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Draconus297

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Surprised you went for Kiwahine instead of Terriform as Sakura suggested. Any particular reason why?

I went with both, but found myself settling into Kiwahine more. I'm still looking at Terriform, and am thinking of a way to properly do it justice, but I just felt more motivated at the time to go with Kiwahine. In the end, it was a rather simple set, and it was pretty fun making a Pre-Prep-target-Deck

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Sounds like it'll be fun to go over.

 

Here's a fun fact: Despite the sheer number of cards I've created that tie into the storyline revolving around Des-Draco and the Sacred Tomes (quite a few archetypes and Generics series tie into it), I've yet to create a pre-monstrosity Intho.

[spoiler= It's a long one]

The base plot of the story is actually relatively simple, and starts with the (as-yet undesigned) young Intho traveling the world, learning of a power long sealed away (Innocent Starter). He's advised not to do it, but goes about seeking this knowledge anyway. He's well-intentioned, and even cures the Dragon Emperor Veldaion (the Counter Trap guy) of an illness driving him mad (turning him into Grand Sacred Emperor Veldaion), but everyone along the way is telling him what an awful idea it is to actively seek this information.

 

Eventually, he finds one of the Grimoires (Fear, Wrath, Sorrow, and Pain), which makes his desire to find the others insatiable, his lust for knowledge (Secret Ambition) driving him to some ridiculous extremes (even visiting the Soul-Burning Battlefield and the Tableau of Evil Magic along the way).

 

Eventually, he discovers the secret of the Grimoires (Eternal Blaze)- and, by opening them all, he's doomed the world to devastation by the Des-Draco in exactly 100 years. So, in an attempt to make sure everyone else can fight them when they do arrive, he begins to write the Sacred Tomes and distribute them to various groups around the world, so that they will be safe when the time comes. However, each Sacred Tome he writes curses his own soul, so he puts a backup plan in play- the Dame of the Sacred Tome, a magical construct based on what he thinks his own daughter (Lady of the Night Sky) will look like when she's old enough to fight in this cursed battle he's doomed everyone to. The Dame's purpose is threefold- protect the Tomes from people who would misuse them, guide worthy individuals (Mellaxis, Patron of the Weak, Warrior of the Last Stand, Combat Maiden Tareya, Lady of the Night Sky, Dragonna-bugeisha) to the Tomes so their combined knowledge can be put to use, and to kill him before he completely succumbs to his curse.

 

However, unbeknownst to Intho, the Dame is a bit too overprotective of the Tomes, and with the help of a traitor to her kind (Soulbound Fae), she slaughters countless Faeries (which is why she has a banish hate thing going on in her effect) just for using some of the power of the two Tomes (Oberon's and Titania's) he gifted to their people.

 

However, Intho meets the Des-Draco early, and is marked to be a sacrifice for their return (The Mark of Lernaeus), before eventually becoming so cursed that he's a monstrous shadow of his former self (Intho, Creator of the Sacred Tome). He goes into hiding, knowing now that his corpse will form the portal the Des-Draco will tumble through to destroy the world- he's played right into their hands.

 

There's a lot more beyond that point, but it requires extensive weaving between support for Mellaxis, Dragonna-bugeisha, Vigilizards, Auras, even Tareya, so I'll cut to the important bits.

 

Once she learns of the threat that is posed by an increasingly bestial Intho, the Dragonna-bugeisha spends a year training her mystic swordplay (the Blade Dance Quick-Play Spells) in preparation for what she thinks will be the final battle.

 

The Lady of the Night Sky finds and "corrects" many of the half-completed Sacred Tomes Intho tried to finish before going mad, leaving her with god-level magical abilities.

 

Mellaxis, upon finding out about the Des-Draco through the Sacred Tome of Exiles, begins wrangling together an army of the best of the best he can find in his homeland (the Spellbound monsters), making them into his servants, his familiars, or his friends (depending on whether you regard the Rituals, the Synchros, or the Fusions as canon- I didn't actually have one specific line in mind for plot purposes, and they're irrelevant anyway in the grand scheme of things).

