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Draconus297

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I mean, there are people on dueling sims that outright say "no Thunder Dragons" now. Like, I've heard Thunder Dragon players having trouble finding practice matches because nobody online wants to play against them. That usually doesn't bode well.

 

I'm not going to vote against them, but I'm definitely more cautious.

 

I'm a bit more hesitant about the Continuous Spell Goddesses (Urd, Verdande, Skuld) than Time Goddess, but even then I don't think there is anything particularly worrisome.

 

Also, I must admit I'm already thinking about support for them.

 

Hey Tink, mind reposting the link to your archetype so I can look it over?

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Just like every other meta deck you've seen over the years, there's gonna be people who don't want to fight a particular one because "it's too oppressive", "nearly everyone and their other is using it, and it's not funny" and whatever reason players can pull out from their ass to avoid playing (against) a certain Deck. As brash language as the latter is, it's true.

 

Oh hell, I think we all know about some of them on Dueling Book [even the guys who hate 5Ds and later] and I avoid it like the plague because of certain players. Or you see the Yugitubers and some of the kids complaining in comments about the Deck for similar reasons.

 

I still have to test run Thunder Dragon for myself, but YGOPro being stupid in the version my laptop / PC can run doesn't bode well for testing. I can't even play Mayakashis because of some bugging thing (even if I ignore Yuki-onna for usage purposes). 

 

====

We approve Valkyries for AGM, and I get to post that Level 4 one I made because hell knows how much monster support they need outside the original 4.

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Powersink: https://forum.yugiohcardmaker.net/topic/374127-powersink-archetype-written/

 

I also just saw on the last page I'd nominated the "Iron Chain" archetype to be added.

 

 

Anyways, I'm thinkin of largely taking a break from YCM. Personal interest in the game has waned somewhat and I haven't actually duelled in close to two months, so I've been feeling fairly out of touch. I'd have ideas, but either I wouldn't know how to implement them or would get bored before I finish 'em.

 

I'm sure interest will spring back up again and, in any case, I'll try not to be a total stranger this time around. Later peeps!

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To be honest, I haven't exactly played too much either; well, considering that I really only beat the AI in YGOPro with customs that I actually could code and not test out other Decks I want because of other problems.

 

But then again, if you're going on hiatus, then it's generally gonna be me, Draco, Dova and Nyx in terms of activity in here. As far as PAC goes, probably just self, Ninjask and Rep if he still does design.

 

====

As far as the club goes, I'm still doing projects but nowadays AGM design is somewhat sidetracked for the Single/Archetype stuff I have a big thread for in Casual (I think I already eclipsed the size of my AGM one) and trying to come up with Link designs.

====

 

If you're going on break for a while, then it's your decision.

 

(I'm really the only guy in this club who can't go on hiatus from YCM for obvious reasons...)

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Well, after a long time I've finally looked at the game and soon came across an archetype I want to take up:

 

Emissary

Archetype of level 5 or higher Fiends with different Attributes. They revolve around 2 playstyles: One is specializing in Normal Summoning Level 5+ Fiends without Tributing, and generating extra Normal Summons for them to keep things steady and not rely too much on Special Summons. Because of this, they synergy and support most Level 5+ Fiends, including notable floodgates Vanity & Majesty's Fiend.

The other is disrupting the opponent by replacing certain effects of its cards with an effects that inflicts damage to you, or turning attacks from its monsters into direct attacks They do so with in-GY effects so in a way they are bonus effects while they focus on their Level 5+ Normal Summoning playstyle. These effects are there to enable and support Gorz, the Emissary of Darkness, which inherently is a member of the archetype.

Their Spell/Trap support use the name "Yorishiro" and are intended to adopt Sinister Yorishiro into the archetype, which goes well with their indented playstyle.

The playstyle is inspired on Emissary of Pandemonium, a high Level Fiend that as Tuner already offers the archetype access to Synchros and Needlefiber. Another indirect member is Emissary of the Afterlife, although its effect wouldn't mesh too well with their playstyle. Also, note that most of their Emissary support apply on Fiend monsters, so although "Emissary of the Oasis" is a member by name, it cannot really mix with them.

 

 

Next:

Exeskell

Fiend is one of my favorite types, and I adore Synchros.

Turns out we severely underestimated Thunder Dragons. They're a meta contender in the OCG, and anything that can compete effectively in the modern game is probably overwhelming for the AGM.

