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Draconus297

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Don't know which Deck challenge you're excited for, but glad to see you hyped for Deck design when you're usually so dead set on card design. You can enter both, if you want.

Understood. I hope I can do it right, because )I honestly had been neglecting it the entire time for personal reasons, but I'll never get anywhere if I keep stalling out.

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Just informing you all that I do have a theme ready and will be adding you all to the PM later in the day. (There's also a Discord thing in case PM doesn't work or you find it more convenient to do the collab there. Or I can make a private subarea in CC to work on it; you decide what you want.)

 

But yeah, at the moment, this is who I will be adding / giving access to.

 

- Dova

- Draco

- Nyx

- Tinkerer

- Kyumi

 

You know Sleepy isn't active in this club nowadays, Uggla is new but IDK if he's doing CFV things again or whatnot and Eshai is doing "who the hell knows what" on DP. Right now, it's the same people doing stuff (but nothing we can do about it to be honest).

 

Again though, I will add Dante or Surraco to the PM once you guys actually get stuff in (and Draco grades them after his other stuff); you can start contributing afterwards.

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Just confirming that I did send out the next group prompt and stuff over PM. Make sure you tell me your preference of how you'd like to proceed with the project and yes, any questions you may have about the specs.

 

Although it did come from a randomizer with a set max, that's mostly for me so I know how to budget resources. You can ignore the max thing and make however we see fit as a group.

 

=====

Besides that, still need to find a new MR3 prompt to work on besides this group thing.

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So, I've been trying to put together a list of potential discard fodder for "Service Soul", to see which Decks could potentially use it, and realized something very dumb: substitute monsters count toward its condition. So, here's my list in progress:

●Dragonna-bugeisha support. Literally every monster besides the boss herself satisfies the card's condition.

●Dark Magician. Specifically, Rod, Robe, Skilled Dark, Magician of Dark Illusion, DMG, Malice (AGM only).

●Cyber Dragon: Zwei, Drei, Vier, Hertz, that one Dova made.

●Blue-Eyes: Shining, Alternative, Maiden, Spirit of White, Solid, Aether, Paladin.

●Red-Eyes: Darkness, Metal. Welp.

●Malefic: Literally everybody but the Tuners and Truth. Hallelujah.

●King's Knight, funnily enough.

●Galaxy Knight. What. Also, I think Photon Orbital might count, not sure, but not checking it now.

●Y-Dragon Head and Z-Metal Tank. Heh.

●Desrook Archfiend. Bless.

●Skilled White Magician, and the entire Destruction Sword archetype.

Nearly every BlasterCube card in the AGM what the actual hell

●Voltech Dragon, hilariously.

●A few odd Junk cards that pretend to be Synchron.

●Stardust Xiaolong and Phantom.

●Astrograph and Chronograph Sorcerors, because Z-ARC.

●Amazoness Princess, Baby Tiger, and Dame

●Neos Alius, Neo-Spacian HERO, and Cosmic Neos, thanks again Konami for two letters of difference!

●Ancient Gear Gadjiltron Dragon. Huh.

●Most LV monsters.

Bottom Runner.

●Both original Battleguards. That's actually really funny.

●The mini Chaos dragons.

●Iron Hans/Knight, Pumpkin Carriage/Prinzessin.

●Gate Guardian, King of all Discard Fodder.

●Dark Summoning Beast.

●Neos Wiseman, and the Yubel forms.

Shadow Ghoul support for some reason

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The card itself is neat (discard a monster with another monster's name in its text, draw 2 + recover the discarded card later), but yeah there is banlist potential for it.

 

I'll be honest, I've been fiddling with an archetype idea that'd probably break this (unintentionally, of course).

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https://forum.yugiohcardmaker.net/topic/375672-magistrake/?do=findComment&comment=7123074

 

Magistrake are finished! Tomorrow evening marks the end of the support lineup competition. Surraco sent in a submission privately, and it's a lot closer than last time. Also, if anyone in the AGM so desires, it is still an archetype I designed.

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I'm going to assume Dante also PM'd stuff as I don't recall anything posted in here (unless I forgot and don't want to backtrack a few pages). But either way, whichever one wins gets to be added to the group archetype.

 

(IDK, maybe we could afford to add them both if they're of equal quality as far as entries go, but just have to see what they've made.)

