriors - Vigil" as a result of battle, send all monsters with the same name from the owner's hand and deck to the graveyard.

Card art by nammiyami on deviantart

 

As you can guess from the name, this card was designed to pair well with "Spirit of a Lost Comrade - Hiro". with both of them equipping to your opponent's monsters. The ideal combo is using the Spirit to weaken your enemy for easier destruction, then using the Sword to get rid of any copies of that monster your opponent may also be running. Either card can be used on its own effectively, but they're meant to compliment each other very well. I'm a bit unsure of the OCG on it though. Do I need to add the extra deck to the list of places it can destroy from (in case it's used on an extra deck monster), and if so should I? Like is it underpowered by working only on main deck monsters, or would it be overpowered by targeting extra deck monsters as well?

[/spoiler]

[Spoiler=LAST-014 Pit of Abandoned Swords]

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Lore:

Send all "Fallen Warrior's Sword" Equip Spells on the field to the graveyard. Depending on the number of cards sent to the graveyard by this effect, you can activate 1 of the following effects:
2: Your opponent must discard 1 card from their hand.
4: Your opponent must discard 2 cards from their hand.
Card art by Arkis on deviantart

 

Much like Lost Comrade Revival, Pit of Abandoned Swords allows you to use cards from a specific line of Vigil support to impact your opponent's hand advantage. The big differences being it triggers by doing the opposite, destroying your Swords rather than recovering them like Revival does for the Spirits, and it lacks a draw effect, instead making your opponent discard. I figured this fit more with the card destruction focus of the Swords, as well as tying back to the effect of Revival.

[/spoiler]

[Spoiler=LAST-015 Lone Survivor's Regret]

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Lore:

Target 1 "Last of the Warriors - Vigil" you control. The target monster gains the following effect:
Once per turn: You can banish any number of "Spirit of a Lost Comrade" Spell or Trap cards from your graveyard. Until your next Standby Phase, monsters whose Levels and Ranks are equal to or less than the amount of cards banished by this effect cannot attack or activate their effects.
Card art by longai on deviantart

 

Regret is a card that, when it's activated gives Vigil a new effect that can stall your opponent's moves for a turn. I made it require banishing Lost Comrades because I felt it fit flavour-wise, but should I just change it to any Spell/Trap cards in your graveyard, to make it more useable?

[/spoiler]

[Spoiler=LAST-016 Lone Survivor's Last Stand]

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Lore:

Target 1 "Last of the Warriors - Vigil" you control. The target monster gains the following effect:
At the beginning of your opponent's Battle Phase, you can discard 1 card from your hand. If you do, battle damage from any battle involving this card is reduced to 0, and this card cannot be destroyed as a result of battle. All monsters your opponent controls become switched to Attack Position and must attack this monster if possible. Send this card to your graveyard during the End Phase of the turn this effect was activated.
Card art by loztvampir3 on deviantart

 

Last Stand gives Vigil an effect that allows him to force all your opponent's monsters to attack him. The idea is to clear the field of weaker monsters that your opponent may be keeping on the field for their effects, at the cost of Vigil sending himself to the graveyard once the turn is complete. However since it activates only during your opponent's turn, you can always just banish Last Stand to bounce Vigil back to the field right after with his standard effect.

[/spoiler]

[Spoiler=LAST-017 Lone Survivor's Charge]

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Lore:

If you control no monsters, Special Summon 1 "Last of the Warriors - Vigil" from your deck in face-up Attack Position. It gains the following effect:
When this card is Special Summoned, you can destroy 1 face-up monster your opponent controls. If that monster has an effect that activates when it is destroyed, you can banish 1 Spell or Trap from your graveyard to negate that effect.
Card art by wildheadache on deviantart

 

Charge is a searcher that also happens to pop one of your opponent's monsters. Nothing much to say about this one except that it's meant to be another way of getting Vigil to the field early on if you aren't lucky enough to draw him near the start, with some added utility to keep it from being a plain "You can summon this other card!" effect.

[/spoiler]

[Spoiler=LAST-018 Lone Survivor's Ambush]

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Lore:

Search your deck for 1 "Last of the Warriors - Vigil" and send it to your graveyard. It gains the following effect:
If your opponent declares an attack while you control no monsters, you can Special Summon this card from your graveyard. If you do, this card cannot be destroyed as a result of battle this turn.

Card art by Ovek on deviantart

 

More search power! Ambush can be used to simply leave Vigil in the graveyard ready to spring up if your opponent tries to go for the face while your field is empty, or it can simply be used to set Vigil up to SS himself from the graveyard right away. The first option could be especially useful if you run multiple copies of Vigil in your deck and have one of them up already. Then when your opponent gets rid of him and tries to go for a direct attack, you can have a second Vigil lying in wait in your graveyard to block them.

[/spoiler][/spoiler]

 

So, thoughts? Any ideas for ways I could go with the set (Like suggestions for spells/traps, or maybe a particular focus for them? Like maybe a lot of effects manipulating the graveyard, or having them grant Vigil an arsenal of new effects of his own?). I'm open to ideas for what to do with the concept! Of course if there's any issues with the OCG or balance of the cards in the set so far, please let me know and help me fix them :) Don't want it to be super broken either!

