FullMetalAndross Posted March 20, 2015 Report Share Posted March 20, 2015 I had an idea for a new archetype, which came about from silly conversations with a friend, with all of the cards sharing the name "Dog". I designed a few cards for fun, disregarding normal card convention and making the effects sound more funny than useful. Here's an example of how the cards looked before: [spoiler=Cards] Obviously, the effects of this card would make no sense in a normal game, but me and my friend found them pretty funny. Although, I came up with some interesting ideas along the way, and tonight, I went through the process of creating many cards that could be used for a full "Dog" deck. I spent a short bit of time coming up with their effects,and I hope they aren't too powerful, but I'd be open to ideas for changes, buffs, and nerfs to the cards, as well as criticism about the cards. Main Deck: Monsters: Normal: Rad Dog Level 4 FIRE Beast-Type 2000 ATK/ 1000 DEF Forever known as the raddest dog in the world, he hangs out with Plaid Dog to look better in comparison. When both of them combine, no one can handle how rad they are. Plaid Dog Level 4 LIGHT Beast-Type 500 ATK/ 2300 DEF He is the very uncool partner of Rad Dog. However, Rad Dog can only achieve his ultimate coolness by combining with this plaid pup. These Normal Monsters are fairly strong, and are supported by other cards in the archetype. Their stats don't go above anything currently around, however. The only stat above normal is Rad Dog's 1000 DEF, which I don't think will make much of an impact. Plaid Dog's DEF might seem really high for a Level 4, but it's no higher than Gear Golem the Moving Fortress. Effect: Dad Dog Level 4 EARTH Beast-Type 1200 ATK/ 1000 DEF When this card is Normal Summoned: Add 1 "Dog" monster from your Deck or Graveyard to your hand. When this card is destroyed: Add 1 "Dog" Spell/Trap from your Deck to your hand. If you activate an effect of "Dad Dog", you cannot activate other "Dad Dog" effects until the start of your next turn. This is the main search card of the archetype, with some strong cycling in its first effect. However, unless your opponent ignores him for a turn or you block their cards for a turn, he'll only get one search, and for only one type of card. Giant Dog Level 4 EARTH Beast-Type 1800 ATK/ 1300 DEF Up to twice per turn: You can target 1 "Dog" monster you control; increase its Level by 1. You can't Special Summon monsters the turn you activate this effect, except "Dog" monsters. This card is used to help the Synchro and Xyz engine of the archetype. However, his effect can't be used to splash him in other decks for Rank 5 or 6 Xyz monsters. He also has some decent stats so that he can be used even when your field isn't set up. Jumping Dog Level 5 WIND Beast-Type 1800 ATK/ 1300 DEF If your opponent controls more monsters than you, you can Special Summon this card (from your hand). If this card is in the Graveyard: You can banish 1 "Dog" card in your hand; Special Summon this card from the Graveyard. You can only Special Summon 1 "Jumping Dog" per turn. This card is used to help speed up Synchro Summoning and Rank 5 Xyz Summons for the deck, but its continued use will cost you some card advantage. Unlike a Cyber Dragon, however, its stats aren't on par for a Level 5, so it can't be used well for beatdown. Mad Dog Level 8 DARK Beast-Type 2600 ATK/ 2000 DEF You can Special Summon this card (from your hand) by Tributing 3 "Dog" monsters from your hand or field. When this card battles a Special Summoned monster: Negate its effect until the end of the turn, and destroy it. This card must be in face-up Attack Position to activate and resolve this effect. This is definitely one of the ace monsters of the deck, and the highest Level monster for the Main Deck that isn't a Ritual Monster. While its cost for Special Summoning is high, he can be Normal Summoned as well, and his effect is definitely worth it, as he'll also negate a monster's effect in the Graveyard (or at least, that's how I intended for it to work). Sad Dog Level 1 WATER Beast-Type Tuner 300 ATK/ 300 DEF "Dog" monsters you control cannot be targeted