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Make way for the Flames! The Dawnfire Archetype [10/?]


Zologe

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Here's yet another archetype for my future set, Rise of Legends. The archetype consists of Level 4 FIRE monsters, most of which are Warrior-Type. The deck does alot of field control, and it has 2 main boss monsters: The Dawnfire Champion and The Dawnfire Archon, where the former is a Rank 4 Xyz Monster, and the latter is a level 8 Synchro. The Tuners Focus on bringing out a second "Dawnfire" monster on board (whether it be by Special Summoning or Adding an additional Normal Summon), whereas the non-tuners each have 2, which one of those 2 effects triggers depends on if you Normal Summoned it, or Special Summoned it. The Extra Deck monsters focus on Negation of Card effects and Summoning control, forcing your opponent to play at your speed.

 

Dawnfire Knight
OGV5nIu.jpg
Level 4 FIRE
Warrior/Effect
When this card is Normal Summoned: Add 1 "Dawnfire" monster from your deck to your hand, except "Dawnfire Knight". When this card is Special Summoned: Add 1 "Burning" Spell/Trap Card from your deck to your hand. You can only activate each effect of "Dawnfire Knight" Once per turn. 
ATK: 1700 DEF: 200

 

This guy is your Stratos/Deneb. He's the guy who starts everything for you. He also adds your "Burning" Spell/Trap cards for you (Which there's only 2 of at the moment) when he's Special Summoned, so that's a thing.

 

Dawnfire Scout
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Level 4 FIRE
Warrior/Effect

When this card is Normal Summoned: You can Tribute this card; Special Summon 1 "Dawnfire" monster from your Deck, except "Dawnfire Scout". You cannot Special Summon monsters the turn you activate this effect, except "Dawnfire" monsters. When this card is Special Summoned: You can send 1 "Dawnfire" monster from your hand to the graveyard; Draw 1 card. You can only use each effect of "Dawnfire Scout" once per turn.
ATK: 1300 DEF: 200

The Scout is your main gateway into your big combos. Yes, it's a Warrior-Type Merlin/Lonefire, but with one extra cherry on top. When Special Summoned, you get to cycle out cards you don't necessarily want in your hand, and he gives you some drawpower. You're mainly gonna use him for his first effect, though.

 

Dawnfire Infantry
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 Level 4 FIRE
Warrior/Effect

When this card is Normal Summoned: You can target 1 "Dawnfire" Tuner monster in your graveyard; add that target to your hand. When this card is Special Summoned: Target 1 Spell/Trap Card your opponent controls; Destroy it. You can only activate each effect of "Dawnfire Infantry" once per turn.

ATK: 1600 DEF: 200 
 

Infantry recycles your tuners for future plays. Not a huge combo-piece, but his second effect is this deck's main source for backrow removal, not counting MST of course. You can basically treat him as a Traptrix Myrmeleo. Call of the Haunted and Oasis of Dragon Souls both trigger this effect, so it's pretty useful during your opponents turn.

 

Dawnfire Paladin
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Level 4 FIRE
Warrior/Effect

When this card is Normal Summoned: You can send 1 "Dawnfire" monster from your deck to your graveyard. When this card is Special Summoned: Target 1 monster your opponent controls; Destroy it. You can only activate each effect of "Dawnfire Paladin" once per turn. 
ATK: 1900 DEF: 200

 

Paladin sets up your graveyard for your graveyard Special Summons when Normal Summoned, and When Special Summoned, you get to pop a monster your opponent controls. Sure, it's not that great this format, but having a steady source of Monster removal is good to have. Plus, he's a 1900 beater, so he's pretty beefy.

 

Dawnfire Recruit
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Level 4 FIRE
Warrior/Effect
When this card is Normal Summoned: You can Tribute this card, then Target 1 "Dawnfire" monster in your graveyard, except "Dawnfire Recruit"; Special Summon that target in face-up Attack Position. When this card is Special Summoned: Target 4 "Dawnfire" monsters in your Graveyard; shuffle all 4 into the Deck, then draw 1 card. You can only activate each effect of "Dawnfire Recruit" once per turn.

ATK: 1500 DEF: 200

 

Recruit is another combo piece lategame. He acts as a Walking monster Reborn, and a way to trigger all of the Non-tuner Dawnfire monsters second effects. When Special Summoned Himself, he recycles some of your resources, and nets you an extra card. He serves as your last non-tuner.
 

