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Gunslingers, an archetype from the wild west! [9/? cards]


AcediaJC

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Yeeeeehaw!

 

... ahem.

 

Recently out of the blue, I felt inspired to make an archetype based around a theme of wild west gunslingers. And so I did. The result is a small-ish set of FIRE/Warriors based on a counter system, each monster gaining "Bullet Counters" when they're summoned depending on how many cards are in your graveyard (with a limit of 6), and using those counters for their effects. They also each have a secondary effect that activates when discarded... And I'll admit the main reason for that is because I've been playing Shadolls a lot and enjoyed the playstyle more than I thought I would and wanted to use something similar in this set. You may also notice that the number 6 is pretty prominent in the set (Limit of 6 bullet counters, ATK/DEF all either 600, 1600, or 2600, the Xyz being rank 6...). The reason for that should be obvious... Cowboys use revolvers, and how many bullets does a revolver typically have? Exactly.

 

[Spoiler=The Gunslingers]

[Spoiler=Gunslinger Trickshooter]

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Lore:

When this card is Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6). When this card attacks or is attacked by a monster whose Level or Rank is less than the amount of Bullet counters on this card: You can remove all Bullet counters from this card; destroy the opponent's monster this card is battling. If this card is sent from your hand to the Graveyard by a card effect: You can target 1 "Gunslinger" monster you control; place 2 Bullet counters on that target. 

[/spoiler]

 

[Spoiler=Gunslinger Dealer]

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Lore:

When this card is Summoned: Place 1 Bullet counter on this card for each "Gunslinger" card in your Graveyard (max. 6). When this card is destroyed by battle with an opponent's monster whose Level or Rank was less than the amount of bullet counters on this card when it was destroyed: Draw 2 cards, then discard 1 card. If this card is sent from your hand to the Graveyard by a card effect, except by the effect of "Gunslinger Dealer": You can remove 2 Bullet counters from a "Gunslinger" monster you control; draw 1 card. 

[/spoiler]

 

[Spoiler=Gunslinger Revolver]

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Lore:

When this card is Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6). You can tribute this card with 6 Bullet counters on it and target 1 card on your opponent's side of the field; destroy that target, and if it was a Spell/Trap card, or a monster whose Level or Rank was 6 or higher, discard 1 card. If this card is sent from your hand to the Graveyard by a card effect: You can remove all Bullet counters from a "Gunslinger" monster you control and target 1 card on the field; return it to the hand. 

[/spoiler]

 

[Spoiler=Gunslinger Partners in Crime]

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Lore:

When this card is Summoned or flipped face-up: Special Summon 1 "Gunslinger Token" (Warrior-Type/FIRE/Level 4/ATK 1600/DEF 1600), then place 1 Bullet counter on this card for each card in your Graveyard (max. 6). All "Gunslinger" monsters you control gain 100 ATK and DEF for each Bullet counter on this card. During each of your Standby Phases: Remove 1 Bullet counter from this card. If this card is sent from your hand to the Graveyard by a card effect: You can add 1 Level 4 or lower "Gunslinger" monster from your Deck to your hand.

[/spoiler]

 

[Spoiler=Gunslinger Quick-Draw]

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Lore:

When this card is activated: Banish 1 "Gunslinger" monster you control with 6 Bullet counters on it, then Special Summon 1 "Gunslinger" monster from your Graveyard with a different name as the banished monster and equip it with this card. If this card is sent to the Graveyard because the Equipped monster left the field: Discard 1 card. 

[/spoiler]

 

[Spoiler=Gunslinger Saloon]

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Lore:


When this card is activated: Place 6 Bullet counters on it. If there are no Bullet counters on this card, destroy it. You can remove 1 Bullet counter from this card to activate 1 of these effects.
-Target 1 "Gunslinger" you control; that target's Level is now equal to the number of Bullet counters on it.
-Remove 1 Bullet counter from this card and destroy 1 "Gunslinger" monster you control, then inflict 200 damage to your opponent for each Bullet counter that was on the destroyed monster.
-Remove 2 Bullet counters from this card, then shuffle 2 "Gunslinger" monsters from your Graveyard into the Deck.

[/spoiler]

 

[Spoiler=Gunslinger Sheriff]

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Lore:


2 level 6 "Gunslinger" Monsters
When this card is Xyz Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6). Once per turn: You can detach 1 Xyz material from this card; your opponent must banish 1 monster from their hand or field whose Level is less than or Equal to the number of bullet counters on this card. When this card activates that effect: Remove 2 Bullet counters from this card.

