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Mario archetype: Rise of the Mushroom Kingdom


thegreatmightypoo

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Hey everyone! So it's been a REAAAAAAALLLY long time since I last poster cards here. 4 years to be exact. I've gotten back into Yugioh a bit and I rediscoverd this site. Didn't really do much with it until I got an idea for a Mario burn archetype. Now normally people just post the cards and ask for feedback, but I'm going to post them and explain them as I go, because I put a lot of work into this and I feel like this deck deserves it. Anyway, on with the cards.

 

First the monster cards:

[spoiler='Mushroom Kingdom Warrior Mario']kJQbERG.jpg
Once per turn, during either of your Main Phases, inflict 500 damage to your opponent's life points. When this card is sent to the Graveyard, inflict 500 damage to your opponent's life points.[/spoiler]

 

[spoiler='Mushroom Kingdom Warrior Luigi']RUDexT7.jpg

When this card destroys and opponents monster, inflict 400 damage to their life points. When this card is sent to the Graveyard, inflict 400 damage to your opponents life points.[/spoiler]

 

[spoiler='Mushroom Kingdom Warrior Peach']cvhBmj4.jpg
Once per turn, during either of your Main Phases, roll a 6-sided die. Inflict damage equal to 150 x the amount shown on the die to your opponents life points. When this card is sent to the Graveyard, roll a six sided die. Inflict 150 damage x the amount shown on the die to your opponents life points.[/spoiler]

 

These are the base monster cards that this deck is based around. As you can see, they aren't particularly powerful, and their burn damage is only "meh".

However they come with Tuner monsters to support them so that they can create more powerful synchros.

 

Tuner Monsters:

[spoiler='Red Fireball']J6QrlXa.jpg
When this card is sent to the graveyard, inflict 600 damage to you opponent's life points.[/spoiler]

 

[spoiler='Green Fireball']sSmJuRW.jpg
When this card is sent to the graveyard, inflict 800 damage to you opponent's life points.[/spoiler]

 

[spoiler='Turnip']TmWIKLm.jpg
When this card is sent to the graveyard, roll a 6 sided die. Inflict damage equal to 150 x the amount shown on the die to you opponent's life points.[/spoiler]

 

The reason the tuner monsters all have effects that burn when they go to the Graveyard is so that just the act of synchro summoning burns damage. This helps because as you'll see, the Synchros are pretty offensively challenged.

 

Synchro Monsters:

[spoiler='Mushroom Kingdom Warrior Mario - Fire Form']KT4kb2U.jpg
1 Pyro type tuner monster + 1 "Mushroom Kingdom Warrior Mario"
Once per turn, during either of your Main Phases, inflict 1000 damage to your opponents life points. [/spoiler]

 

[spoiler='Mushroom Kingdom Warrior Luigi - Fire Form']dh8J2zL.jpg
1 Pyro type tuner monster + 1 "Mushroom Kingdom Warrior Luigi"
If this card destroys an opponents monster, inflict 700 damage to your opponents life points. [/spoiler]

 

[spoiler='Mushroom Kingdom Warrior Peach - With Giant Turnip']al5dZDP.jpg
1 Plant type Tuner monster + 1 "Mushroom Kingdom Warrior Peach"
Once per turn, during either of your Main Phases, you may roll a 6-sided die. Inflict damage equal to 300 x the amount shown on the die to your opponents life points. [/spoiler]

 

So yeah, they're mediocrelly powerful monsters that can do quite a bit of burn damage.

So how do you get the tuners out? With this card

[spoiler='Mushroom Kingdom Warrior Projectile Strike!']osWCZno.jpg
Special Summon up to 1 "Turnip", "Red Fireball", and "Green Fireball" from your deck.[/spoiler]

An easy way to get those tuners out in a deck that doesn't have much other special summoning support. The problem is that now you're left on the field with 3 very weak monsters. Alternatively, you could use this oppurtunity to summon this card

[spoiler='Banzai Bill']HwxghbI.jpg
3 Level 2 Tuner monsters
This card may not be summoned except by Xyz summon. This card is destroyed immediately after it is summoned. When this card is sent to the Graveyard, inflict 2500 damage to your opponents life points. When this card is destroyed, no other card effects may be activated except for this card's for the rest of your turn.[/spoiler]

 

This is a way to do very cheeky damage. The problem is now you lost some of your tuner monsters that you need for synchro summoning. And this deck has a really hard time winning without it's synchro monsters.