 

During the battle with Intho, the Lady of the Night Sky figures out who exactly she's fighting (Realization of a Mistake, Reunion in Tears), but it's far, far too late (The Last Dance), and Patron of the Weak is killed in the crossfire.

 

It's only after Intho is dead that Mellaxis thinks to tell anybody what he alone figured out (Tragedy in the Sakura Grove), and the Des-Draco are unleashed upon the world (Devastating War).

 

At the end of it all, the Dame blows the War Horn of the Apocalypse to rally everyone for one final battle, wherein Dragonna-bugeisha has that classic anime "remember your training" flashback (Heart of the Water Blade), and slays Des-Draco Lernaeus, turning the tide of the battle.

 

As a kind of epilogue to it all, Mellaxis takes Tareya as his bride and returns to his homeland victorious (God-King Mellaxis), and Dragonna-bugeisha returns to her home and takes the throne there as well (Genryu-ohime). With the Sacred Tomes destroyed as part of the final blow against the Des-Draco, the Dame of the Sacred Tome dies.

 

So far, I've yet to make any card that confirms whether Warrior of the Last Stand or Lady of the Night Sky even survived the final battle, let alone whether they get sn epilogue.

 

 

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Most of my cardmaking activity is generally AGM prompts anyway, so...I need to get into habit of making stuff on own again. 

 

I'll go review the new one later, since it's only fair that I do so, given I made the name (and should supposedly know Hawaiian mythology better than most users on this site). People are probably going to ask "why didn't I make it". Answer being that I'm just busy with other things. 

 

Mekk-Marina also has Hawaiian names (and still my current CC project, but it's Link-based so until those get added here [which is probably unlikely], not gonna be in here).

 

=====

 

Then again, I gotta find new project that is still ARC-V for this club.

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It was only after I brought up Ignister that I remembered that I haven't updated the banlist lol.

 

HEEEERE WE GO!

 

[spoiler=Forbidden]

Cyber Jar

Destiny HERO - Disk Commander

Fiber Jar

Solemn Judgement

 

 

 

[spoiler=Limited]

Dandylion

Dark Armed Dragon

Double Iris Magician

Envious Ogre

Flame Child

Lilliene, Apprentice of the Sclera Guild

Miracle Orb

Morphing Jar

Morphing Jar #2

Performapal Guitartle

Performapal Lizardraw

Performapal Monkeyboard

Performapal Skullcrobat Joker

Petrified Soldier

Speedroid Terrortop

Tuning Lightcap

El-Shaddoll Construct

Supreme King Dragon Starving Venom

Denglong, First of the Yang Zing

Dewloren, Tiger King of the Ice Barrier

Trishula, Dragon of the Ice Barrier

Delta-Numerix-087: Merciless Reaper

Numerix-022: Hyacinth Queen

Numerix-023: Joyful Nihilist

Foolish Burial

Game of One

Infernity Launcher

Library of Sanctuary

Monster Reborn

Multiple Link Shooter

One for One

Pendulum Call

Rank-Up-Magic: Delta Force

Rank-Up-Magic: Mathematical Force

Rank-Up-Magic: Sandragon Force

Reasoning

Reinforcement of the Army

Secret Ambition

Super Polymerization

Synchroad Revival

The Mark of Lernaeus

Macro Cosmos

Solemn Warning

Traitor's Trap Hole

 

 

 

[spoiler=Semi-Limited]

Blinding Shard

Fairy Tail - Snow

Infernity Archfiend

Inzektor Dragonfly

Inzektor Hornet

Maxx "C"

Red-Eyes Darkness Metal Dragon

Ancient Fairy Dragon

Ignister Prominence, the Blasting Dracoslayer

T.G. Hyper Librarian

Daigusto Emeral

Numerix-087: Merciless Soul Eater

Dark Hole

Automatic Deployment Ramp

Flocking

Foolish King's Sceptre

Fossil Dig

Fusion Supremacy

Gathering Coals

Gathering Dust

Gathering Feathers

Gathering Waves

Gravel Pit

Jumpstart

Negligence

Pity for the Mermaid

Raigeki

Rekindling

T-Rocks Discovery

Terraforming

Bottomless Trap Hole

Infernity Barrier

Retrieval of the Sacred Tome

Ring of Destruction

 

 

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^ If we're still following the TCG/OCG banlist thing on irl cards, you could probably move Solemn Judgment up to 1 (1 in TCG, 2 in OCG), and remove Torrential Tribute from the banlist entirely (@3 in both regions).  Raigeki should be at 1.