[/spoiler]

 

[Spoiler=Gunslinger Rapidfire]

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Lore:

When this card is Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6). Once per turn: You can remove 2 Bullet counters from this card; this card can make a second attack during each Battle Phase of this turn. If this card is sent from your hand to the Graveyard by a card effect: You can Normal Summon 1 "Gunslinger" Monster in addition to your Normal/Set this turn. You can only use this effect of "Gunslinger Rapidfire" once per turn.

[/spoiler]

 

[Spoiler=Gunslinger Duelist]

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Lore:

When this card is Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6). This card with 6 Bullet counters cannot be destroyed by battle and all battle damage you would take involving this face-up card is reduced to 0. If this card is sent from your hand to the Graveyard by a card effect: You can Normal Summon 1 Level 5 or higher "Gunslinger" Monster without tributing this turn.

[/spoiler][/spoiler]

 

Hopefully there's nothing inherently badly designed about them that I haven't realised, but if there is please (politely) let me know and maybe give some suggestions for how to fix whatever the problem(s) is :)

 

EDIT: 2 new monsters added: Gunslinger Rapidfire and Gunslinger Duelist. Both sort of have similar uses in their effects: Their first effects give them an advantage in battle (Rapidfire can exchange Bullet Counters for a second attack, and Duelist can't be destroyed and stops damage if she has 6 counters), and their second effects help with normal summoning (Rapidfire allowing you to normal summon a second time, and duelist allowing you to summon a level 6 Gunslinger without having to tribute). So basically Rapidfire helps clear the opponent's field or build up your own, while Duelist helps you maintain some field presence or more easily get out the Sheriff.

 

EDIT 2: Made the suggested tweaks to all cards, mostly simple OCG changes aside from Dealer, Saloon, and Sheriff who had some small changes to their balance (Dealer now requires Gunslinger cards in the graveyard to get her counters, Saloon no longer has its once per turn limitation, and Sheriff banishes from the hand and field instead of hand and deck).

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TrickShooter

When this card is Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6).  When this card attacks or is attacked by a monster whose Level or Rank is less than the amount of Bullet counters on this card: You can remove all Bullet counters from this card; destroy the opponent's monster this card is battling.  If this card is sent from your hand to the Graveyard by a card effect: You can target 1 "Gunslinger" monster you control; place 2 Bullet counters on that target.  

 

A few things wrong when you worded this.  " If there are more than 6 Bullet Counters on this card, banish it. "  This effect can't exist, b/c it is impossible for this card to have more than 6 b/c you placed the cap via "(max. 6)".  You did that with every other Gunslinger so I'll avoid overstating this.  Also, the way you initially worded it suggests that you can activate it even if the monsters Level/Rank is higher than the amount of Bullet counters you control... Meaning the card doesn't tell you what to do if that happens.  I simply removed the fact that you could do that... If however, you want to have the option of activating it, then either give it an effect when the Level/Rank is equal/higher or state (for no effect).  I don't recommend using for no effect.  Only 2 cards in Yugioh have such a mechanic (paying a cost for no effect) and that is Apoqliphort Killer and Share the Pain.  

The card itself has a decent effect.  You gave it usable stats and a decent effect.  Not bad... Personally I'd prefer if removing all counters just destroyed any monster all together.

 

Dealer

When this card is Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6).  When this card is destroyed by battle with an opponent's monster whose Level or Rank was less than the amount of bullet counters on this card when it was destroyed: Draw 2 cards, then discard 1 card.  If this card is sent from your hand to the Graveyard by a card effect, except by the effect of "Gunslinger Dealer": You can remove 2 Bullet counters from a "Gunslinger" monster you control; draw 1 card.  

 

Definitely going to get 6 Counters upon Summon.  To be honest I think this card can be abused by other Decks.  B/c you only need 6 cards (I was surprised this card didn't count only Gunslingers) and a monster it can clash with to draw 2 cards and discard 1...  Dark Worlds will use this I guarantee it.  I think you should fix that.  Overall I think this is a very powerful draw card, very good.  

