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Zaziuma

[Written] Ally Aquaintance Archetype (14/14)

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Ally Aquaintance is an Archetype of Aqua-Type/WATER monsters with various Levels. They focus on revealing cards in the hand, using the top of the Deck. They are also Synchro Summon based. Their name is a portmanteau of aqua and acquaintance, and they are based on various animals that live in or near the water.

 

 
Main Deck Monsters:
 
Sea Snail the Ally Aquaintance
Aqua-Type/WATER/Tuner
Level 1
During either player's turn: You can target 1 "Ally Aquaintance" monster you control; Special Summon this card from your hand and this card's Level becomes equal to that target's Level, and if you do, return that target to your hand. You can only use this effect of "Sea Snail the Ally Aquaintance" once per turn. Once per turn, during either player's turn: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Sea Snail the Ally Aquaintance"; immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "Ally Aquaintance" monsters you control.
0/1700
 
Otter the Ally Aquaintance
Aqua-Type/WATER/Tuner
Level 2
If you control an "Ally Aquaintance" other than "Otter the Ally Aquaintance", you can Special Summon this card (from your hand). You can only Special Summon "Otter the Ally Aquaintance" this way once per turn. If this card is sent to the Graveyard for the Synchro Summon of an Aqua-Type monster: You can draw 1 card and reveal it, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand. You can only use this effect of "Otter the Ally Aquaintance" once per turn.
700/0
 
Capybara the Ally Aquaintance
Aqua-Type/WATER/Tuner
Level 3
If you control no monsters: You can Special Summon this card from your hand, and if you do, place 1 card from your hand on top of your Deck. You can target 1 "Ally Aquaintance" monster in your Graveyard, except "Capybara the Ally Aquaintance", then reveal 1 "Ally Aquaintance" monster in your hand with the same name as that target; Special Summon that target in Defense Position. You can only use 1 effect of "Capybara the Ally Aquaintance" per turn, and only once that turn.
1200/400
 
Seal the Ally Aquaintance
Aqua-Type/WATER
Level 4
When this card is Normal Summoned: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Seal the Ally Aquaintance"; add 1 "Ally Aquaintance" monster from your Deck to your hand with a different name. Once per turn: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Seal the Ally Aquaintance"; this card's Level becomes that Level until the end of this turn.
1500/1500
 
Beaver the Ally Aquaintance
Aqua-Type/WATER
Level 4
Once per turn, during either player's turn: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Beaver the Ally Aquaintance"; this card gains ATK equal to half that monster's ATK until the end of this turn. If this card destroys an opponent's monster by battle: You can draw 1 card and reveal it, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand. You can only use this effect of "Beaver the Ally Aquaintance" once per turn.
1600/1000
 
Platypus the Ally Aquaintance
Aqua-Type/WATER
Level 5
You can Special Summon this card (from your hand) in Defense Position by revealing 1 "Ally Aquaintance" monster in your hand, except "Platypus the Ally Aquaintance". You can only Special Summon "Platypus the Ally Aquaintance" this way once per turn. If this card is sent to the Graveyard as a Synchro Material: You can add 1 "Ally Aquaintance" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Platypus the Ally Aquaintance" once per turn.
2200/1600
 
Alligator the Ally Aquaintance
Aqua-Type/WATER
Level 6
If this card is Special Summoned: You can target 1 "Ally Aquaintance" monster in your Graveyard, except "Alligator the Ally Aquaintance"; draw 1 card, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand, also after that, place that target on top of your Deck. You can reveal 1 "Ally Aquaintance" monster in your hand, except "Alligator the Ally Aquaintance"; inflict damage to your opponent equal to half the revealed monster's ATK. You can only use each effect of "Alligator the Ally Aquaintance" once per turn.
2300/2000
 
Extra Deck Monsters:
 
Dolphin the Ally Aquaintance
Aqua-Type/WATER/Synchro
Level 7
1 Tuner + 1 or more non-Tuner Aqua-Type monsters
This card gains 300 ATK and DEF for each Aqua-Type monsters on the field, except "Dolphin the Ally Aquaintance". Once per turn, during either player's turn: You can reveal 1 Aqua-Type monster in your hand, then target 1 Spell/Trap Card your opponent controls; return it to the hand, and if you do, for the rest of the turn, neither player can activate cards with the same name as that card.
2300/2400
 
Hippopotamus the Ally Aquaintance
Aqua-Type/WATER/Synchro
Level 8
1 Tuner + 1 or more non-Tuner Aqua-Type monsters
Once per turn: You can draw 2 cards and reveal them, then place 1 card from your hand on top of your Deck. Once per turn, during either player's turn: You can reveal 1 Aqua-Type monster in your hand, then target 1 monster your opponent controls; return that target to the hand, and if you do, for the rest of the turn, neither player can Normal or Special Summon monsters with the same name as that card.
2800/2600
 
Whale the Ally Aquaintance
Aqua-Type/WATER/Synchro
Level 9
1 Tuner + 1 or more non-Tuner Aqua-Type monsters

Once per turn: You can declare 1 card name; draw 1 card and reveal it, then if it is the declared card, banish 1 random card from your opponent's hand, then if it is an Aqua-Type monster, you can Special Summon it from your hand, otherwise banish it. Aqua-Type monsters cannot be destroyed by your opponent's card effects, except "Whale the Ally Aquaintance".