Dawnfire Commander
5UHlXJR.jpg
Level 4 FIRE
Warrior/Tuner/Effect
During your Main Phase, you can Normal Summon 1 "Dawnfire" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
ATK: 1800 DEF: 200

 

His effect is very simple, yet effective. This is one of your two main gateways into Synchros and Xyz in this archetype so far. There's not much else to say, other than the fact that he helps you trigger all the Normal Summon effects of the Dawnfire monsters before you Synchro or Xyz with him.

 

Dawnfire Sorceress
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Level 4 FIRE
Spellcaster/Tuner/Effect
You can target 1 Level 4 "Dawnfire" monster in your Graveyard; Special Summon it in face-up Defense Position. You can only use the effect of "Dawnfire Sorceress" once per turn.

ATK: 1000 DEF: 200

 

Here's your second entryway into Xyz and Synchros. A Simple Wolfbark which does not negate the effects of the monster summoned by her effect. She's much weaker than Wolfbark though, so if her effect is stopped somehow, you're sitting on a 1000 ATK point tuner with nothing to synchro or Xyz With. Kiiinda sucks if that happens.
 

Burning Prejudice
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Continuous Trap Card

Activate only if you control no monsters; send 2 "Dawnfire" cards from your hand to the Graveyard; Special Summon 2 "Dawnfire" monsters with different names from your Deck. When this card leaves the field, banish those monsters. Destroy this card during your next End Phase. You cannot Special Summon any monsters, except "Dawnfire" monsters. You can only activate 1 "Burning Prejudice" per turn.

 

It's basically a Geargiagear for the deck, but a tad bit more balanced. It opens up plays and it's a great card to activate during your opponents end phase, as it triggers your monster's effects, and it opens up Plays for next turn.

 

Burning Spirit
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Normal Spell Card
Target 1 "Dawnfire" monster in your graveyard; Special Summon that target. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard and send 1 card from your hand to the Graveyard; add 1 "Dawnfire" monster from your Deck to your hand. You can only activate each effect of "Burning Spirit" once per turn.

 

Basically a monster reborn for you, which helps out extending combos and bouncing back into the game. It also has a secondary effect, which allows you to search your deck for a Dawnfire monster, which is useful, should your opponent negate the Special Summoning effect of the card. You can alternatively use this card as discard fodder for other card effects.

 

Dawnfire Champion
ePgNKS8.jpg
Rank 4 FIRE
Warrior/Xyz/Effect

2 Level 4 "Dawnfire" Monsters
While this card has Xyz Material, it cannot be targeted by your opponents card effects. Once per turn, when your opponent would Special Summon a monster(s), you can detach 2 Xyz Materials from this card; negate the Summon, and if you do, Banish the monster(s).
ATK: 2450 DEF: 200
 
One of the two boss monsters I've created so far, the Champion negates Special Summons, and Banishes those monsters, which is pretty useful, all things considered.
 
Dawnfire Archon
TVXUCYe.jpg
Level 8 FIRE
Fairy/Synchro/Effect
1 "Dawnfire" Tuner + 1 "Dawnfire" non-Tuner monster.
You can Banish this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect, and destroy that card. If you negate an effect this way, you can Special Summon this Banished card during the End Phase. When this card you control is sent to the graveyard by an opponents card: Target 1 Level 4 "Dawnfire" monster in your graveyard; Special Summon that target. You can only control 1 "Dawnfire Archon".

ATK: 2450 DEF: 200

 

Dawnfire Archon is basically a Stardust Dragon Assault Mode for the deck, with less ATK, and DEF. It's non-generic as well, so other decks can't abuse it.  



 

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This is what archetypes in CC should be like tbh. Clear cards, not too many that it's a lot of effort to read/see how they work, good appropriate art and explanations for each cards' role in the deck. Your clearly put thought into them and they all work well together, enough that this should probably go into advanced cards (they seem a bit too 'trying to be competitive' to be in casual).

If anything that's my one problem with the archetype as a whole; it's not that original or creative. As you've said, all of your cards are kinda equivalents for other decks cards - wolf bark, Deneb, etc so I don't have much to say about them - there's not really much flavour to them either (but I cant be too critical as most archetypes konami make theses days aren't that original - tellars being the prime example of this).The dawnfires feel quite similar to tellars, due to the theme of good generic effect level 4 cards; again can't be too critical as this is often needed to be competitive in the meta. I think they're fine even if the design or some of the cards are a bit strong, and I look forward to seeing more bosses with more creative effects! For now I'd say move to advanced section.

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