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1st Topic - [Colorfull] Archtype (12 Monsters / 3 Spell / 3 Traps / 3 ExtraDeck)


lecc_XD

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Is my first time Uploading the cards i do here. I choose this Archtype because is one of my favorites as far

The [Colorfull] Archtype is a Level 1 monster Anti-meta game, swarm and shut down the game of your opponent but they lack of attack and damage, they relay on the Burn damage to make some pokes to your oponent.

before i start, i wanna say that the art is all from EmperPep

 

[spoiler=Main Deck Monsters]

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[/spoiler]

 

[spoiler=Spell cards]

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New Effect:

 

"Colorfull Mage" monsters can be Normal Summon in face-up Defense position. Once per turn, each time a "Colorfull Mage" monster is Banished by its own effect: After that Chain resolves; Send from your Deck to your Graveyard "Colorfull Mage" monsters equal to the number of banished "Colorfull Mage" monsters, but with different attribute than that card(s), then place 1 "Color" Counter on this card. During Your Main Phase 1: You can remove 12 "Color" Counters from this card: During the End Phase of your opponent's turn, You Win the Duel.

New Effect:

 

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[/spoiler]

 

[spoiler=Trap Cards]

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[/spoiler]

 

[spoiler=Extra Deck]

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2 "Colorfull Mage" monsters

Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".)
When your opponent activates a Spell/Trap Card that target 1 or more face-up "Colorfull" cards: You can discard 1 "Colorfull Mage" monster from your hand; Negate the activation and if you do, Shuffle it into the deck.
When this card is destroyed (either by battle or card effect): Target 1 "Colorfull Mage" monster in your Graveyard and 1 of your banished "Colorfull mage" monsters; Special Summon both targets

[/spoiler]

 

Ty for your time

i really apreciate if you can give me a rating and critic and maybe a Deck Formula :3

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I like the fact that they are still useful even after destroyed, and the fact that this deck can benefit from any kind of attribute based card, but this deck is kind defenceless if the opponent has cards that when a card is destroyed the go to the removed from play instead, like different dimension gate, since you couldn't get a roll with the graveyard effects. plus this deck should get a spell or trap that stops other cards from negating there effects in the graveyard, as well as negating banishment, because all the opponent needs to shut down this deck is imperial iron wall. if those weak spots were taken care of this would overall be a pretty good deck, that could be about on the same level as naturia in the case of shut down effects. slightly over powered as well, might want to add some pretty serious costs for those effect instead of just sending them to the grave yard to activate more effects, you might want to leave some blind spots in to even it out a bit, but as I said, overall a good deck

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Ik that, their effect are kinda overpowered but the fact that just can be used once per turn and those weakness makes them kinda balanced, plus they basically dont attack or needs another card to fulfill a win condition like the board or final countdown or just the burn damage it does by itself.
Maybe i can make a card or change the effect of a xyz to get rid off those cards (imperial iron wall // macro cosmos)
Do your feel them fast? Need less or more swarm?
Ty 4 your feedback

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Well, your deck seems really strong in regards to the graveyard effect. I feel like adding a card to stop that weakness would be to unbalance it. It can lock your opponent down easy enough, but you could get beaten before you get a chance to get going. I feel like the deck need at least one card with a good attack, maybe a 2000 attack xyz that boosts attack a bit, otherwise it would be like playing against final countdown or exodia without final countdown or exodia. But I like the idea, it is a very good toolbox.

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Well, your deck seems really strong in regards to the graveyard effect. I feel like adding a card to stop that weakness would be to unbalance it. It can lock your opponent down easy enough, but you could get beaten before you get a chance to get going. I feel like the deck need at least one card with a good attack, maybe a 2000 attack xyz that boosts attack a bit, otherwise it would be like playing against final countdown or exodia without final countdown or exodia. But I like the idea, it is a very good toolbox.

what if i make a card with a Win Condition for this archtype? like Ghostricks and Spoiled Angel, or Venom with Venomminaga, because i dont wanna lost the focus of the deck of being defensives and just stun // toolbox

and maybe a destruction card that doesnt need graveyard or something, a kind of typhoon with a condition or a cost

ty 4 your feedback

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