 

[spoiler=Regarding the Des-Draco story]

I sorta imagined that the battle ended up having a lot of the dragons banished from your storyline's world and into a different world (rather than all of them being slaughtered).  Even with a majority of the plague destroyed, the few Des-Draco remnants ended up on another world where they went almost unopposed and ended up destroying everything, leaving only a few survivors.  The "Ancestor Clock of Space-Time" appeared before these few people and a young man named "Yonder" was the first to use the clock's power and be transported.

 

Thought was that each survivor would go on their own "hero's journey" and gain new power before coming back and ultimately defeating the last of the Des-Draco.

 

 

 

[spoiler=Story tie-in]

Metal.  You'd mentioned the Des-Draco story when I'd made the Metalmorph cards, but didn't go into a ton of detail then.  I think I have a story direction for 'em though, if you wanna hear it out.  It could actually tie in with the direction that I wanted to take it and actually leaves things open in case anyone else wants to make story directions.

 

 

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The changes to a card's list placement to match the TCG/OCG only happen when the card is inducted- that's why AFD is at 2, instead of 1. Cards then get bumped up or slid down depending on interactions with our card pool (eg, the reason Flame Child went to 1 on this list is because of the Level 4 Dracoslayers having DEF in a range it can search), but I don't do further modulation to follow IRL lists (for example, Maxx "C" being at 2, not 1 after the TCG banned it).

 

However, I will move Torrential.

 

[spoiler= Storyline elements]

I knew I'd forgotten to mention something.

 

The art for "Subspatial Battle" is intended to be God-King Mellaxis and Des-Draconus Ultimari Vulcanus in battle with one another (a reference to Last Turn, which also features a matchup the card is literally incapable of), which totally could set off the Yonder/Space-Time story arc. Hell, given how much time and space feature into the way Des-Draco get tossed around causing destruction, I'm almost tempted to make the time-manipulating Aeons feature into the Des-Draco story in some way.

 

Anyway, I am very curious as to how Metal features into the storyline, as you imagined it (especially considering that the two Metal-ified storyline monsters are both directly related to Intho).

 

 

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Queue:

 

Majespecter (2/3 - Sakura, Nyx)

lswarm, bar Origin and Ophion (2/4 - Nyx, Dova)

Dracoslayer/Dracoverlord, bar Amorphactor Pain (2/3 - Melon, Sakura)

Metalfoes, bar Electrumite (2/3 - Sakura, Dova)

Galaxy, bar "Number 38: Hope Harbinger Dragon Titanic Galaxy", "Number 42: Galaxy Tomahawk", "Number 62: Galaxy-Eyes Prime Photon Dragon", "Number 83: Galaxy Queen", "Number 90: Galaxy-Eyes Photon Lord", "Number 95: Galaxy-Eyes Dark Matter Dragon", "Number 107: Galaxy-Eyes Tachyon Dragon", and "Number 107: Neo Galaxy-Eyes Tachyon Dragon"(2/4 - Sakura, Draconus)

T.G. (2/3 - Sakura, Draconus)

Lightsworn, bar Curious (1/3 - Kyumi)

Qli, bar Genius (1/3 - Dova)

Machina (1/3 - Draconus)

 

I'll throw a vote in for Machina. Will make a decision on Qli later (and probably toss another archetype onto this list, but we'll see).