 

EDIT: Added 7 new cards, the "Lost Comrade" line of support. Includes 5 "Spirit of a Lost Comrade" Spell/Traps that can protect Vigil and boost his destructive power, as well as 2 Spell/Traps that can recover the Lost Comrades when they're destroyed or banished.

 

EDIT 2: Added 5 new cards, the "Fallen Warrior's Sword" line of support. Includes 4 equip spells focused on destroying cards in your opponent's hand and deck (With an exception of 1 that provides S/T protection), and 1 trap that sacrifices them to make your opponent discard.

 

EDIT 3: Added 4 new cards, the "Lone Survivor" line of support. Includes 4 spells that grant Vigil new powerful effects that can potentially mess up some of your opponent's big plays or search him out of your deck.

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Evilswarm Ophion.

 

You should make some kinda searchable resistance to Ophion in the form of generic negation, because Breakthrough A, is not consistent and B, banishes itself, and so can't be fodder for Vigil. Also, Graveyard isn't strong enough; You probably need to make it remove 2 counters (make it much faster, since at the moment it's a very slow card). Also, you may want to make more cards revolve around Grave counters so the generation has a second usage when your opponent doesn't try to destroy your S/Ts.

 

However, if more, faster ways of placing Grave Counters are implemented, you may want to keep it at 3 counters per negation.

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Evilswarm Ophion.

 

You should make some kinda searchable resistance to Ophion in the form of generic negation, because Breakthrough A, is not consistent and B, banishes itself, and so can't be fodder for Vigil. Also, Graveyard isn't strong enough; You probably need to make it remove 2 counters (make it much faster, since at the moment it's a very slow card). Also, you may want to make more cards revolve around Grave counters so the generation has a second usage when your opponent doesn't try to destroy your S/Ts.

 

However, if more, faster ways of placing Grave Counters are implemented, you may want to keep it at 3 counters per negation.

 

I'm not familiar with the Evilswarm cards so I completely overlooked that, but thanks for letting me know it'd be such a massive weakness for this set! Would it be better to have his resistance against those effects be in a separate Spell/Trap, or just add an immunity to having his summon negated in his own effects and then lower his stats to balance it out? Or alternatively adding some way to Normal Summon him or at least have his SS treated as a Normal Summon?

 

As for the Graveyard, I may change its effect to do something else, I'm just not sure yet. Maybe rather than protection, it could be a constant searcher for Vigil's specific Spell/Trap support, removing 2 or 3 counters to add a Vigil-specific card from your deck to your hand? Or would that be too broken? I'm planning to add a couple other cards that use Grave Counters, but they'll mostly just generate and use their own, so they won't really interact much with the Graveyard's generation.

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I'm not familiar with the Evilswarm cards so I completely overlooked that, but thanks for letting me know it'd be such a massive weakness for this set! Would it be better to have his resistance against those effects be in a separate Spell/Trap, or just add an immunity to having his summon negated in his own effects and then lower his stats to balance it out? Or alternatively adding some way to Normal Summon him or at least have his SS treated as a Normal Summon?

 

As for the Graveyard, I may change its effect to do something else, I'm just not sure yet. Maybe rather than protection, it could be a constant searcher for Vigil's specific Spell/Trap support, removing 2 or 3 counters to add a Vigil-specific card from your deck to your hand? Or would that be too broken? I'm planning to add a couple other cards that use Grave Counters, but they'll mostly just generate and use their own, so they won't really interact much with the Graveyard's generation.

 

You can always change his SS from the hand to a Normal Summon this card without tributes type of thing. 
And for the Graveyard stuff, I think it would be best to implement a first effect, which would search Vigil's support and then have secondary protection effects when they're banished (like Breakthrough Skill).  The idea is really nice, though, but you're going to have some difficulty in searching Vigil.

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You can always change his SS from the hand to a Normal Summon this card without tributes type of thing. 
And for the Graveyard stuff, I think it would be best to implement a first effect, which would search Vigil's support and then have secondary protection effects when they're banished (like Breakthrough Skill).  The idea is really nice, though, but you're going to have some difficulty in searching Vigil.

 

Summoning without tributes actually sounds much better! I've updated Vigil now to be normal-summonable, as well as his ability to SS himself from the graveyard being non-negateable (Along with any other cards that would Special Summon him). I've also changed Graveyard to search both Vigil and his Support rather than provide S/T protection, and I'll be adding his first batch of direct support soon! I've got a theme in mind for the next few cards in the set, just gotta hammer out their effects and usefulness.

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Since you just want feedback on the concept I'm just going to say that it's worth continuing. Just one problem: what if you don't get vigil on your first turn?

 

I mostly meant that feedback on the concept was higher priority for me at the moment, I'd still love to hear feedback on the cards themselves ;) As for not getting Vigil on the first turn, I'm going to add more searchers to the set soon to help get him out quickly if he's not in your hand from the start. Currently the Graveyard of Fallen Warriors field spell and Lost Comrade - Levin can both search him from the deck, and maybe having some generic Spells that can send him from the deck to the graveyard will help due to his Special Summon effect. Beyond that though, for now if Vigil isn't drawn on the first turn there's not much you can do unless you were able to draw something that can stall you a couple turns to get Vigil or something that can search him. I'll make it my goal to fix that weakness the next time I update the set though :)

 

EDIT: Two new searchers added just now, actually! Hopefully there's enough now to make Vigil easy enough to get on the field early on.

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