Atypical-Abbie Posted March 20, 2015 Report Share Posted March 20, 2015 Clockwork is a Machine-Type/EARTH Pendulum Archetype of Level 3 and 4 monsters. They focus on making replays happen to trigger the Pendulum Effects. They make this happen whenever they attack or by using their Spell/Trap Cards. They also have Pendulum Xyz Monsters, the first Archetype of mine to use those. Main Deck Monsters: Clockwork Gear Machine-Type/EARTH/Pendulum Level 4 Scale 2 Pendulum Effect: You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can target 1 "Clockwork" card in your Graveyard; shuffle that target into the Deck, then draw 1 card. Monster Effect: Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's monster for an attack: You can target 1 other "Clockwork" card you control; destroy that target, and if you do, return the attack target to the hand. 1700/1200 Clockwork Dial Machine-Type/EARTH/Pendulum Level 4 Scale 5 Pendulum Effect: You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can add 1 face-up "Clockwork" non-Xyz Pendulum Monster from your Extra Deck to your hand. Monster Effect: Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can return the attack target to the hand, then your opponent can Special Summon 1 monster from their hand whose Level is less than or equal to the returned monster's Level on the field. 1600/1600 Clockwork Spring Machine-Type/EARTH/Pendulum Level 3 Scale 2 Pendulum Effect: You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can target 1 "Clockwork" monster you control; it gains 1000 ATK until the end of the Battle Phase. Monster Effect: Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can target 1 monster in either player's Graveyard; Special Summon that target to your opponent's side of the field in Attack Position, but its effects are negated. 1400/1200 Clockwork Repeater Machine-Type/EARTH/Pendulum Level 3 Scale 5 Pendulum Effect: You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can target 1 "Clockwork" monster you control; it is unaffected by your opponent's card effects until the end of this turn. Monster Effect: Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can discard 1 card; destroy the attack target. 1500/1100 Extra Deck Monsters: Clockwork Pendulum Machine-Type/EARTH/Pendulum/Xyz Rank 4 Scale 2 Pendulum Effect: You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can destroy all face-up Spell/Trap Cards your opponent controls. Monster Effect: 2 Level 4 "Clockwork" monsters If you can Pendulum Summon Level 4 monsters, you can Pendulum Summon this face-up card from your Extra Deck. Once per turn, when this card targets an opponent's monster for attack: You can detach 1 Xyz Material from this card; destroy the attack target. When this card leaves the Monster Zone: You can target "Clockwork" card in your Pendulum Zone; destroy that target, and if you do, place this card in that Pendulum Zone. 2500/1900 Clockwork Oscillator Machine-Type/EARTH/Pendulum/Xyz Rank 3 Scale 5 Pendulum Effect: You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can destroy all Set Spell/Trap Cards your opponent controls. Monster Effect: 2 Level 3 "Clockwork" monsters If you can Pendulum Summon Level 3 monsters, you can Pendulum Summon this face-up card from your Extra Deck. Once per turn, when this card targets an opponent's monster for attack: You can detach 1 Xyz Material from this card; return the attack target to the hand. When this card leaves the Monster Zone: You can target "Clockwork" card in your Pendulum Zone; destroy that target, and if you do, place this card in that Pendulum Zone. 2000/1600 Spell/Trap Cards: Clockwork Timescale Quick-Play Spell Card Target 1 "Clockwork" monster in your Graveyard or side of the field; place that target in 1 of your Pendulum Zones. After you activate this card, you cannot Special Summon monsters for the rest of the turn, except "Clockwork" monsters. You can only activate 1 "Clockwork Timescale" per turn. Clockwork Timespace Field Spell Card Activate only if the only monsters you control are "Clockwork" monsters. All "Clockwork" monsters you control gain 300 ATK and DEF. If a replay occurs: You can add 1 "Clockwork" card from your Deck to your hand, except "Clockwork Timespace". You can only use this effect of "Clockwork Timespace" once per turn. Clockwork Timeout Normal Trap Card When a "Clockwork" monster you control is targeted for an attack: Return the attack target to the hand or face-up in the Extra Deck, and if you do, you can Special Summon 1 "Clockwork" monster from your hand with a different name. You can only activate 1 "Clockwork Timeout" per turn. Clockwork Timesaver Counter Trap Card When a "Clockwork" card(s) you control is targeted by your opponent's card effect: Negate the activation, and if you do, destroy it. You must control 2 "Clockwork" cards in your Pendulum Zones, with Pendulum Scales of 2 and 5 to activate and to resolve this effect. You can only activate 1 "Clockwork Timesaver" per turn. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted March 22, 2015 Author Report Share Posted March 22, 2015 Bump. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted March 24, 2015 Author Report Share Posted March 24, 2015 Bump Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted March 26, 2015 Author Report Share Posted March 26, 2015 Guys, for real, this is just sad at this point. Link to comment Share on other sites More sharing options...