 

I'd recommend Valkyries, but given that no one else brought them up I suppose I can assume no one else likes them.

I'd be fine with the addition of Valkyrie.
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Well, I wish you success in your endeavors until you return to us. See ya, Tinkerer.

 

Valkyries manage to get in without ever touching the queue! Not a first, but still pretty interesting.

 

Majespecter (2/3 - Sakura, Nyx)

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

Yosenju (2/3 - Sakura, Nyx)

Qli, bar Genius (2/3 - Dova, Sakura)

Lightsworn, bar Curious (1/3 - Kyumi)

Thunder Dragon (2/3 - Tinkerer, Sakura)

Iron Chain (1/3 - Tinkerer)

 

Now excuse me while I go make some Valkyrie support.

 

Anyway, reminder about checking out Immolancients (link to them on this page).

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If I'm to be frank, unless we either get fresh blood in here or certain inactive ones start contributing activity, don't expect the queue to really change too much in terms of getting sheet in.
 
Out of the member list from page 1, notes on activity.
 
Draconus297: You made this club, so yeah.
Tinkerer: Just announced hiatus for indeterminate amount of time. 
The Nyx Avatar: You still exist.
Tojin: They quit.
Sakura: Obvious I'm still around.
GarlandChaos: Kid quit.
Dova: Still here.
Champion0: Recently quit club.
Octosquid: Where is he lately?
Eshai: Probably still on Discord somewhere or running DPR. He logged on recently, but that's all I can say for him.
.Belle: Uh, last login was Sep 2017 so...might want to do something about this one. 
Kyumi: Indefinite hiatus until new computer shows up.
Sleepy: Either forgot she has membership in this club or busy with other stuff.

 

Names in blue are the active ones moving forward for time being; green ones already quit and can be removed from the list (Belle is on here due to 11 month absence; assume either something happened offline or they lost interest in YCM). Navy colored ones already have excuse for their absences.

 


 

Hmm, and I need to bump support thread (though given the rules for Advanced, I need to go all-out with the next batch of updates). We'll see how things go.

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I've removed the green names from the list. Kinda weird thinking about there being only 4 active AGM members.

 

Also, as tempting as adding more Valkyrie support will be, allow me to offer a bit of theme specifics so we don't have awkward sore thumbs sticking out as far as monster names or support cards go:

Erste, Zweite, and Dritte are German for "first", "second", and "third", respectively. I've already created "Vierte" (fourth), so there's that for you.

With the exception of Mischief of the Time Goddess, all other Valkyrie cards are based on moments in (Ride of the Valkyries, Valkyrie's Embrace) or characters from the Drama of Niebelung, so go look that up if you want name inspiration. I've already made Schwerteleite, another of the Valkyries from said opera (specifically, one of two contralto). If you want to adapt one of the unused anime cards, be my guest- I've beaten you to the punch with Swan Maiden and Embrace, but a list of the remaining Zigfried cards (bar Loge's Flame, which specifically supported Brunhilde in the anime) is in Card Discussion.

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Well, I suppose stuff happens and again, I don't know what Eshai is doing anymore. This keeps up and you may have to cull him too, though I don't advocate for it. IDK, may want to revise the member entry standards (or just relax the Deck challenge standards) so we get more members who will be active. At the same time though, we do lack new members on YCM altogether for a variety of reasons. 

 

Then again, not like the rest of the Custom Cards regulars really care about AGM, and well, usually depends on us to just review sheet ourselves. Maybe members don't want to switch between MR3 and MR4 design for grading, or we just have too much stuff for them to look it. I'll admit it; I've been here since the beginning but even I don't remember all of the sheet we've made over the years (even for my own). So...what does that say for members outside the club?

 

====

 

Only Valkyrie support I got right now is that Kára one in the Support an Archetype game, but that is the name of a valkyrie from mythology. Not really gonna go the entire way with the opera thing and delve into it. But retraining (redoing) the other Zigfried stuff is something that can be done.

 

We'll see how it goes though, since I also have another YCM Heavenly card I made off Dova (well, partly because someone didn't understand how Support my Archetype v 2.0 works at the time).

 

====

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I've been talking with Eshai on Discord. At the very least, he'll be participating in the AGM Secret Santa thing, but he's not going to be all that active.

