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Veridian- The deck without Monsters/Traps


ScionStorm

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Note: The fusion is kind of a new mechanic.  I wasn't sure if posting here or the experimental section was right.

It's taken me a while to come up with a concept based on the idea I had a while back about a deck comprised entirely of Spell cards that generated Tokens and Fusion Summoned using Spells as material.  This is the first batch.  I'm doing them in groups of 5 the way Burgesstoma are being released.
 

Enter the
Veridian Spells

Okay, so the first thing I decided was that I wanted it to be Plant themed.  There are no plant fusion themes at the moment.  So the concept grew out of this decision.  First, you would cast a nature Spell that would have a specific effect, and then afterwords a plant would grow as a result of the spell.  The idea that nearly every spell you cast will cause a plant to sprout and remain after the initial effect ended.  But only if your graveyard was unpolluted with muck like monsters and traps.

But I wasn't satisfied with just this green witchcraft.  Both the all-monster Superheavy and the all-trap Burgesstoma are based on a geographic place in the world and a time period.  For this, I decided to combine the wild forests and overgrown nature of plants with the British Victorian Era.  So all the monster tokens would be anthropomorphic plants designed as archetypes of Victorian aristocratic society.  And the Fusion monsters would then be specific figures of the Victorian Era by name.

So that is the basic idea of the Veridian archetype.

 

[spoiler=My cards]
Part 1
 

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"Veridian Spell- Destructhorn" + 1 or more Plant-Type monsters
This card must first be Fusion Summoned and only by a "Veridian Spell" card.  When this card is Fusion Summoned it is treated as a Spell card and placed in the Spell/Trap Zone activating this effect: Send cards from the top of your Opponent's Deck to the graveyard equal to the number of monster materials used to summon this card, then take effect damage equal to the number of cards sent x300.  After this effect resolves, move this card to the Monster Zone.  If there are only Spell cards in your Graveyard: once per turn, you may search your Deck for a "Veridian Spell" card and add it to your hand, then only "Veridian" monsters can be Special Summoned until the end of the turn.

Now that I've laid out the basic mechanics of the Archetype, I can figure out where to go from here with the next batch.


Part 2
 

So second week of Veridian stuff.  What are Veridian Curses you ask?  They are spell cards that initially activate in the Graveyard rather than the hand or field.

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"Veridian Spell- Warweed" + 1 or more Plant-Type monsters
This card must first be Fusion Summoned and only by a "Veridian" Spell card. When this card is Fusion Summoned it is treated as a Spell card and placed in the Spell/Trap Zone activating this effect: Banish cards your opponent controls up to the number of Plant-Type monsters used to Fusion Summon this card. After this effect resolves, move this card to the Monster Zone. Each time this monster's destruction by battle is negated, increase it's DEF by 300. If there are only Spell cards in your Graveyard, when this card is destroyed increase your LP by half this monster's DEF.

Part 3
Getting into the thicket of it. ;P
 

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"Veridian Spell- Aloe" + 1 or more Plant-Type monsters
This card must first be Fusion Summoned and only by a "Veridian" Spell card. When this card is Fusion Summoned it is treated as a Spell card and placed in the Spell/Trap Zone activating this effect: Banish Monster/Trap cards from either player's Graveyard x the number of Plant-Type monsters used to Fusion Summon this card. After this effect resolves, move this card to the Monster Zone. Once per turn, you can have your opponent draw 1 card and reveal it. If it is a Spell card: Destroy it. If it is a Monster card: Place Fern Counters on a card you control x the level of the revealed Monster. Once per turn you can move Fern Counters from one card to another you control OR remove Flower Counters from a card to increase your LP by 400x the number of counters removed.

Part 4
 

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"Veridian Spell- Vineburn" + 1 or more Plant-Type monsters
This card must first be Fusion Summoned and only by a "Veridian" Spell card. When this card is Fusion Summoned it is treated as a Spell card and placed in the Spell/Trap Zone activating this effect: Return cards in either Player's Gravyard to the Deck up to the number of Plant-Type monsters used to Fusion Summon this card, then draw 1 card. After this effect resolves, move this card to the Monster Zone. Once per turn, if there are only Spell cards in your Graveyard, you can tribute 1 Plant-Type monster you control to Banish 1 card from either Player's hand OR send 1 Banished card to the Graveyard.

Part 5
 

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"Veridian Spell- Luckwish" + 1 or more Plant-Type monsters
This card must first be Fusion Summoned and only by a "Veridian" Spell card. When this card is Fusion Summoned it is treated as a Spell card and placed in the Spell/Trap Zone activating this effect: Increase or decrease the Level/Rank of one monster on the field equal to the number of monster materials used to summon this card. After this effect resolves, move this card to the Monster Zone. Each time a monster you control would battle an opponent's monster with a higher Level, you may remove 1 Fern counter from that monster to increase it's Level by 2 and its ATK/DEF by 200 until the end of the Battle Phase.
 