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@: Minicon

 

Minicon Transport Unit (a truck)

Level 2

EARTH/Machine/Effect

When this card is Normal Summoned: You can Set one "Minicon" Spell/Trap card from your Deck, but it cannot be activated this turn. If this card is used as Xyz Material for the Summon of a "Minicon" Xyz monster, you can target 1 Spell/Trap Card your opponent controls: Banish it. When this card is detached from a Rank 2 Xyz monster you control to activate its effect: You can target 1 "Minicon" Spell in your Graveyard and add it to your hand.

300 ATK/700 DEF

 

Minicon Recon Unit (an UAV)

Level 2

EARTH/Machine/Effect

When this card is Special Summoned by another "Minicon" card's effect: You can send 2 "Minicon" monsters from your Deck to your Graveyard, then look at your opponent's face-down cards on the field and, if you do, destroy one of them. If this card is used as Xyz Material for the Summon of a "Minicon" Xyz monster: You can attach one card from your hand to that monster as Material. When this card is detached from a Rank 2 Xyz monster you control to activate its effect: Your opponent reveals one card from his hand.

100 ATK/ 900 DEF

 

Minicon Super Robot - Modular Armour

Rank 2

EARTH/Machine/Xyz/Effect

2+ Level 2 "Minicon" monsters (max 5)

When this card would be destroyed by battle or by card effects: you can detach one Xyz material instead.

This card gains the following effects depending on the number of material it has attached to it:

3+ : This card can attack a number of times per Battle Phase equal to the number of Materials attached to it.

4+ : This card gains ATK and DEF equal to the number of Materials attached to it x200.

5+ : This card is unaffected by your opponent's card effects that don't specifically target this card.

When this card has no attached Xyz Material: Change it to Defense Position, but it is destroyed during your next Standby Phase, and if it is, draw 1 card.

1000 ATK/ 1000 DEF

 

Minicon Expansion Pack

Continuous Spell

When this card is activated: Add up to 2 "Minicon" monsters from your deck to your hand. Once per turn: You can send one of your "Minicon" monsters from the deck to the Graveyard, then Special Summon 1 "Minicon" monster from your Graveyard with a different name. You can only activate this effect of this card's name once per turn.

 

Hidden In Plain Sight

Normal Trap

When at least 2 "Minicon" monsters you control would be destroyed: You can change all non-Xyz "Minicon" monsters you control to face-down Defense Position instead and, for the rest of this turn, those face-down monsters cannot be destroyed by battle or card effects. You can banish this card from the Graveyard, except during the turn it was activated: Special Summon 1 "Minicon" monster in face-up Attack Position, then change all other "Minicon" monsters you control to face-up Attack Position.

(This card is always treated as a "Minicon" card).

 

The only edits I made were in service of appropriate card text, and not making my eyes bleed.

 

Transport Unit is pretty solid, actually. The Minicon backrow lineup is a huge part of what makes the archetype as competent as it is, so pulling it from the Deck on a Normal Summon is good sheet, ESPECIALLY if Buyout Craze is up to make that Normal Summon plus harder. The backrow banish when used as Material is also a solid way to get fodder ready for Heroic Armor's escalating burn, and the recoup when detached is just icing atop that cake. The only thing I don't get is what purpose it serves in the multi-toy mech- Control Unit is a sports car that forms the head, Backup Unit is a helicopter and jetpack, Assault Unit is a Formula 1 car and the weapon arm . . .

 

I . . . don't understand the reason Minicons want or need Recon Unit. Rather than a conditional effect that gives this Graveyard-heavy Deck even more setup that's reliant on it getting into the Graveyard in the first place, this slot could easily have been filled with an archetypal Bora the Spear or Gogogo Gigas clone. Also, again, you didn't provide a use for it in the combined body of tne mech, lore-wise.

 

Modular Armor doesn't look like much more than a mostly worse Heroic Armor, which has no effects besides a protection-based one if Summoned with two Materials. Then there's the suicide-and-draw effect . . . for some reason. The Towers clause if you get up to 5+ Materials is really sweet, but no one really fears a 2K Towers that can swing five times unless their entire board is already gone. As far as I understand, this was meant as some kind of alternate boss for when you can't vomit a 3+ mat Heroic Armor out to crush all resistance, but walling a basic passive ATK boost behind a Material requirement that gives you a good Heroic Armor anyway isn't optimal.