 

As for a new member drive, I'd had a plan for that, but I'm trying to word the prompt to allow for as few loopholes as possible while still making it a fun exercise in cardmaking. It's surprisingly difficult.

 

Regarding Kára, worst comes to worst you can rename it Fünfte (fifth), given that the only two named Valkyries (Brunhilde and Schwerteleite) are both Level 7s with an immunity effect and a boosting effect.

 

Also, Loge's Flame came from a character, who imprisons Brunhilde in the first act of the play (ergo why it specifically supports the one everyone remembers when it dies- you broke her out).

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Given there's only 4-5 active AGM users right now, considering that Draco culled the list because they quit or inactivity, mostly something to get new members to help with projects and other stuff. 

 

But then again, most of the memberbase nowadays is geared towards VRAINS format and us being eternal ARC-V might not be appealing to them. Half of us are fine with Link format / adapted somewhat; other ones aren't. Not gonna push for it again; Draco can do that when he's ready. 

 

====

Might want to update your sig with the August challenge though, Draco.

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Yeah, not counting the Deck challenge and the secret Deck challenge encoded in my sig, there's going to be a special card creator challenge to allow people in once I can FINISH THE PROMPT.

 

Also, until September 2nd (anyone who pays a lick of attention knows why I won't extend the deal to 9/3), anyone who can design a competent 4 or 5-card support lineup for one of my mini-archetypes in the Generics thread (Refiber, Cuneiforment, MagnaDrive/MagnaDisk, Dragonna-bugeisha, or Wiretug) can get in on a vote of confidence from 2 active members, so long as said support is actually synergistic with the initial lineup (an issue I'm noting a lot with the games that expand existing archetypes). I'd extend the deal to Shining Hope and Crushing Despair, or another member's mini-archetypes, but the former is too easy to break and the latter isn't something I have the authority to do. Anyone who wants support lineups for any of the above can request them either here or in a PM if they don't want to spend time searching, but the additional cards prospective newbies create should be posted here, written (to avoid imgur fuckups) and in a readable format. Also, if any information is missing regarding those card (Type, Attribute, Level/Rank/Rating* if it's a monster, Spell/Trap type if it is backrow), I'll ignore the text entirely until said issue is fixed.

 

[spoiler=*]

You are allowed to make one Link if you think the archetype in question could handle it competently, however if you do so I highly encourage that the other cards in your support lineup can function independently of said Link, and that it functions in a way thematically appropriate to said archetype and its intended playstyle; both people I've seen make a Rocknight Link have created things with only a tangential relationship to how that archetype functions, and most Madolche players are utterly furious about how Sistart doesn't function in a way the Deck wants or needs.

 

If you'd like to make two Links, and I will stop you at two, I again highly encourage they be part of a 5-card lineup, because leaving yourself with only two cards that are valid in the format (Links essentially amount to you flexing your design muscles to show off) is putting an immense amount of pressure on those two cards to improve your choice of archetype.

 

@R.Surraco

@

 

 

 

Also, for Challenge purposes, I'm putting the banlist up; remember, this challenge assumes that a card being so much as semi-Limited renders it off limits to you. Keep that in mind.

 

[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]

Astrograph Sorceror

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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Okay, let me get it clear: We have to design around 5 cards that would add support to one of the aforementioned mini-archetypes you have and that fits the them well enough without getting into Banlist levels, and that includes up to 2 Links (though you recommend us we stick with only one), as long as the other cards are nod deemed useless in Legacy. Right?

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I don't recommend any. You are allowed to make one of you're confident, two if you want to showboat, but my honest recommendation is none at all. Again, if you want the current lineup for any of those, you can send me a PM, or just drop the request in this thread; however, I'm not going to just immediately dig them all up in case several of them get no immediate attention and I waste my time.

 

The banlist thing only applies to the Deck challenge, which asks for you to build a functional Deck without using any cards on the banlist.

 

By this method, we can get up to 3 new members this month between the monthly DC, the secret DC, and the expansion challenge. Is that clearer?