 

Onto the spell cards now:

[spoiler='Super Mushroom']tMFQXbl.jpg
Target one "Mushroom Kingdom Warrior" monster on the field. That target gains 800 ATK and DEF until after the damage step on the turn when it was targeted for an attack.[/spoiler]

 

[spoiler='Fire Flower']ardsxwf.jpg
This card may only be equipped to a "Mushroom Kingdom Warrior" monster. Increase the equipped monster's ATK and DEF by 400 points. Double the damage the equipped monster inflicts by it's card effect.[/spoiler]

 

[spoiler='Starman']cplWXeY.jpg
When a "Mushroom Kingdom Warrior" card is targeted by a card effect: negate the effect and destroy the card targeting the monster.[/spoiler]

 

[spoiler='Poison Flower']3FlU7mv.jpg
When you would take more than 1500 damage by battle: negate the attack and inflict half the damage you took to your opponents life points.[/spoiler]

 

[spoiler='Poison Mushroom']HhD4z8u.jpg
When you take 1500 or less damage from battle: inflict damage equal to 2x the damage you took to your opponents life points.[/spoiler]

 

These are all cards that either power up the weak monsters, or prevent them from being destroyed either by battle or by card effects. Super Mushroom is a quick fix card that can help you in a pinch and either prevent a card from being destroyed, or do extra damage for about one turn. Fire Flower just a standard boost card that really only works well with the synchro monsters. Starman helps in a deck that's vulnerable to card effects, and Poison Flower and Mushroom are the only trap cards in the archetype and they give you some sort of backrow presence.

 

[spoiler='Coin']nrt2jAx.jpg
Special Summon 3 "Coin Token"s (Fairy-Type/LIGHT/Level 1/ ATK 0 / DEF 0) to your opponents side of the field in face up defense position.[/spoiler]

 

Coin is there to A. Fill up their monster slots with useless monsters, and B. Synergize with Luigi's effect so that he can actually do damage.

 

[spoiler='1Up-Mushroom']Dw6TEXv.jpg
When your life points reaches 0 from damage by battle: increase your life points by 1000 points and end the Battle Phase. Only 1 "1-Up Mushroom" can be played per duel.[/spoiler]

 

This is the desperation card that gives you one extra chance to set-up in a duel. One last turn that may be the difference from losing and from winning. One last chance to draw the most important card in the archetype and turn things around.

 

[spoiler='Order of the Grand Star']8WZr6Wj.jpg
If your opponent has less than 5000 life points, this card cannot be played. As long as this card is face up on the field, your opponent cannot inflict damage to your life points. All damage from battle is reduced to 0. All damage you inflict by card effects is doubled. Increase the ATK of all "Mushroom Kingdom Warrior" cards by 600 points. "Mushroom Kingdom Warrior" monsters you control cannot be destroyed by card effects. You may not activate any other Spell or Trap cards, other than "Mushroom Kingdom Warrior Projectile Strike!". At the end of the 5th turn that this card has been activated, destroy it, and you lose the duel. This card cannot be removed from the field except by it's own card effect.[/spoiler]

 

This is the card that makes everything run in the deck. It's important to draw this card early as if you inflict too much damage before you play it, you could be in trouble, as this deck has a hard time wining without this card. The main goal of this card is to get out your synchro monsters and deal as much burn damage as possible in 5 turns. However the cost is great as if you don't do this, you lose. The vulnerability in this card is that while you don't take damage, your monsters can still be destroyed by battle. Not only that, but you can no longer activate any of your other spell or trap cards (aside from the ones mentioned in the card), meaning you pretty much have to have those synchro cards out or you'll lose. This means that you need to wait until you've setup a bit before playing this card, by which time your opponents life points might already be under 5000. You also can't do battle damage, so the only way to win is to win by burn.

 

 

So what do you guys think? The things in particular that I want to know about are:

1. Is Order of the Grand Star overpowered?

I put it in the deck because I thought it would have a hard time winning without it, but now I think it might be too strong. Also

2. Is Order of the Grand Star's picture "underwhelming"?

I feel like the picture is a little "meh" for a card so important. Should I change that.

3. Is Fire Flower even necessary?

It feels like kind of throw away card that wouldn't be useful in most decks, especially when you already have Grand Star.

 

 

This is my first set I've made in years, so it probably isn't the best I could've done, but I put a lot of work into it and I hope you guys like it!

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  • 2 weeks later...

I think Poison Flower's effect is flawed; it says to negate the attack... but it also says to inflict damage to your opponent equal to half the damage you took. If the attack is negated, you don't take any damage, so it should say, "inflict half the damage you would have taken to your opponent's life points."

 

Overall, though, a very interesting set. I especially like the 1-Up Mushroom; I can imagine my opponent thinking they won the duel and then me saying, "Oh, yeah, I almost forgot," and activating 1-Up Mushroom. Plus I get a chuckle out of imagining a Yu-gi-oh character trying to sound overly dramatic while saying, "I Synchro Summon Mushroom Kingdom Warrior Peach... With Giant Turnip!"

 

As to answering your specific questions; 1) I don't think it's overpowered, particularly considering the fact that it comes with a countdown to doom, 2) The picture seems fine to me, though I suppose if you don't like it, you might try a rainbow colored star (to show that invincibility is in effect), and 3) of course Fire Flower is good for this deck; there's no guarantee that you'll draw Grand Star, so having another card that doubles damage (not to mention giving your monster a slight ATK boost) is important.

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