 

Expansion Pack is everything you could ever dream of in a setup card. A double search on activation is insane early game, and then you have an OPT Foolish that also revives a guy . . . I'm almost tempted to call it too good, given the plays you get access to.

 

What is going on with Hidden in Plain Sight? You're letting the big mechs (the point of the Deck) die to save the fodder, which gets flipped face-down for whatever reason. I'm tempted to call the banish effect good for no other reason than the extra free revival to use this overwhelming Graveyard setup with, but the mass position change seems to exist for no real reason, in terms of lore or game mechanics, unless you're that determined to prevent its use for chump blocking after getting frustrated one too many times by Trickstar Reincarnation.

 

So, you've effectively got two and a half good cards in this lineup, because Modular Armor is a bad stand-in for Heroic Armor if the latter gets banned or something, and Recon Unit has no reason to be played ever.

 

@: Cosmorider/Cosmoraptor

 

Cosmoraptor - Tricera

LIGHT - Level 8 - Dinosaur/Effect - 0/2500

This monster gains ATK equal to the ATK of its equipped "Cosmorider" monster. If you control a "Cosmoraptor" monster with a level less than the level of its equipped "Cosmorider" monster: it can attack your opponent directly using its original ATK; shuffle it into your deck at the end of the Damage Step. At your End Phase, if this monster has no "Cosmorider" monster equipped: Send it to the graveyard.

 

Cosmorider Trainer

LIGHT - Level 2 - Warrior/Effect - 1000/900

Once per turn: You can pay 50 LP as many times as you want: Add a "Cosmo" monster from your deck to your hand whose level is the same as the amount of times you paid the cost of this effect.

 

Rusted Solid Helm

Equip Spell

Equip this card to a Dinosaur monster you control. Put 3 time counters on this card. Equipped monster inflicts piercing damage as long as its ATK is not higher than its original ATK. During your Standby Phase: Remove a Time Counter from this card unless the equipped monster haven't battled in the last turn. If this card has no Time Counters on it: Destroy it.

 

Cosmo Spark

Quick-Play Spell

Activate only during your Main Phase 2 if you have a "Cosmorider" monster in each of your Pendulum Scales. For the rest of the turn, you can Pendulum Summon monsters whose level are the same as the active Pendulum Scales.

 

Cosmo Maneuver Alpha

Normal Trap

Whenever a "Cosmo" monster you control would be targeted for an attack: select the monster with the highest ATK or DEF, depending on its Battle Position; it becomes the new target for said attack.

 

So . . . you took an archetype that already faced an uphill struggle to do anything worthwhile . . . and gave it yet another boss that, in essence, accomplishes nothing on its own, just like their original big boss. Why on EARTH does it kill itself?

 

Trainer paying 100 to search a second Trainer sounds like the cheapest Deck thinning I've ever seen, but beyond that it's still a really solid search engine that really only asks for your Normal Summon, and with a soft OPT you can potentially just Summon multiples off the other Riders acting as Scales. It's unfortunate that it lacks any other effects to either take advantage of its searching or interact with the rest of the Deck in any meaningful way, but we're talking Cosmoriders/Cosmoraptors. This is better than anything else they have.

 

Solid Helm is a 0-of that does piercing and dies over time, nothing else to say.

 

. . . Why is Spark a Quick-Play, exactly? It's restricted to your Main Phase 2 and requires other cards on board to be useful. Speaking of its actual utility, its only addition to the formula is making Tyranno and Tricera able to be Pendulum Summoned, and letting you fish them out of the Graveyard if Concentrated Cosmos is online . . . once. I'm trying not to complain, but it's hard when the relationship these cards have with the existing ones is their shared lack of efficacy.

 

Alpha is a half-decent battle trap. 1-of if you really think you csn slam Tyranno or Tricera on board to redirect attacks into.

 

I'll leave a day for the others to comment on these lineups in case I missed something, or for you guys to defend individual cards you made (or trash talk each other's designs).

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Well, lore-wise, the truck serves as a substitute body for Heroic while Recon is the whole upper body for Modular (while the other that is dragged by him/used to summon him becomes the legs and the others just attach themselves like the Power Rangers RPM main mecha does) and is kinda his own thing (and, well, it's kinda trash, but all support is never perfect, right?).

 

Hidden in plain sights is a play on the catchphrase of transformers (which the original idea comes from) "Robots in disguise" and is meant to protect an unfinished board from destruction.