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Updated queue:

Galaxy, bar "Number 38: Hope Harbinger Dragon Titanic Galaxy", "Number 42: Galaxy Tomahawk", "Number 62: Galaxy-Eyes Prime Photon Dragon", "Number 83: Galaxy Queen", "Number 90: Galaxy-Eyes Photon Lord", "Number 95: Galaxy-Eyes Dark Matter Dragon", "Number 107: Galaxy-Eyes Tachyon Dragon", and "Number 107: Neo Galaxy-Eyes Tachyon Dragon"(3/4 - Sakura, Draconus, Dova)

Majespecter (2/3 - Sakura, Nyx)

lswarm, bar Origin and Ophion (2/4 - Nyx, Dova)

Metalfoes, bar Electrumite (2/3 - Sakura, Dova)

Lightsworn, bar Curious (1/3 - Kyumi)

Qli, bar Genius (1/3 - Dova)

Leon.dek (1/2 - Draconus)

 

I bring up Leon's stuff as a series due to a shared naming convention (fairy tales), a unified playstyle (focusing on aggro and Special Summoning with the help of Stromberg), but no defined archetype name or wide-scale search cards. I really like the idea of the Deck, and while its ability to crap monsters onto the board willy-nilly isn't as applicable to the AGM thanks to a distinct lack of Links, it is still a strategy I find legitimately interesting. Also, adding Machina now (considering Tinkerer already pushed T.G. in).

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I'm fine with adding Leon.dek in here, though given Stromberg requiring a Desires-level cost every turn to keep it running among other things; yeah. (Also would be an excuse to go retcon the cards that Konami hasn't printed yet and make them doable). 

 

[Now to wait for the Valkyries to get added, but that's August at latest; gotta see how OCG handles them first if they get them]

 

Uh, you know what, I'll just bring up Yosenju for contention. We don't have Lose 1 Turn in here, which was used a bit to make them the stun variant we know about. 

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Updated queue:

Galaxy, bar "Number 38: Hope Harbinger Dragon Titanic Galaxy", "Number 42: Galaxy Tomahawk", "Number 62: Galaxy-Eyes Prime Photon Dragon", "Number 83: Galaxy Queen", "Number 90: Galaxy-Eyes Photon Lord", "Number 95: Galaxy-Eyes Dark Matter Dragon", "Number 107: Galaxy-Eyes Tachyon Dragon", and "Number 107: Neo Galaxy-Eyes Tachyon Dragon"(3/4 - Sakura, Draconus, Dova)

Majespecter (2/3 - Sakura, Nyx)

lswarm, bar Origin and Ophion (2/4 - Nyx, Dova)

Metalfoes, bar Electrumite (2/3 - Sakura, Dova)

Lightsworn, bar Curious (1/3 - Kyumi)

Qli, bar Genius (1/3 - Dova)

Yosenju (1/3 - Sakura)

 

I only post now as a warning: Due to the existence of "Cyber Pharos", I was forced to choose whether to bar it or add "Power Bond". I added "Power Bond" for now, but I'd like it to be a considered factor in everyone's archetype building.

 

With that said, a progress report on "Prominence" . . . I continue to be awful with naming things, but the card ideas are flowing.

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I mean, it isn't explicitly part of the Cyber Dragon archetype, right?  Technically it would be an individual generic.  Did you (or anyone) actually want it in the pool?  If not, it doesn't have to be rolled in with the Cyber Dragon archetype.

 

[spoiler=My two cents]

...Not that it matters a ton.  The trigger is a bit specific, and if you are triggering it, you're losing out Power Bond's benefit since you would've used your Battle Phase.  It is innocent enough and the design conditional enough that we're not liable to break it unless we're actively trying to.

 

 

 

 

Anyways, I have a heavy workload this week, so I'll probably not be around much until the weekend.  I'll see what my next archetype project will be then.

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I don't think Pharos's addition should do too much in AGM, but yeah, we got stuff in here that the actual game doesn't so...might be broken. With Power Bond existing, yeah, let's see if there are any Machine Fusions that require attention in here. Honestly, I don't mind it being in here. 