 

 

Revolver

When this card is Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6).  You can tribute this card with 6 Bullet counters on it and target 1 card on your opponent's side of the field; destroy that target, and if it was a Spell/Trap card, or a monster whose Level or Rank was 6 or higher, discard 1 card.  If this card is sent from your hand to the Graveyard by a card effect: You can remove all Bullet counters from a "Gunslinger" monster you control and target 1 card on the field; return it to the hand.  

 

Your initial wording states if it is not a monster whose level is lower than 6 (has to be 6), then to discard a card.  Which includes S/T.  I actually had no idea how else to correctly word that in PSCT.  

The effect is great.  Love it, I think it's perfect.

 

 

 

Crime

When this card is Summoned or flipped face-up: Special Summon 1 "Gunslinger Token" (Warrior-Type/FIRE/Level 4/ATK 1600/ DEF 1600), then place 1 Bullet counter on this card for each card in your Graveyard (max. 6).  All "Gunslinger" monsters you control gain 100 ATK and DEF for each Bullet counter on this card.  During each of your Standby Phases: Remove 1 Bullet counter from this card.  If this card is sent from your hand to the Graveyard by a card effect: You can add 1 Level 4 or lower "Gunslinger" monster from your Deck to your hand.  

 

Wow these are some really powerful effects.  I was about to yell at you and say it's broken until I saw it was level 6 (I thought it was level 4 at first b/c of the token).  Great card!

 

Quick Draw

When this card is activated: Banish 1 "Gunslinger" monster you control with 6 Bullet counters on it, then Special Summon 1 "Gunslinger" monster from your Graveyard with a different name as the banished monster and equip it with this card.  If this card is sent to the Graveyard because the Equipped monster left the field: Discard 1 card.     

 

I have a pet peeve against cards that Special Summon from the Graveyard but do not target.  In addition, the last effect, the way you worded it, would never activate.  Equip Spell effects are only applied while they are on the field, as every other card (unless, except it says "When this card is sent somewhere else", usually Graveyard).  So when the Equipped monster leaves the field the Equip Spell would automatically leave with it and the Equip is not a Graveyard effect (b/c the way you worded it directs that it must be on the field to activate, and since it is an equip, to resolve as well).  So I modified the effect to actually activate for you.  

It's a great card, perfect for summoning Partners in crime, which is like the best card.  Also great for Re-Summoning the Dealer for more Draw and possibly discard power. 

 

 

Saloon

When this card is activated: Place 6 Bullet counters on it.  If there are no Bullet counters on this card, destroy it.  Once per turn, You can remove 1 Bullet counter from this card to activate 1 of these effects.

-Target 1 "Gunslinger" you control; that target's Level is now equal to the number of Bullet counters on it.

-Remove 1 Bullet counter from this card and destroy 1 "Gunslinger" monster you control, then inflict 200 damage to your opponent for each Bullet counter that was on the destroyed monster.  

-Remove 2 Bullet counters from this card, then shuffle 2 "Gunslinger" monsters from your Graveyard into the Deck.  

Remove the once per turn restriction on this card please.  Otherwise it's too slow.

 

 

Sheriff

When this card is Xyz Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6).  Once per turn: You can detach 1 Xyz material from this card; your opponent must banish 1 monster from their hand or Deck whose Level is less than or Equal to the number of bullet counters on this card.  When this card activates that effect: Remove 2 Bullet counters from this card.  

It's weird that it's effect gets better when you activate it the second time... Why did you make a card whose effect is better when it has less counters?  In addition, change the fact that your opp can banish from Deck, that's a baby punishment and they won't feel it.  Force it from the Hand.  And if they don't, you get to view the hand.  Your opponent on the other hand, should always have at least some monster they can banish if you let them Banish from their Deck too.

 

 

Rapidfire

When this card is Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6).  Once per turn: You can remove 2 Bullet counters from this card; this card can make a second attack during each Battle Phase of this turn.  If this card is sent from your hand to the Graveyard by a card effect: You can Normal Summon 1 "Gunslinger" in addition to your Normal/Set this turn.  

 

Last eff needs to be once per turn.  Good effect in general.

 

 

Duelist

When this card is Summoned: Place 1 Bullet counter on this card for each card in your Graveyard (max. 6).  This card with 6 Bullet counters cannot be destroyed by battle and all battle damage you would take involving this face-up card is reduced to 0.  If this card is sent from your hand to the Graveyard by a card effect: You can Normal Summon 1 Level 5 or higher "Gunslinger" without tributing this turn.   