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Well, I spent at least two and a half hours searching the cards for Cuneiforment and Refiber. I only found three cuneiforment cards cause they're a bit scattered, so would ask if you could send me the lineups for them and/or for Refiber, since I like the name of those two archetypes and I think I'll like the cards in them as well. Thank you in advance

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[spoiler=Refiber]

Refiber Scarf

EARTH - Level 3 - Fairy/Effect - 1000/1000

If an Xyz monster is Summoned using this card as Xyz Material: Draw 1 card. If this card is sent to the Graveyard: You can Special Summon this card from your Graveyard, but if you do, this card's ATK and DEF become 0, also take 800 damage (you can only activate this effect of this card's name once per turn).

 

Refiber Cloak

EARTH - Level 3 - Fairy/Effect - 1400/800

If you take damage: You can Special Summon this card from your hand or Graveyard (you can only Summon this card from your Graveyard once per turn this way). If this card is Normal or Special Summoned: You can Special Summon 1 "Refiber" monster from your Graveyard, except "Refiber Cloak".

 

Refiber Robe

EARTH - Level 3 - Fairy/Effect - 500/500

When this card is Normal Summoned: You can send 1 "Refiber" monster from your Deck to the Graveyard. If this card is detached from an Xyz monster to activate its effect: You can Special Summon 1 "Refiber" monster from your Deck, except "Refiber Robe".

 

Refiber Boots

EARTH - Level 3 - Fairy/Effect - 1200/900

If you control a face-up "Refiber" monster, you can Special Summon this card from your hand. If this card is Normal or Special Summoned, you can add 1 "Refiber" monster from your Deck or Graveyard to your hand, except "Refiber Boots".

 

Refiber Belt

EARTH - Level 3 - Fairy/Effect - 100/100

If a "Refiber" monster(s), except "Refiber Belt", is sent from the field to the Graveyard: You can Special Summon this card from your Graveyard, and if you do, take 500 damage (you can only activate this effect of this card's name once per turn). If this card is detached from an Xyz monster to activate its effect, you can target 1 face-up Special Summoned monster your opponent controls: Destroy that target.

 

Refiber Band

EARTH - Level 3 - Fairy/Effect - 1700/0

If a "Refiber" monster is Special Summoned: You can Special Summon this card from your hand. If a "Refiber" Xyz monster you control battles your opponent's monster: Reduce the opposing monster's ATK by 800. If your opponent declares a direct attack, or adds a card(s) to their hand by a card effect, while this card is in your Graveyard: You can Special Summon this card from your Graveyard, and if you do; you can negate the effect of 1 face-up Attack Position monster's on the field (you can only activate this effect of this card's name once per turn).

 

Refiber Goggles

EARTH - Level 3 - Fairy/Effect - 300/1500

If this card is Special Summoned, you can target 1 face-up monster your opponent controls: That target loses 300 ATK, then, if its ATK is less than or equal to the ATK of the "Refiber" monster you control with the highest ATK, you can target 1 "Refiber" monster in your Graveyard with a Level: Special Summon that target. During your Draw Phase, if this card is in your Graveyard: You can Special Summon this card, but if you do, you cannot Special Summon Level 4 or higher monsters for the rest of the turn (you can only activate this effect of this card's name once per turn). If this card is used as Xyz Material for an Xyz Summon, you can target 1 face-up Spell/Trap Card your opponent controls: Attach that target to the Summoned monster as Xyz Material.

 

Refiber Robe

EARTH - Rank 3 - Fairy/Xyz/Effect - 1800/1800

2 Level 3 monsters

If a card your opponent controls is destroyed and sent to the Graveyard: Inflict 200 damage to your opponent. If you inflict damage to your opponent while this card has Xyz Material: This card gains ATK equal to half the amount of damage inflicted. At the start of the Damage Step, if this card battles, you can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls: Destroy that target.

 

Refiber Armor

EARTH - Rank 3 - Fairy/Xyz/Effect - 1000/2000

2 or more Level 3 monsters

Once per turn, during either player's turn, if the ATK or DEF of a monster(s) changes, you can detach 1 Xyz Material from this card to target 1 of those monsters: This card gains ATK equal to the difference between its current and original ATK. Once per turn, during either player's turn, if a monster is destroyed by battle with or the effect of a "Refiber" monster, you can target 1 "Refiber" monster in your Graveyard: Attach that target to this card as Xyz Material, and if you do; gain 300 LP for each Xyz Material attached to this card. During a turn in which Xyz Material were detached from this card, this card cannot be targeted by battle or card effects.