 

And finally, Modular is just trash. Plain and simple, but, here is the thing: I always commit this error with support bosses in which I try to make them live up to their legacy while trying to make them do their own thing. So, it's absolute trash and I know it.

 

And, as you said, Expansion Pack it's near perfection.

 

 

Ps: in my original entry there is a Spongebob meme, a dead one to be precise, just because it was perfect in the context.

 

Finally, I'm sorry for my spelling or wording errors, but that's a disadvantage of being a non-native speaker, and, given the fact that I'm still a student, I'm in the process of fixing that.

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Minicon (Tinkerer's support card gave them a HOPT Destiny Draw equivalent iirc): https://forum.yugiohcardmaker.net/topic/372638-minicon-brick-or-broke/

 

Cosmos (Tinkerer's support card was a non-Pendulum Rider Flip monster that revived a Raptor, then immediately equipped itself to said raptor):

http://forum.yugiohcardmaker.net/topic/340338-agm-written-cosmo/

 

Also, if you want, I'm a pretty comprehensive resource on PSCT, and during my elementary and middle school years I got in trouble multiple times for reading in class, up to and including reading the dictionary out of sheer boredom with the lesson plan at the time. If you need any help with wording, just explain the basics of what you want a card to do and I can write out the actual text.

 

Another thing I'd like to point out is that, regardless of which of you wins, the other can just slide in at the end of the month on the October Deck Challenge, because I don't think you'll have much competition. While I'd appreciate creativity in that regard, there's really nothing stopping you from building a Neos Deck, taking advantage of cards like Deep Neo Space and Neo-Spacian HERO in the AGM to combo off hard. Or, y'know, Dragonna-bugeisha, Dark Magician, Blue-Eyes, Cyber Dragons, Toons . . .

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https://forum.yugiohcardmaker.net/topic/375694-agmwritten-terriform-nekroz-meets-triamids-1818/

Man, this took way too long. On a completely unrelated note, I think I've gone off large exclusive archetypes.

Just going to finish Sharklord, and prepare a group prompt for when my turn comes around again. I have something good, I think, so...perhaps I can make up for my delay and eventually ducking out :P

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So . . . you took an archetype that already faced an uphill struggle to do anything worthwhile . . . and gave it yet another boss that, in essence, accomplishes nothing on its own, just like their original big boss. Why on EARTH does it kill itself?

 

Trainer paying 100 to search a second Trainer sounds like the cheapest Deck thinning I've ever seen, but beyond that it's still a really solid search engine that really only asks for your Normal Summon, and with a soft OPT you can potentially just Summon multiples off the other Riders acting as Scales. It's unfortunate that it lacks any other effects to either take advantage of its searching or interact with the rest of the Deck in any meaningful way, but we're talking Cosmoriders/Cosmoraptors. This is better than anything else they have.

 

Solid Helm is a 0-of that does piercing and dies over time, nothing else to say.

 

. . . Why is Spark a Quick-Play, exactly? It's restricted to your Main Phase 2 and requires other cards on board to be useful. Speaking of its actual utility, its only addition to the formula is making Tyranno and Tricera able to be Pendulum Summoned, and letting you fish them out of the Graveyard if Concentrated Cosmos is online . . . once. I'm trying not to complain, but it's hard when the relationship these cards have with the existing ones is their shared lack of efficacy.

 

Alpha is a half-decent battle trap. 1-of if you really think you csn slam Tyranno or Tricera on board to redirect attacks into.

 

I'll leave a day for the others to comment on these lineups in case I missed something, or for you guys to defend individual cards you made (or trash talk each other's designs).

1) I was planning to send Tricera to the Deck instead destroying it, but for some reason I just thought that was too much. The idea for Tricera was based on Catapult Turtle, and mostly focusing on the Level 5 or lower cards, who had Battle Damage effects that didn't need them to remain on the field. The

 

2) This was the reason for Tricera's self-destruct, I think. I added Tricera's self destruct when I decided to have a searcher. I thought that 400 LP for getting this guy out made it too easy. Didn't think of it having any other effect because... ... ... I have nothing, really. I dunno why I didn't put any extra effect. My first idea was random discard to make it banish itself until the end phase as a destruction protection.

 

3) Honestly, I was gonna give it the ability to gain time counters whenever the equipped monster would attack directly, but I thought it was too much. I also thought on adding the ability to sacrifice itself in case of equipped monster biting the dust, but I also thought it was too much.