for attacks or card effects, except "Sad Dog". This is one of two Tuner monsters in the archetype. His effect can be used to help direct cards away from your other dogs for a turn, at least, and his low level is useful for Synchro Summoning. Wet Dog Level 2 WATER Beast-Type Tuner 800 ATK/ 800 DEF You can Tribute 1 "Dog" monster; Special Summon this card from the Graveyard, and if you do, banish it when it leaves the field. The second tuner monster for the archetype, and probably the more useful one. His effect extends his usability, but like any other self-summoning Tuner, he's got a big downside. Ritual: Tiny Dog Level 4 LIGHT Beast-Type 100 ATK/ 100 DEF When this card is Ritual Summoned: Target 1 Level 4 or lower "Dog" monster in your Graveyard; Special Summon it. During either player's turn: You can Tribute this card; Special Summon 1 "Dog" monster from your hand. You can only activate 1 effect of "Tiny Dog" per turn, and only once that turn. The first Ritual Monster for the deck. While his stats seem very low, it's used to offset his two strong effects, which are amplified by the Ritual Spell, which will be showing up later. Devil Dog Level 8 DARK Beast-Type 3000 ATK/ 3000 DEF Must be Ritual Summoned by the effect of "Dog Ritual", and cannot be Summoned by other ways. Cannot attack. When a monster is Special Summoned: Reduce this card's ATK and DEF by 500; Negate that monster's effects, and if you do, destroy it. When a Spell/Trap card is activated: Reduce this card's ATK and DEF by 100; negate the activation, and if you do, destroy it. When this card's ATK or DEF becomes 0: Destroy it. When this card is destroyed: Target 1 "Dog" monster and 1 "Dog" Spell/Trap in your Graveyard; Special Summon the first target, and add the second target to your hand. This is the second Ritual Monster, and it works a lot like Light and Darkness Dragon. This card is very useful for stalling your opponent, but it doesn't stop monster effects or Normal Summons, and the monster can't attack with his high ATK. Not only that, but just like Light and Darkness Dragon, it also affects your own cards. Spell: Dog Buddies Quick-Play Spell If your opponent controls more monsters than you: Special Summon 1 "Rad Dog" and 1 "Plaid Dog" from your hand, Deck, and/or Graveyard, then discard 1 "Dog" card. This is the main support for the Normal Monsters in the deck, and also works well as Xyz support. It can also be very useful for protecting yourself on your opponent's turn. Dog Fusion Normal Spell Fusion Summon 1 "Dog" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Material. You can banish this card from your Graveyard; return 1 "Dog" Fusion Monster to your Extra Deck. If a "Dog" Fusion Monster you control is destroyed: You can add this card from your Graveyard to your hand. You can only activate 1 effect of "Dog Fusion" per turn, and only once that turn. The Fusion Spell for the archetype. Its secondary effects help to keep your Fusion Summons going. Dog Party Normal Spell If you control 5 "Dog" monsters with different names: Destroy all cards on the field, except for "Dog" monsters. You cannot declare an attack during the turn you activate this card. The most powerful spell in the deck currently. However, it could be difficult to setup for this spell, and the setup might not be available when you need. Still the deck has cards to help you make your way to this card effect. Dog Ritual Ritual Spell This card can be used to Ritual Summon any "Dog" Ritual Monster. Tribute "Dog" monsters from your hand or field, then Ritual Summon 1 "Dog" Ritual Monster from your hand or Deck whose Level exactly equals the total Levels of those monsters. The main Ritual Spell, which is also incredibly powerful. The ability to summon Ritual Monsters from the deck adds a different kind of utility to the Ritual Monsters. Dogpile Continuous Spell At the start of your opponent's turn: Put 1 Dog Counter on every face-up monster they control. Monsters with Dog Counters on them cannot attack while you control a "Dog" monster. If this card would be destroyed: You can remove all Dog Counters from the field instead. A very useful lockdown card for