 

Rapid fire is probably better than this b/c you can get out a Crime with either.  This looks like a really fun deck and it looks completely playable and balanced.  The Xyz needs a little upgrade though, along with the Field Spell.  And I think Dealer should be nerf'd somehow to avoid abuse in other decks (like Shaddolls).  Also, how does this Deck deal with level 7 and higher?  A lof of these effects are invalidated if they're 7 or higher.  

 

 

Thanks for the post!  Any questions please ask!

 

Oh ignore my suggestion of just destroying any monster battling Trickshooter, I made that suggestion before I realized all your monsters had that particular theme. 

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A few things wrong when you worded this.  " If there are more than 6 Bullet Counters on this card, banish it. "  This effect can't exist, b/c it is impossible for this card to have more than 6 b/c you placed the cap via "(max. 6)".  You did that with every other Gunslinger so I'll avoid overstating this. 

 

I assumed the (max 6) part of the effect meant they couldn't gain more than 6 counters upon summon, and so I added the effect of banishing if they have more than 6 due to Trickshooter's secondary effect allowing you to place 2 more on a card. Guess I didn't realise that counted for any counters placed on the card at all, rather than just from their initial effect.

 

Definitely going to get 6 Counters upon Summon.  To be honest I think this card can be abused by other Decks.  B/c you only need 6 cards (I was surprised this card didn't count only Gunslingers) and a monster it can clash with to draw 2 cards and discard 1...  Dark Worlds will use this I guarantee it.  I think you should fix that.  Overall I think this is a very powerful draw card, very good. 

 

I must've been too caught up in keeping the effects the same that I didn't think to limit Dealer to needing other Gunslingers in the grave for her effect. I'll definitely add that in so she's not too easily abused :)

 

 

It's weird that it's effect gets better when you activate it the second time... Why did you make a card whose effect is better when it has less counters?  In addition, change the fact that your opp can banish from Deck, that's a baby punishment and they won't feel it.  Force it from the Hand.  And if they don't, you get to view the hand.  Your opponent on the other hand, should always have at least some monster they can banish if you let them Banish from their Deck too.

 

 

I'm not entirely sure what you mean by this one, to be honest. In retrospect banishing from the deck is kinda useless, but I don't see how it gets stronger the second time it activates. Since the first time it activates, it can banish a monster that's up to level 6. But the second time, it will only have 4 counters, limiting the range of things you can banish with it. Did you maybe misread it and thought it said either a monster that's higher than the amount of counters, or that it adds 2 instead of removes?

 

 

Also, how does this Deck deal with level 7 and higher?  A lof of these effects are invalidated if they're 7 or higher.     

 

 

On their own, they'd be at a disadvantage. Though Revolver can still destroy a level 7+ at the cost of a discard (Which isn't such a bad thing for this set), and Sheriff with a Partners in Crime on the field could potentially just attack over anything with less than 3200 ATK. Beyond that though, their only real answer to level 7+ monsters would be the usual staples or generic Rank 4s to deal with them in a pinch.

 

 

 

Thanks for the very thorough review! :)

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For Sheriff:

At first your opponent has the option of Banishing a Level 6 or lower.

Then they only have the option of Banishing a Level 4 or lower.

You reduce the opponent's options the second time it's activated, reducing options = Making it better.  It would be better if YOU picked the card to banish, since that would increase YOUR options.  

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Ah I see your point now. Would it be fair to have Sheriff banish from field or hand instead of deck or hand, or is it more balanced by being limited to hand only?

Like I said you're giving the opponent form Banishing from... hand or field?  Or just hand?

 

The effect is is actually better if you just limit it to the hand, letting the pick from the field or hand gives them more options and more breathing room when you are trying to press with Sheriff.  

 

I actually like Hand and Field banish the most.  It gives your opponent the most options, making it the most balanced, and at the same time the variety is wider, meaning you are more likely to banish something since it accounts the hand and field.  So you should probably go with that (banish from hand or field).  

 

This effect is very similar to "Apoqliphort Killer" and I'll tell you what.

I usually try to kill all monsters my opponent controls and then during the M2 force my opponent to get rid of something from their hand.  Just so you know how I, and likely most other players, would use this card.

