Jump to content

Dragon Knights


Number IV

Recommended Posts

Hello there, this is Leo Arms, back with another custom Archetype: The Dragon Knights! The inspiration for this came from Pokemon Emerald (which I am currently playing) which is evident in 1 (and subsequently more) of the cards. The Dragon Knights are a collection of Level 8 Dragon-Type monsters which rely on their field spell for protection and some of their effects. The Archetype is heavily based of of special summoning (they fear gravekeepers) especially from the Graveyard and keeping Sky Pillar readily accessible. Please rate and review! Also, please list which cards you think would be semi-limited, limited and banned! Thanks!

 

 

[spoiler=Monsters]

NAvB9GK.jpgBfkYBWB.jpg

y5GHwcH.jpgxW2mAei.jpg

6nRvwo0.jpg1CNtnn0.jpg

ExwIHgK.jpge9Gn4DK.jpg

snMnUeT.jpgkqQwRbI.jpg

[/spoiler]

[spoiler=Extra Deck]

3nuKBDe.jpg

zIkHbLG.jpg

KBZWV92.jpg

[/spoiler]

[spoiler=Spells/Traps]

VZ4Nml7.jpg

lECrXea.jpg

0Sy93Ji.jpg

0BTGBIq.jpg

[/spoiler]

Link to comment
Share on other sites

  • 2 weeks later...

I'm fairly certain this wasn't your intention, but usually the Rank 8 pool for Dragons is something to stay away from because that gives access to Number 95, an absurd card that breaks Dragon Decks in several ways. However, I will ignore that this card exists when putting my thoughts on these:

 

- For Sky Pillar itself, you should try to make it a Seal of Orchichalcos and give it blanket protection "Once per turn, this card cannot be destroyed by your opponent's card effects". This will cover most destruction, and you only need 1 protection. You might not even need such protection because the card floats, making your opponent hesistant to destroy the card. The way I worded it also lets you destroy your own card, which perhaps you could make use of with cards like Storm (The card that blows up your Spells and Traps to blow up an equal number of your opponent's) or Scrap Dragon if you choose to ever design a way to get that out

- Judgement Sword should have a drawback, such as "When this card leaves the field, destroy that monster. When that monster leaves the field, destroy this card." Other than that, it's an interesting mechanic, and supports the beatdown esque flavor of the Deck

- I think Thunder Bringer should be once per turn, and should target. Make it a soft OPT, but definitely a once per turn. Same with Flame Sash, and make the damage 800. The logic is 800 is 1/10 of your opponent's LP, and I suppose Cowboy as well

- Crimson Buster can send from the hand, but it should only have you gain LP from the monsters sent from the field, since from the hand can sometimes not be a cost in this kind of Deck where the Graveyard is accessible so easily

- Night Terror should either bring out only one monster, or immediately after summoning the 2 monsters make you go into an Xyz. ("Immediately after this effect resolves, Xyz Summon 1 "Dragon Knight" Xyz monster using only the two monsters Special Summoned by this effect.")

 

I might have a few other things to say, but I can't determine everything for sure. You can test some of this yourself with others on Duel Portal, which is basically Dueling Network for custom cards that has it's own thread here on YCM. If you can't find the links, need help with any of it, or just want someone to help test with, feel free to PM me.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...