the deck. Even though it can keep itself on the field really well with its last effect, removing all Dog Counts also means the effect is null and void until the next turn, and the requirements for its effect means that you'll need to protect your monsters well to keep the effect up. Rank-Up-Magic Dog Force Normal Spell Target 1 face-up "Dog" Xyz Monster you control; Special Summon from your Extra Deck, 1 Xyz Monster with the same Type and Attribute as that monster you control, but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, attach this card to that Xyz Monster as Xyz Material. This Rank-Up-Magic can not only help you get to the deck's high Rank monsters, but it also can be used to Rank-Up into non-Dog monsters. Trap: Dogstraction Normal Trap If you control a "Dog" monster: Negate all card effects that activate this turn. The only Trap in the deck so far, with a very strong effect. This card helps to give the deck win potential after it has controlled the board successfully, but can also be used to protect your weaker cards. Extra Deck: Fusion: Balance Dog Level 5 WATER Beast-Type 2000 ATK/ 2000 DEF "Mad Dog" + "Sad Dog" Must be Fusion Summoned, and cannot be Summoned by other ways. Cannot be destroyed by battle. The ATK and DEF of all monsters, except "Balance Dog", is equal to the combined ATK and DEF of every "Balance Dog" you control. If a monster effect is activated: Negate that effect. During your End Phase, if you and your opponent control a different number of monsters: Destroy this card. A very gimmicky card, with some powerful control opportunities. Not only that, but it can be used to power up the rest of your monsters. That is, if you can continue supplying its really difficult upkeep. Raddest Dog Level 6 LIGHT Beast-Type 1800 ATK/ 1700 DEF "Rad Dog" + "Plaid Dog" All other "Dog" monsters you control are unaffected by cards that do not target them. This card can't be destroyed by card effects. This card gains 200 ATK and DEF for each "Rad Dog" and "Plaid Dog" in your Graveyard. The final card for the Normal Monsters in the deck. It offers very strong protection for your other monsters. While its stats seem low, they'll usually start with 400 extra for both ATK and DEF, because of his last effect, and he has the potential to get a lot stronger. Pyramid Dog Level 10 DARK Beast-Type 2500 ATK/ 2000 DEF 3 or more "Dog" monsters Must be Fusion Summoned, and cannot be Summoned by other ways. This card gains ATK equal to the number of Fusion Material Monsters used for this card's Fusion Summon x 500. When this card is Summoned: Destroy all other monsters you control. Your other Monster Zones cannot be used. This is a powerful monster for beating down your opponent, but it comes with a strong cost and no protection. However, played right, this card could be a useful game winner. Synchro: Fluffy Dog Level 5 EARTH Beast-Type 2100 ATK/ 900 DEF 1 Tuner + 1 or more non-Tuner "Dog" monsters "Dog" monsters gain 200 ATK and DEF. Once per turn: You can target 1 monster your opponent controls; negate its effects. This is an easy to summon Synchro Monster that can help out your other monsters. Not only that, but it can be useful for getting over an opponent's monster with protection. Speed Dog Level 6 WIND Beast-Type 2600 ATK/ 1200 DEF 1 "Dog" Tuner + 1 or more non-Tuner monsters This card can attack your opponent directly, but the battle damage becomes equal to half of this monster's original ATK. When this card attacks: Target 1 Spell/Trap card on the field; destroy it. When this card deals damage by a direct attack: Target 1 Special Summoned monster; destroy it. This card has some powerful effects, but minimal protection. At the very least, it's good for popping two cards. With the way I wrote the first his first effect, he'll always deal 1300 damage, unless you can somehow buff his original ATK. Winged Dog Level 7 WIND Winged Beast-Type 2700 ATK/ 2000 DEF 1 Tuner + 1 or more non-Tuner "Dog" monsters When this card is Synchro Summoned: Destroy all Spell/Trap cards on the field. Once per turn, when a Spell/Trap card is activated: Target 1 monster your opponent controls; return it to its owner's