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I love the idea of this archetype. The numbers of 6 are interesting enough, but thinking about the play style, it'd be amazing. If Spell Counter Decks were fun and fast, this would be what it would be like. It's interesting thinking about all the effects. I was thinking this would work with Dark Worlds, but Dealer and especially Sheriff prevents such combos. Speaking of combos though, this could make The Cheerful Coffin (As Non Meta as that card is) useful in the way that you could get your Bullet Counters running smoothly. I'm not so sure this deck would go beyond Tier 2 or 1.5 if it made real life, but that Sheriff really says no and means it. Assuming it immediately gets between 6 Counters, it would be hilarious to see a Satellarknight player lose their Deneb search to this card. My only complaint is MAYBE raise Duelist's ATK a little cause it is a Level 6 with only 1600, but then again it is a Yubel without the reflecting damage. Great job with this and I look forward to looking more into your other archetypes, which seem to be just as interesting as I've been seeing them pop around a bit.

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I love the idea of this archetype. The numbers of 6 are interesting enough, but thinking about the play style, it'd be amazing. If Spell Counter Decks were fun and fast, this would be what it would be like. It's interesting thinking about all the effects. I was thinking this would work with Dark Worlds, but Dealer and especially Sheriff prevents such combos. Speaking of combos though, this could make The Cheerful Coffin (As Non Meta as that card is) useful in the way that you could get your Bullet Counters running smoothly. I'm not so sure this deck would go beyond Tier 2 or 1.5 if it made real life, but that Sheriff really says no and means it. Assuming it immediately gets between 6 Counters, it would be hilarious to see a Satellarknight player lose their Deneb search to this card. My only complaint is MAYBE raise Duelist's ATK a little cause it is a Level 6 with only 1600, but then again it is a Yubel without the reflecting damage. Great job with this and I look forward to looking more into your other archetypes, which seem to be just as interesting as I've been seeing them pop around a bit.

 

I've never actually used a Dark Worlds deck so personally I've got no clue how well they'd work together, but anything that does lots of discarding or graveyard filling would likely combo very nicely with the Gunslingers (I can already imagine some builds that use a Lightsworn or two to get those 6 cards in the graveyard quicker). With Duelist though I was kinda in a tough spot with her. I didn't want to break the theme of them having 600/1600/2600 ATK/Def to stick with the pattern of the number 6, and figured 2600 would be far too powerful for a level 6 that's immune to battle destruction and opted to make her too weak for a level 6 rather than too strong for a level 6. Though the intent was mostly just to have another card that can help get Sheriff on the field, with Duelist able to safely stall until you can get out another level 6 to Xyz her into Sheriff with.

 

Thanks for the comments, everyone! Looking forward to hearing your thoughts on my other sets as you check them out, Trikster :)

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I've never actually used a Dark Worlds deck so personally I've got no clue how well they'd work together, but anything that does lots of discarding or graveyard filling would likely combo very nicely with the Gunslingers (I can already imagine some builds that use a Lightsworn or two to get those 6 cards in the graveyard quicker). With Duelist though I was kinda in a tough spot with her. I didn't want to break the theme of them having 600/1600/2600 ATK/Def to stick with the pattern of the number 6, and figured 2600 would be far too powerful for a level 6 that's immune to battle destruction and opted to make her too weak for a level 6 rather than too strong for a level 6. Though the intent was mostly just to have another card that can help get Sheriff on the field, with Duelist able to safely stall until you can get out another level 6 to Xyz her into Sheriff with.

 

Thanks for the comments, everyone! Looking forward to hearing your thoughts on my other sets as you check them out, Trikster :)

I never thought about that.... But yeah, I play a lot of DARK decks, so I was quick to play that for a week. Anywho, a lot of Dark World spells would go hand in hand with kind of deck that aren't the Field Spell, but The Cheerful Coffin lets you dump 3 from your hand so you could imagine the combos from there and why it would be better for this deck of all things. Lightsworn idk, I think it would conflict too much with the overall goal of the deck. MAYBE Lyla and Raiden, but eh, beyond those the synergy would fall flat. As for Duelist, you have a point. It's a decent stall, but if you really want to give some safety, maybe try to give sort of an emergency drop card like how Gimmick Puppets have Magnet Doll and Gear Changer to make Giant Grinder quickly when some really big Extra Deck monster arrives. I think that would really allow it to do its thing and not have to panic about the minute Pleiades or something of that nature arrives where it immediately takes you to a halt because you don't have everything ready to Sheriff out whatever they got.

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