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In the YGO manga Volumes 6 & 7, Yugi and pals are forced to play an RPG game against Bakura. This archetype is based on Yugi's adventures. Please forgive the bad art for these cards. I couldn't find anything better.

 

All of these cards have very strong effects to support each other (power of friendship much?) and generic monsters of their Type. But in order to do so you need to roll a die. 1, 2, or 3 will get their effects off. With 4 or 5 nothing happens. With 6 your monster can't attack this turn.

 

With RPG Board you can roll the die twice to increase your chances with RPG monsters, but you have to roll a die for RPG Board itself. It's effects range from very good (1 is SUPER CRITICAL, destroy all your opponent's monsters) to very bad (6 is CRITICAL FAILURE, all your monster's are destroyed). I made new versions of Dark Master Zorc to fit the archetype.

 

[spoiler=Cards]

 

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Seems like a pretty cool idea. The only thing that I see wrong with them is there OCG (official card grammar) is a little off. for example, on the card RPG Beast Tamer Yugi: instead of it saying "then take control of 1 monster your opponent controls if you roll a 1, 2 or 3", it should same "If you roll a 1, 2 or 3: take control of 1 monster your opponent controls."

 

Other than that I really like the cards and their effects. None seem too broken. I'm not sure how this deck would put up against the meta. But I hope to see the set grow!

 

One final note, I suggest putting in a card that prevents the monsters from being destroyed by spell/ traps. I feel like that is a big weakness in this deck.

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Just keep in mind that OCG isn't too much of a problem, provided we can understand what the TC intended.

 

Although these work together as a group, a lot of these certainly have usage as techs elsewhere (pretty much everything but Zorc).

 

Yugi has a 50% chance of pulling off a Big Eye-esque effect (although unlike 11, he can still strike).

Stealing monsters is nice, but personally I feel that the monster you take cannot be used to attack that turn. Either that, or block it from being Extra Deck bait.

 

Miho assists with draw power, assuming you can swarm easily with RPGs. Basically, SS Anzu via her effect, then get this one out. 

 

Honda boosts attacking presence (RPG monsters certainly can use it; as can other Warrior decks that can afford to tech it).

Stats aren't too bad for what it does.

 

Anzu is basically a CyDra that acts like a Raigeki should you roll a 1, 2 or 3. While I have some doubts about it, considering that the Field Spell does give them another chance to trigger the die rolls, you do have to end your turn at that point. Can probably see this being used as a second Raigeki of sorts to clear away the opponent's board; assuming you do not mind losing an attack.

 

Jonouchi promotes beatstick usage for the Deck (as well as other Warriors). Coupled with Honda, it can lead to mass board clearing + definitely damage.

It does help them to get over usual bosses.

 

Bakura offers some protection against Raigeki/Mirror Force and other sweep removal cards, so that helps. First instance is during its SSing effect; second is the luck-based one.

The Level 13 effect doesn't really do much to be honest, given that we lack R13 Xyz and the like. Although I suppose it helps with making it 3900 ATK with Wonder Wand or something.

 

RPG World allows you to redo the rolls if you don't like the result for monsters; basically if you roll a 4-6 to either avoid the attack lock or get another shot.

However, I would change this to an OPT effect, so you can't keep redoing the rolls for monsters if you somehow have bad luck.

 

Although, unlike Dice Re-roll, given the wording thus far, it doesn't reverse the effects of the roll that you already had.

You should change that, if it is not already doing so.

 

Dark Master Zorc is pretty much like his Ritual form, except with the chance to trigger again if you get a bad roll with RPG World.

That, and its ability to SS its final form + NSing ability.

 

Final Form Zorc is an inverted version of C69, and basically a field wipe.

You do know that it is a dead draw if he lands up in the hand.

 

3000 ATK is good and all, especially after it can blow up stuff, but know that it is indeed removal-weak.

 

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I don't really like how Let the Adventure Begin is similar to Soul Charge + mass SSing.

While yes, your opponent does need a monster; you can just play this turn 2 (or after the opponent takes first and summons) and spam monsters for Xyz bait and triggering whatever effects.

 

I'd add an attack lock clause, similar to that of Soul Charge, and certainly some form of drawback.

Soul Charge isn't really a fair card at times, so keep that in mind.

 

Friendship Barrier is nice against S/T removal and all, so it helps with the protection.

That, and it prevents you from blowing up; should RPG World backfire.

 

 

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Also, some CC reminder business.

  • Post card effects underneath for ease of reading for other members.
  • Keep any updates in the main post, so we can find them. It's a pain in the neck to search for any updates that are scattered among the replies.
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Bakura offers some protection against Raigeki/Mirror Force and other sweep removal cards, so that helps. First instance is during its SSing effect; second is the luck-based one.

The Level 13 effect doesn't really do much to be honest, given that we lack R13 Xyz and the like. Although I suppose it helps with making it 3900 ATK with Wonder Wand or something.

 

 

The Level 13 effect is just a reference to the manga. When Yugi pulls Good Bakura out of Zorc's hand stump Good Bakura immediately starts out as LV 13.  

 

RPG World allows you to redo the rolls if you don't like the result for monsters; basically if you roll a 4-6 to either avoid the attack lock or get another shot.

However, I would change this to an OPT effect, so you can't keep redoing the rolls for monsters if you somehow have bad luck.

 

 

That's what I really meant. I just worded it badly. ><

 

I edited Let the Adventure Begin and RPG Board (in the OP).

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