hand. Sort of like the deck's own Black Rose Dragon, and very useful for sweeping your opponent's cards. Xyz: Robo Dog Rank 4 EARTH Beast-Type 1500 ATK/ 1800 DEF 2 Level 4 "Dog" monsters This card is also treated as a Machine-Type in addition to its other types. When this card is Special Summoned: You can attach 1 "Dog" monster in your Graveyard to this card as Xyz Material. Once per turn: You can detach 1 Xyz Material from this card; increase this card's Rank by 1 and its ATK by 1000. The most basic Xyz monster, and very useful for ranking up, with some Dracossack potential. Otherwise, it works like a higher Rank Leviathan Dragon. Double Dog Rank 5 EARTH Beast-Type 2400 ATK/ 1500 DEF 2 Level 5 "Dog" monsters Once per turn: You can detach 1 Xyz Material from this card; this monster can make an additional attack during each Battle Phase this turn. If this monster destroys a monster by battle: Draw 1 card. You can only activate this effect of "Double Dog" once per turn. A very strong card, with two strong effects. Nothing much else about it, really. Super Dog Rank 6 EARTH Beast-Type 2800 ATK/ 2000 DEF 2 Level 6 "Dog" monsters When this card is Xyz Summoned: Reduce the ATK of all Special Summoned monsters your opponent controls by 300. If this card has a "Dog" Xyz Monster attached to it as Xyz Material, it gains this effect. - Once per turn: You can detach 1 Xyz Material from this card; increase the ATK of all "Dog" monsters you control by 300 until the end of the turn. The final Xyz monster, with some synergy with the Dog Rank-Up-Magic card. It's very useful for finishing off an opponent. [/spoiler] I'm hoping I can get some feedback on the cards, so that I can balance them more effectively and see what people think of the idea. All of the images used are placeholders, and I do not own them. Link to comment Share on other sites More sharing options...
FinnDragon Posted March 22, 2015 Report Share Posted March 22, 2015 Not bad cards at all. My ONLY Real Problem is with ''Dogstraction''. It's effect is kinda confusin.......is it more powerful version of ''Trap Stun'' Trap card? Other than that: 9 / 10. (P.S: Sad Dog's Picture is WAYYYYYY too sad. I almost stared crying) Link to comment Share on other sites More sharing options...
Sir Yamiegg Posted March 22, 2015 Report Share Posted March 22, 2015 This is hilarious and most of it is balanced. However, Dogstraction is completely OP, locking out your opponent COMPLETELY for a turn. The high-Level Ritual needs far more of a DEF drop for a negation (e.g. 500). Other than that, great job, and, as a dog-lover, I really appreciate these! Link to comment Share on other sites More sharing options...
FullMetalAndross Posted March 22, 2015 Author Report Share Posted March 22, 2015 Thanks for the feedback, everyone. Dogstraction is pretty OP, to be honest, and wouldn't be fun to play against. I've decided to edit it a bit, still keeping it strong, but with a very obvious weakness: Dogstraction Normal Trap If you control a "Dog" monster: Negate all monster effects that activate this turn. This way, it's more like a weaker Skill Drain with some decent utility. Furthermore, I decided to change the Ritual monster as well: Devil Dog Level 8 DARK Beast-Type Ritual monster 2200 ATK/ 2200 DEF Must be Ritual Summoned by the effect of "Dog Ritual", and cannot be Summoned by other ways. Cannot attack. When a monster is Special Summoned: Reduce this card's ATK and DEF by 500; negate that monster's effects, and if you do, destroy it. When a Spell/Trap card is activated: Reduce this card's ATK and DEF by 200; negate the activation, and if you do, destroy it. When this card's ATK or DEF becomes 0: Destroy it. When this card is destroyed: Target 1 "Dog" monster and 1 "Dog" Spell/Trap in your Graveyard; Special Summon the first target, and add the second target to your hand. This should make it easier to drain out, and the negation of Spells and Traps is more costly, but it still should work well as a high Level Ritual monster that you can summon from the Deck. Link to comment Share on other sites More sharing options...
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