Part 6
Final part to this series.


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VERIDIAN PRIME GLADSTONE
"Veridian Spell- Green Heart" + 1 or more Plant-Type monsters (Including at least 1 Fusion monster)
This card must first be Fusion Summoned and only by a "Veridian" Spell card. When this card is Fusion Summoned it is treated as a Spell card and placed in the Spell/Trap Zone activating this effect: You can declare the name of 1 monster for each monster material used for this card's Special Summon; increase your opponent's Life Points by 300 for each declared monster and then the effects of each opponent's monster with the declared names are negated until the end of the turn. After this effect resolves, move this card to the Monster Zone. Once per turn, you can place 1 Fern Counter on a monster you control. Level 3 or lower Plant-Type monsters you control are not affected by Trap cards.

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VERIDIAN PRIME DISRAELI
"Veridian Spell- Green Heart" + 1 or more Plant-Type monsters (Including at least 1 Fusion monster)
This card must first be Fusion Summoned and only by a "Veridian" Spell card. When this card is Fusion Summoned it is treated as a Spell card and placed in the Spell/Trap Zone activating this effect: Return Special Summoned monsters, on either player's field, to the Deck up to the number of Plant-Type monsters used as material to summon this card. After this effect resolves, move this card to the Monster Zone. Once per turn, you can place 1 Flower Counter on a monster you control. Each time the owner of a monster sends a card to the graveyard as a cost for that monster's effect, they must pay 400 Life Points.

VERIDIAN VICTORY BLOOM
"Veridian Spell- Queen's Unity" + 2 or more Plant-Type Fusion monsters
This card must first be Fusion Summoned and only by a "Veridian" Spell card. When this card is Fusion Summoned it is treated as a Spell card and placed in the Spell/Trap Zone activating this effect: Switch all monsters to Defense Position and shuffle all cards in your opponent's hand into the Deck. After this effect resolves, move this card to the Monster Zone. This monster cannot be targeted by the effect of monster cards your opponent controls. Trap cards cannot be activated. Once per turn, you can banish Plant-Type Fusion monster in your Graveyard to Special Summon an equal number of "Veridian Progency" tokens (Plant-Type/EARTH/Level 3/ATK1850/DEF 1850) with this monster effect: add 1 Fern Counter and 1 Flower Counter to this monster when it is Special Summoned. You can tribute this monster to add 1 Spell card from your Graveyard to your hand or return 1 banished card to the Deck.

 

 

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Wow. This is actually one of the best archetypes i have seen in while on this site. I like the concept but i feel as though all the spells should be continuous and continue to sprout while they are on the field. Although, that doesn't really kill the archetype. The fusion is very interesting being able to be a crystal beast type of thing and then Special Itself for a monster effect. I think that mechanic might be in one of my next archetypes cause of how creative it is. It is a fair deck but i just think you should have buffed them up a bit.

 

How many sets are you going to make with this archetype.

Whatever the answer is i am following the post to see where you go with this.

 

Also, you have quite a few Ocg mistakes but i will get back to you on that later

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At the moment I have an idea for roughly 16 main deck cards and about 6 different fusions.  I didn't want to present the first batch so overpowered that there would be little significance in contribution by the later cards.  Livingstone's self inflicted effect damage should allow Dragonsap to activate and place Bludtree token on the field which then would boost Livingstone's ATK to 2600 and the deck dumping effect itself lends more Destructhorns to activate their own effects.  I wanted some spells to be continuous and some to be fleeting initial effects with the token providing the longer lasting field presence. Livingstone being a famous explorer made him the perfect fusion to start with, prodiding the series with a deck searcher. 

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  • 2 weeks later...
  • 2 weeks later...

Hey again, I have been following this topic and I have a few fingers. Nightingale, what does she do when she reveals a trap? I think the deck needs at least 2 more fusion spells because out of the spells there are too many so yeqh

Nothing happens if a trap is revealed.  Well, except you knowing what trap your opponent has in their hand.  I believe I haven't given any Veridian card an effect directly related to Trap cards alone.

 

There are 4 Veridian Spell cards that perform fusion summons already.  And ways to recycle them.  Veridian Fusion can add itself to your hand from the Grave by banishing a Fusion Monster in your Graveyard.  There are effects that send banished Spells to the Graveyard so Stemgraft Fusion can be reactivated. Astral Life can activate any banished Veridian Spell card as if it were in your hand and Spells that must be activated by sending themself and your entire hand to the graveyard end up getting sent back to the graveyard even if they are banished.  Nobility Evolution sort of lets you "Rank Up" fusion summon.

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  • 1 month later...

Few, it took me quite a while to get that last set out. I wrestled with the effects for the two Prime Ministers for what must have been a month at least. Remind me to NEVER create cards based on political figures, even if they are from the Victorian Era.

 

Now, any questions?

 

Any strategy combos?

 

Just to note, in a deck with this archetype, World Tree should be welcome.

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