 

For other archetype stuff that isn't Link design, still looking. 

 

[spoiler=That being said (and do not take this as advocating for going MR4 in this club)]

It's true that Master Rule 4 did screw over a few Decks here and there in terms of making it slightly harder to ED spam and moving the Pendulums to the S/T zone, however as shown from certain hits on both areas, such hits haven't crippled them too much. In certain cases, it makes the Decks better at doing their jobs (to the point where they become overbearing). 

 

Electrumite makes Pendulums less dead (and by now, you probably know what this does, especially with Magicians since we do have them now), Needlefiber helps with Synchro stuff (well, E-Teleport for Tuners and makes Synchro Tuners faster to bring out).

 

Can you design Master Rule 4 era cards with an ARC-V mindset?

 

Yes, it is quite possible. 

 

I've done it with TRON Zoo (which you can attribute to MetalSonic in a sense for writing the prompt) and another two that I've done outside of the club. A lot of them do borrow the ARC-V style of play (SS enabler, searcher, retrieval, etc), but modified a bit to account for Link format. 

 

Are any of the archetypes in AGM salvageable in MR4?

 

It would depend on how the Deck works and the way you design, but you can make them work in this format without sacrificing their overall goals.

 

A few can probably survive on 1 ED boss and would require minimal additions to make functional, others may require more (or just require you to modify their focus slightly). For those that are Main Deck reliant, not much would need to be done here.

 

OMG, I hate Links and everything to do with them!

 

I think there's still 1-2 members in here who have this mentality (but going to refrain from chewing out people by name), but do realize that Konami will inevitably move on from supporting cards that can function in either Master Rule to ones that are oriented in Master Rule 4.

 

As you guys already know by now, most of YCM has moved on to Link format design (there are outliers who are still MR3, but not mentioning it). Eventually, it'll come to the point where either we're going to stagnate in terms of cardmaking because of it. 

 

Also doing Link format opens up more opportunities for design and we don't have to keep barring archetypes and cards because they explicitly mention it in their text. That, and it lets you guys be able to critique more in Custom Cards.

 

(I know Draco and Nyx have tried their hand at it a few times, so yeah, it's a start. Yes Nyx, I did look at your attempt in Advanced.)

 


 

Point is, eventually AGM will have to make a choice about its future. While it's true that major changes occurred with how ED mechanics work and all, it's not a complete blow towards how they function. 

 

(Xyz decks get sheet on though for the most part, but that's just an inherent part of how they work in terms of needing materials to function. Everything else like Fusions and Synchros don't have this problem too much.)

 

 

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Okay, maybe it was just a bit of paranoia on my part. I tend to scrutinize more generic power cards far harsher than archetypal options, so really it might just be me.

 

[spoiler= Me ranting about MR4]

The problem I have, being someone who has played the game literally since day 1 (I bought my first LoB pack on the day they arrived in stores, my dad got me all the early Starter Decks, etc.), I have always hated design elements that render past cards and concepts unable to function the way they should. Links and MR4, as a concept, force existing Decks and archetypes to either pony up the cash or accept being neutered. This, coming from a kid that was intrigued by Synchros, excited by Xyz, and loved Pendulum from their announcement- I don't hate change. I just think this particular change was made without fully considering the ramifications, and I disagree with its inplementation. I bought at least one of every pack from LOB to MACR, I've owned nearly every non-Link SD at one point or another, I've played the game through Goats and Glad Beasts up until Draco Zoo. However, as a point made out of disapproval, I haven't bought any booster packs since MACR stopped appearing in stores, and I've just plain skipped over most product in general.

 

I'll listen to Link-based discussions, I'll theorycraft, I'll even occasionally design a thing if the inspiration strikes. But under no circumstances will Link monsters or Master Rule 4 be permitted into the AGM while it is under my care. I stand by my initial assessment that the mechanic being exclusively made as a way to sell product without considering consequence, and considering that the AGM doesn't need to sell anything I'd rather not be bothered with it.