3100/2800

 
Spell/Trap Cards:
 
Lake of the Ally Aquaintance
Field Spell Card
Each time an "Ally Aquaintance" monster(s) in your hand is revealed, place 1 Aquaintance Counter on this card for each of those monsters. Once per turn: You can remove 3 Aquaintance Counters from this card; draw 1 card and reveal it, then if it is an "Ally Acquaintance" monster, you can Special Summon it from your hand. If this card would be destroyed by your opponent's card effect, you can remove 2 Aquaintance Counters from it instead.
 
Offspring of the Ally Aquaintance
Quick-Play Spell Card
Reveal up to 5 "Ally Aquaintance" monsters in your hand with different names; Special Summon "Offspring Tokens" (Aqua-Type/WATER/Level 2/ATK 500/DEF 500) equal to the number of monsters revealed. During either player's turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Ally Aquaintance" card in your Graveyard; place that target on top of your Deck.
 
Shallow Waters of the Ally Aquaintance
Counter Trap Card

When your opponent targets an Aqua-Type monster(s) you control for an attack or card effect: Reveal 1 "Ally Aquaintance" monster in your hand; negate the attack or activation, and if you do, destroy it, then draw 1 card and reveal it, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand. You can only activate 1 "Shallow Waters of the Ally Aquaintance"

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Sea Snail can set up for an instant Synchro with his effect, although it's limited to Hippo if used with Seal/Beaver. 

Or if you can surprise the opponent by triggering both effects, you'll have access to whatever Synchros you have on hand (depending on setup).

 

Although given the pool of available monsters, I'm a bit iffy on giving the Deck access to both effects; especially given that it is a better version of the Accel Synchro mechanic.

Maybe restrict it to Aqua-Type or WATER monsters only, although that would restrict the summons to the ED here (or some WATER stuff like the Ice Barrier stuff).

 

Leaning on the latter because Aqua only has Greydle Dragon to offer.

 

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Otter is a free SS from hand and gives you a draw if you make one of the monsters here; either you get a free monster or another draw.

Either one helps, and this certainly helps making Synchros quicker for them.

 

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Capybara has a CyDra clause of sorts, except it requires that you return a card to the Deck.

I think you can probably get away with it SSing itself without the forced return thing, although I assume you want it to guarantee a banish with Whale.

 

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Seal is your searcher (although it requires another Aquaintance in hand to do so) and can change its Level to either become high enough for the larger Synchros, or Xyz if the need arises.

 

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Beaver is a stat booster, depending on what you have in your hand, plus it also Special Summons things if you kill something.

Given that it just reveals a monster, you're likely to get a kill off; provided it isn't stopped via the opponent's backrow.

 

Also makes getting the higher Levels out easier.

 

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Platypus sets up for more Synchro stuff if you have another AA monster, plus it searches the support cards if it gets used to Synchro, which is mostly likely.

 

Alligator can end up doing a sizable amount of burn by revealing another AA in hand, but it also helps to revive stuff + set up some more.

 

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Dolphin is nice for spinning backrow, or stopping Pendulum plays to an extent.

Plus, it pumps if you have other Aqua monsters out, which helps it to run over things.

 

2300 ATK for a non-generic Level 7 isn't really great on its own, so the stat boost is needed.

 

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Hippo allows you to essentially draw a free card each turn, provided you put another one back on top of the Deck (I guess similar to that of Crystal Seer or something, but on demand). It also bounces monsters and locks copies from being played that turn, which could mess up the opponent a bit.

 

I can probably see where all of the "place 1 card at top of Deck" effects lead up to, and this is it on Whale.

 

By setting up the top of your Deck, you're guaranteed to kill the opponent's hand and get another free SS, although if you call wrong, said card gets banished as well.

 

The protection against Mirror Force and other sweep cards like Raigeki and Exciton is also helpful here, especially on a 3.1K body.

 

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I won't comment on the S/T cards, but so far, the set itself is interesting.

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*post*

Thanks for the comment, about the thing you said about Sea Snail, I was thinking about making it restricted to only WATER or something like that when making it, but then I felt like it would probably end up being the weakest card of the bunch, so I changed to only allow you to use AA monsters instead, so it couldn't be as generic, yet still useful for the Deck.

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