 

4) Honestly, I regretted that part by the time I sent it and never thought on correcting it. It should had been a Normal and it should had been able to be activated in ANY Main Phase instead.

 

5) Yeah, I made it on the account to make Tiranno and Tricera more likely to come out.

 

All in all, better than I expected, considering that I made the last 4 cards in the span of 20 minutes. I should have taken my time and thinking it better, but the incoming time limit threw me off a bit.

 

Cosmos (Tinkerer's support card was a non-Pendulum Rider Flip monster that revived a Raptor, then immediately equipped itself to said raptor):

http://forum.yugiohcardmaker.net/topic/340338-agm-written-cosmo/

Um... I never found that one card. Where is it?

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Um... I never found that one card. Where is it?

Ninja Cosmo Commander

EARTH 4*

Warrior/Flip/Effect

FLIP: Negate the effects of all face-up cards your opponent controls until the End Phase.

If this card is sent from the Monster Zone to the Graveyard, you can target 1 "Cosmoraptor" monster you control; equip this card to it. You can return this equip card to the Deck; equip 1 "Cosmorider" monster to the monster this was equipped to.

1700/1400

 

https://forum.yugiohcardmaker.net/topic/360666-agm-legacy-support/

 

...pretty sure this it? It doesn't do the reviving, but it is a non-Pendulum Flip that equips, so...

 

Man, it can be a pain to dig through legacy threads, although at least the Tink identifier helped.

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Ninja Cosmo Commander

EARTH 4*

Warrior/Flip/Effect

FLIP: Negate the effects of all face-up cards your opponent controls until the End Phase.

If this card is sent from the Monster Zone to the Graveyard, you can target 1 "Cosmoraptor" monster you control; equip this card to it. You can return this equip card to the Deck; equip 1 "Cosmorider" monster to the monster this was equipped to.

1700/1400

 

https://forum.yugiohcardmaker.net/topic/360666-agm-legacy-support/

 

...pretty sure this it? It doesn't do the reviving, but it is a non-Pendulum Flip that equips, so...

 

Man, it can be a pain to dig through legacy threads, although at least the Tink identifier helped.

I guess it has to be that one.

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Well knowing it is me does make it easy. I've only made 1 support card for each AGM Archetype (..except recent ones. I've gotta make support cards for 'em).

 

I'll probably choose a new archetype to make tonight. Can someone give me a number from 1-100?

 

EDIT: So this card is in the Generics pool. I personally don't like it just because of how easy it is to proc and it has potential to reinforce hand destruction strategies. The question is, is it too powerful? There isn't an easy, consistent way of graving it from the field, but the potential of sniping a card every turn with no downside feels ridiculous.

 

Starkgrave Dragon

DARK - Level 7 - Dragon/Effect - 1200/1000

If this monster is sent to the Graveyard, you can place 1 Stark Counter on yourself and Special Summon this monster (you can only activate this effect of "Starkgrave Dragon" up to twice per turn). If this monster is Special Summoned, you can banish 1 card from your opponent's hand or side of the field (a card in the hand is chosen at random), and if you do, place 1 Stark Counter on yourself. This monster gains 300 ATK for every Stark Counter on its controller. If your opponent's monster activates an effect during the Battle Phase, you can Tribute this monster to negate that effect (You can only activate this effect of "Starkgrave Dragon" once per turn).

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Given the wording, I'm going to assume this is one of Draconus's cards, in which case, take it up with him. Or could be one of the randoms who submitted sheet in the past via PM and only OCG was fixed due to being hideously difficult to read, idk. Given the SS condition, I think it's probably the latter.

 

But then again, assuming we did import some of the SR02 stuff, then there's your answer for spamming this and sniping cards. But I also share some concerns about this card's Tribute/negate thing + revival.

 

====

Oh right, and random number is 72

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Fun fact: I remember the PM I received Starkgrave in. Those limitation clauses were added personally, and it received another nerf in the form of only going off when Special Summoned (the original PM had the asinine wording of "enters the field", meaning that something like Cyberdark Dragon's equip effect would set it off, in addition to the Normal Summon stretch). Apparently I just didn't weaken it enough.

 

Also, my bad on Ninja Commander. For some reason I remembered its Flip Effect being a Monster Reborn for the raptors.

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