 

 

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[spoiler=Links]

I personally loved the concept of links from day 1.  I feel like I was in the minority a bit regarding them when they were announced, but as soon as I fully understood how they worked, I was jumping on and making links as well as making what amounts to a Link Spell long before it was ever introduced in the show.  I thought there were (and still are) tons of possibilities to work with this mechanic.

 

I've personally tried to keep my designs generic enough that even if they are tagged with AGM, they can still be used in MR4 format.  There is nothing withholding us from making archetypes that can fit under both banners.  That said, I personally respect Draco's decision to keep this group in its current form.  Whether or not Konami completely stops making cards that fit under MR3 (that's a near impossibility anyway) shouldn't matter for the group anyway.

 

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Pretty much anything I'd say on Links Tinkerer has already.

 


 

Probably going to post Sharkraken on YCM anyway, even if it's not going into the AGM. As for Wingrays, there were going to be posted today, but I've had a look at them, and while the prompt specifies that they have Raidraptors Rank-Up-Magics, it doesn't mention anything about the rest of the set. I've been mostly making counterparts to the entire Raidraptor team, and while some of them are decently subtle and interesting enough in their own right...others aren't. I've decided I'll give them a complete rework to try and give them their own flavour.

 

Also, Rank 5 or 6? The prompt specified a maximum of 6, so I decided to focus on 5 and made the Level 6 monster something akin to Raidraptors' 1 Level 3 monster and Xyz, but what does the AGM have more of?

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[spoiler=Links]

I personally loved the concept of links from day 1.  I feel like I was in the minority a bit regarding them when they were announced, but as soon as I fully understood how they worked, I was jumping on and making links as well as making what amounts to a Link Spell long before it was ever introduced in the show.  I thought there were (and still are) tons of possibilities to work with this mechanic.

 

I've personally tried to keep my designs generic enough that even if they are tagged with AGM, they can still be used in MR4 format.  There is nothing withholding us from making archetypes that can fit under both banners.  That said, I personally respect Draco's decision to keep this group in its current form.  Whether or not Konami completely stops making cards that fit under MR3 (that's a near impossibility anyway) shouldn't matter for the group anyway.

 

 

 

[spoiler=Response]

 

1. That much is certain.

 

One example being Windy, which I deliberately omitted the LEGACY tag for because they should be perfectly capable of functioning in either format with similar levels of proficiency. Only issue with it are the handful of CC regulars who're going to inevitably complain about some broken loop with (*insert meta engine here*)

 

Same applies for any of us. 

 

===

At the same time, being in this club also doesn't bar you from making Link Monsters. I technically made one for Draco's Rocknights and a few of my archetypes that required the boost (well, I think that was Electric Field because of the Link game). 

 

(There's a reason why I color-coded it and put the explicit note to disregard them in terms of the card pool.)

===

 

2. If the worst does happen (in the sense Konami's designs stop being MR3 friendly), most that'll occur is simply us not being able to import Konami cards after a while, given individual thoughts on particular archetypes and/or individual cards in general. Won't kill the club entirely, but it'll just limit us to design around our own stuff. 

 

Then again, we do have a fair amount of Konami cards otherwise and everything else that wasn't added in, so we can probably do without adding more.

 

===

 

I do respect Draco's decision to keep the club in Master Rule 3, though as you've probably figured out by now, no one in CC comments in club threads except maybe Darj in archetypes he had some hand in writing prompts for. (I am referring to the outside memberbase) and even the rest of us don't comment on everything.

 

(I don't review all your works either, but mostly because I have a life outside this site and certain design styles aren't my forte in reviewing. But then again, let's face it, there are a few members in here who have not posted in here, but yet are still online on a regular basis; let alone post anything related to CC.)

 

This is probably expected considering that while we DO have a similar power level to the current meta, there are certain cards we have that do not exist (and obviously, you cannot expect members outside this club to memorize everything that's in there). Hell, even I don't and I've been in here since the beginning (er, the very early days to be technically accurate). 