 

Flavor notes: A Rank 3 engine focused around destruction effects and repeated returns; the archetype name is "revive" mixed with "fiber". Lore-wise, they're enchanted clothes that raise the dead for specific situations.

 

 

 

[spoiler= Cuneiforment]

Cuneiforment Fighter

EARTH - Level 4 - Rock/Effect - 1800/1500

When this card is Normal or Special Summoned: You can change this card's battle position; add 1 "Cuneiforment" card from your Deck to your hand. Once per turn, this card cannot be destroyed by battle. At the end of the Damage Step, if this card battled: You can Special Summon 1 "Cuneiforment" monster from your hand.

 

Cuneiforment Lancer

EARTH - Level 4 - Rock/Effect - 2000/0

If this card is Normal or Special Summoned, you can target 1 "Cuneiforment" monster in your Graveyard: Special Summon that target in Defense Position. At the end of the Damage Step, if this card attacked: Change this card to Defense Position.

 

Cuneiforment Blader

EARTH - Level 4 - Rock/Effect - 2300/0

If this card is Normal Summoned: Change this card's battle position, then send 1 "Cuneiforment" monster from your Deck to the Graveyard. If this card is sent to the Graveyard, you can target 1 "Cuneiforment" monster in your Graveyard, except "Cuneiforment Blader": Either Special Summon that target, or add that target from your Graveyard to your hand.

 

Cuneiforment Grunt

EARTH - Level 4 - Rock/Effect - 1900/1000

You can banish 1 Spell/Trap Card from your Graveyard: Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn). If you control an Xyz monster with a "Cuneiforment" monster as Material, you can banish 1 card from your opponent's Graveyard, instead. Once per turn, if another monster you control has its battle position changed by or for an effect, you can change this card's battle position: Return that monster to its prior position, then inflict 800 damage to your opponent.

 

Cuneiforment Archer

EARTH - Level 4 - Rock/Effect - 1000/0

If this card is added to your hand by a card's effect: You can Special Summon it. If this card is Special Summoned, or its battle position is changed: Increase the ATK and DEF of all "Cuneiforment" monsters you control by 100 for each "Cuneiforment" monster you control. If this card is used as Xyz Material for an Xyz Summon, and all Xyz Materials are "Cuneiforment" monsters, you can target 1 monster used as Material for that Xyz Summon: The Summoned monster gains the effects of that target, also treat that Xyz monster as a "Cuneiforment" monster.

 

Cuneiforment Guardian

EARTH - Level 4 - Rock/Effect - 0/2200

If a "Cuneiforment" monster is Summoned: You can Special Summon this card (from your hand or Graveyard) in the same battle position as that monster. You can only activate this effect of this card's name once per turn. At the start of the Damage Step, if this Attack Position monster battles: You can change this card to Defense Position, and if you do; destroy the opposing monster.

 

Cuneiforment Caller

EARTH - Level 4 - Rock/Effect - 1000/2000

If this card is Normal Summoned, change it to Defense Position. If this card is changed from Defense to Attack Position: You can Special Summon 1 "Cuneiforment" monster from your Deck. If your opponent's monster declares a direct attack: You can Special Summon this card from your Graveyard in face-up Attack Position, also this card cannot be destroyed by battle or card effects during the turn it is Summoned this way.

 

Cuneiforment Knight

EARTH - Level 4 - Rock/Effect - 1700/1200

If you control no monsters, you can send 1 "Cuneiforment" card from your Deck to the Graveyard: Special Summon this card from your hand. If this card is used as Xyz Material for an Xyz Summon, the Summoned monster gains the appropriate effects depending on the number of "Cuneiforment" monsters used as Material:

●1+: When this monster is Summoned: This card gains 500 ATK.

●2+: If a monster's battle position changes on the field, you can destroy 1 face-up card your opponent controls.

●3+: If 1 or more Xyz Material is detached from this card: Draw 1 card.

 

Cuneiforment Crusher

EARTH - Level 4 - Rock/Effect - 500/1700

During your Standby Phase, if you do not control "Cuneiforment Crusher", you can Special Summon this card from your Graveyard in face-up Attack Position. If this card is in Attack Position when a "Cuneiforment" monster you control is targeted for an attack or effect, you can change this card to Defense Position: Negate that attack/effect. If this card's battle position changes, all monsters your opponent controls lose 100 ATK, and your opponent takes damage equal to that combined loss of ATK.