Blacklion65 Posted March 26, 2015 Report Share Posted March 26, 2015 This is pretty cool! I like the basic idea and it's a neat spin on time control. The cards themselves are awesome, clockwork timesaver has a pretty large restriction though. Link to comment Share on other sites More sharing options...
razzy Posted March 27, 2015 Report Share Posted March 27, 2015 The concept seems creative. I've not read into their effects too deeply but think I understand their potential. The problem I can see them having is having a replay occur. Which generally means your opponent gained or lost a monster while being attacked but before damage calculation. Which means you're either going to have to give them a monster or take one away while attacking. And always having the means to do that can be difficult. Also during your opponent's Battle Phase, if you try to force them to do a replay 9/10 they will just stop attacking with that monster. So it would be pretty hard to get there effects during your opponent's turn. The Timesaver counter trap could probably be toned down a bit. Maybe remove needing both Pendulums to activate it. Since it only negates things actually target it. And just about every archetype has some sort of (counter) trap protection that doesn't require requirements. Timescale - I think you should change it to "cannot Special Summon monsters, except "Clockwork" monsters the turn you activate this card." Helps stop a crazy R4/3 play then get the monster right back. Might've missed somethings it is after midnight peace out Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted March 27, 2015 Author Report Share Posted March 27, 2015 The concept seems creative. I've not read into their effects too deeply but think I understand their potential. The problem I can see them having is having a replay occur. Which generally means your opponent gained or lost a monster while being attacked but before damage calculation. Which means you're either going to have to give them a monster or take one away while attacking. And always having the means to do that can be difficult. Also during your opponent's Battle Phase, if you try to force them to do a replay 9/10 they will just stop attacking with that monster. So it would be pretty hard to get there effects during your opponent's turn. The Timesaver counter trap could probably be toned down a bit. Maybe remove needing both Pendulums to activate it. Since it only negates things actually target it. And just about every archetype has some sort of (counter) trap protection that doesn't require requirements. Timescale - I think you should change it to "cannot Special Summon monsters, except "Clockwork" monsters the turn you activate this card." Helps stop a crazy R4/3 play then get the monster right back. Might've missed somethings it is after midnight peace out You still get a replay if a monster leaves the opponent's field, choosing not to attack is an option in a replay. It should still work. Timesaver, I like the flavor it adds personally, and it should not be too hard to retain those Pendulum Scales. This isn't meant to be a meta Deck. Timescale, it's unlikely you will get to Special Summon any Xyz Monsters before you use this card, I think that it's fine as it is right now. Thanks for the review. Link to comment Share on other sites More sharing options...
The Highlander Posted April 8, 2015 Report Share Posted April 8, 2015 An interesting archetype, playing around with replays. I am still missing the manipulation of the turn count ... Or at least the manipulation of taking damage ... (for example regenerating for taking damage (during one's standby phase) or moving damage into the future ...). Link to comment Share on other sites More sharing options...
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