 

===

 

While you aren't REQUIRED to know Master Rule 4 design (or even like it), it'll help in being able to expand your CnC skills beyond club threads and whatnot.

 

I cannot give an accurate description of what some of the "regulars" (in this sense, mostly those in TCG because of crossovers, but some of the other CC vets) think about this club and staying in MR3 because of the notion that Links dramatically changed the game according to Draco's reasoning (which I'm not using against you). That's up to how you see the statements refuting that point from the more vocal members outside, whom I think you all know who they are by now, and make a conclusion based on it about how this club is seen.

 

Again though, I did say that the last post wasn't an advocation for getting MR4 in, but more of a consideration point moving forward if things happen (and by some luck that we get Link Spells officially, which would resume some of the ARC-V Extra Deck spamming a bit, but it likely won't happen.)

 

 

 

I'll leave it at this though and not push the matter further. 

 

iU8EggM.png

 

 

Pretty much anything I'd say on Links Tinkerer has already.

 


 

Probably going to post Sharkraken on YCM anyway, even if it's not going into the AGM. As for Wingrays, there were going to be posted today, but I've had a look at them, and while the prompt specifies that they have Raidraptors Rank-Up-Magics, it doesn't mention anything about the rest of the set. I've been mostly making counterparts to the entire Raidraptor team, and while some of them are decently subtle and interesting enough in their own right...others aren't. I've decided I'll give them a complete rework to try and give them their own flavour.

 

Also, Rank 5 or 6? The prompt specified a maximum of 6, so I decided to focus on 5 and made the Level 6 monster something akin to Raidraptors' 1 Level 3 monster and Xyz, but what does the AGM have more of?

 

Think we have more Rank 6s, though from what I remember, we have plenty of both Rank 5 and Rank 6 monsters. Honestly, the ED pool is massive already.

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We've got a bit more Rank 5s, but most of those are either not entirely generic (CDD needs Dragons, a lot require DARK iirc) or need more than 2 Materials. Most R6 we have, by contrast, are relatively easily made if you have a dedicated Rank 6 Deck.

 

Also, Sakura, you still don't have a fix for "The Chemgineer", which is Pot of Greed at the cost of making a Rank 4.

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Friendly reminder that I did have exams (and trying to figure out contingency plans in case I didn't pass prereqs, among doing other plans for Custom Card renovations), so lack of time for that. 
 
2+ Level 4 monsters
You can only use 1 effect of this card's name per turn, and only once that turn. (1) You can detach any number of materials from this card, then excavate the same number of cards from the top of your Deck; add 1 of those cards to your hand, then return the rest to the bottom of your Deck in any order. (2) You can send this card to the GY, then reveal 1 Fusion Monster in your Extra Deck; send Fusion Materials listed on that monster from your hand, Deck or field to the GY; Fusion Summon that monster, then take damage equal to that monster's ATK. Any damage you take from this effect is reduced by 400 for each material this card had when it left the field by this effect.



 
Assuming that whatever I have stored on the Wikia is the version I actually gave you.

- You can only search a number of cards equal to the number of mats you detached.

- Only 1 card addition

- Damage reduction is lowered per material on this card.

 

Then again, you still get a free card of your choice if you're willing to go high-risk and search a lot of stuff, but then Fusion on next turn if you still have this. Or just Fusion Summon something and mitigate the damage.

 

====

Should weaken it enough that it does its job properly, but not going to be dumb enough. Of course, this is also reliant on the rest of us not having any Fusion archetypes that can find a way to abuse it. 

====

 

Project-wise, still gotta look.

But might be sidelined for a bit, while I try to do my Master Rule 4 oriented projects with Links and other sheet. 

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  • 2 weeks later...

Man, I think May was the last monthly challenge Draco had given forewarning about last... November?

 

*Digs through this thread to find the post*  Yup!

 

I'm curious on what this month's challenge is gonna look like!

 

 

Anyways, looking for a new prompt.  Haven't touched on a Synchro archetype in a while, so if anyone has any suggestions on that side of things, I'm all ears!

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