 

Cuneiforment Commander

EARTH - Level 4 - Rock/Effect - 2100/0

Cannot be Normal Summoned. If the battle position of a "Cuneiforment" monster changes: You can Special Summon this card from your hand, and if you do; change the battle position of 1 face-up monster on the field, then draw 1 card. If this card is sent to the Graveyard, you can select and activate 1 of the following effects:

●Target 1 monster your opponent controls: Return that target to its owner's hand.

●Target 1 Spell/Trap Card on the field: Destroy that target.

 

Cuneiforment Captain

EARTH - Level 4 - Rock/Tuner/Effect - 1500/1400

When this card is Normal Summoned: You can draw 1 card, then, if the drawn card was a Rock-Type monster; Special Summon 1 "Cuneiforment" monster from your hand or Graveyard, then change this card to Defense Position. You can change this card from Defense to Attack Position, then target 1 Set card in your opponent's Spell/Trap Zone and declare a card Type (Spell or Trap): Destroy it, then, if you called it right, you can send 1 face-up card your opponent controls to the Graveyard. You can only activate this effect of this card's name once per turn.

 

Cuneiforment Colossus

EARTH - Rank 4 - Rock/Xyz/Effect - 2200/2200

2 Level 4 Rock-Type monsters

You can Xyz Summon this card by using 1 Rank 3 or lower Rock-Type Xyz monster as Material (Transfer its Xyz Materials to this card). You can only Summon 1 "Cuneiforment Colossus" per turn this way. Once per turn, during either player's turn, you can detach 1 Xyz Material from this card: Change the battle position of up to 2 monsters on the field. If this card's battle position is changed: You can increase the ATK and DEF of all monsters you control by 200, and if you do; you can attach 1 monster from your opponent's Graveyard to another face-up Rock-Type Xyz monster you control as Material, but banish it if it is detached to activate an effect. If this card with attached Xyz Material is destroyed by your opponent's card (by battle or card effect): You can Special Summon this card from your Graveyard, then, immediately after this effect resolves; Xyz Summon 1 Rank 4 or lower Rock-Type Xyz monster from your Graveyard or Extra Deck, using this card as Material.

 

Cuneiforment Obelisk

Equip Spell

Equip only to a Level 4 Rock-Type monster. The equipped monster gains 800 ATK and DEF, also it is unaffected by the effects of other Spell/Trap Cards. Once per turn, during either player's turn, if a monster equipped with this card changes its battle position, you can target 1 "Cuneiforment" monster in your Graveyard: Special Summon that target, and equip this card to that Summoned monster. If you take damage while this card is in your Graveyard, you can banish this card from your Graveyard: Inflict damage to your opponent equal to the amount of damage you took, then Special Summon 1 "Cuneiforment" monster from your Graveyard with ATK less than or equal to the amount of damage inflicted.

 

Cuneiforment Tablet

Continuous Spell

While you control a face-up "Cuneiforment" monster, you take no effect damage. Once per turn, while you control 2 or more face-up "Cuneiforment" monsters: You can add 1 "Cuneiforment" monster from your Deck or Graveyard to your hand. If this card is sent to the Graveyard, you can target 1 face-up monster your opponent controls: Flip that target into face-down Defense Position, then shuffle this card into your Deck and draw 1 card.

 

Cuneiforment Law

Normal Trap

Negate the effects of a number of cards on the field equal to the number of "Cuneiforment" monsters on the field. If this card is activated in response to the battle position of a Rock-Type monster being changed: Draw 1 card, then banish 1 card at random from your opponent's hand. You can banish this card from your Graveyard: Special Summon 1 "Cuneiforment" monster from your Graveyard.

 

Flavor notes: A Rank 4 engine focused on Graveyard setup and using battle position changes to go off, and an aggressive focus on straightforward swarm tactics. The archetype name is "Cuneiform" (the earliest known writing system) mixed with "Sediment". Lore-wise, these are extremely ancient golems being awakened by your opponent, alternately going on the offensive and getting into phalanx positions to keep an opponent off balance.

 

 

 

Of these two, Cuneiforment has far more cards, which makes designing new stuff simultaneously easier and harder. Easier because their playstyle is more effectively established and the playmakers are probably already here; harder because there are fewer necessary niches to fill.

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