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Vampires - "Bludsworth" Archetype


AznBlade

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Salut à tous, 

 

This is my second creation and it's about...vampires :P (saw the movie Dracula Untold 2-3 weeks ago and it kind of motivated me to make an archetype for yugioh) Hope you will like it ~

 

The set so far:

YanGHMD.jpg

 

Duncan, Bludsworth's Scoundrel

Dark/Zombie/Level 4

ATK/1950 DEF/550

If this card inflicts Battle Damage to your opponent: Gain Life Point equal to the amount of Battle Damage inflicted. If this card attacks a Defence Position monster, inflict piercing battle damage to your opponent. If you control a monster that is not a "Bludsworth" monster (except Tokens), remove this card from play. Pay 500 LP during each of your End Phase. 

 

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5jXBiw9.jpg

 

Rhanael, Bludsworth's Enforcer

Dark/Zombie/Level 4

ATK/1550 DEF/550

When this card is Normal or Special Summoned, you can send 1 level 4 or lower "Bludsworth" monster from your Deck to the Graveyard, if you do, add 1 level 4 or higher "Bludsworth" monster from your Deck to your hand, except "Rhanael, Bludsworth's Enforcer". If you control a monster that is not a "Bludsworth" monster (except Tokens), remove this card from play. Pay 500 LP during each of your End Phase. 

 

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aRQLm6k.jpg

 

Azriel, Bludsworth's Darklord

Dark/Zombie/Level 5

ATK/2150 DEF/550

Cannot be Normal Summoned. Must be Special Summoned (from your hand or Graveyard) by tributing 1 face-up "Bludsworth" monster you control. Once per turn, you can Special Summon 1 level 3 or lower "Bludsworth" monster from your Graveyard to your side of the field. If you control a monster that is not a "Bludsworth" monster (except Tokens), remove this card from play. Pay 500 LP during each of your End Phase.     

 

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Kharis, Bludsworth's Visionary

Dark/Zombie/Tuner/Level 3

ATK/1350 DEF/550

If this card is sent to the Graveyard, you can add 1 Field Spell card from your Deck to your hand. If this card is Special Summoned, you can select and destroy 1 Spell/Trap card on the field. You can only use the effect of "Kharis, Bludsworth's Visionary" once per turn, and only once that turn. If you control a monster that is not a "Bludsworth" monster (except Tokens), remove this card from play. Pay 500 LP during each of your End Phase.

 

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M3EV8bZ.jpg

 

Emrik, Bludsworth's Shadow

Dark/Zombie/Tuner/Level 3

ATK/1750 DEF/550

You can pay 1000 LP and tribute this card to Special Summon 1 Level 4 or lower "Bludsworth" monster from your Deck to your side of the field in face-up Defence Position. If you control a monster that is not a "Bludsworth" monster (except Tokens), remove this card from play. Pay 500 LP during each of your End Phase.

 

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yLCIMEG.jpg

 

Drake, The Legendary Bludsworth's Ruler

Dark/Zombie/Synchro/Level 8

ATK/2550 DEF/550

1 Dark Tuner + 1  non-Tuner "Bludsworth" monster
When this card is Synchro Summoned, declare 1 card type (Monster, Spell or Trap); this card is unaffected by the effect(s) of the declared one. Cannot be tributed. If you control a monster that is not a "Bludsworth" monster (except Tokens), remove this card from play. If this card leaves the field, you can Special Summon 1 level 4 or lower "Bludsworth" monster from your Graveyard in face-up Defence Position. Pay 500 LP during each of your End Phase. 
 
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Dracula, The Origin Of Immortality

Dark/Zombie/Fusion/Level 10

ATK/3250 DEF/550

Must be Fusion Summoned and cannot be Summoned by others ways. Cannot be targeted, destroyed or tributed by cards effect(s). During each of your opponent's Standby Phase, he(she) must tribute 1 monster and lose LP equal to it's original ATK. If this card attacks an opponent's monster, gain Life Points equal to the original ATK of the destroyed monster. The control of this card cannot switch. 
 
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Ishla'Daveil, The Fabled Bludsworth's Castle

Spell/Field

As long as this card remains face-up on the field, you do not have to pay Life Point at each of your End Phase. If a "Bludsworth" monster you control battles a non-DARK monster, it gains 500 ATK during damage calculation only. Once per turn, you can send 1 "Bludsworth" monster from your hand or side of the field to the Graveyard; add 1 "Bloody Moon" Spell/Trap card from your Deck or Graveyard to your hand. 

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WKToXZK.jpg

 

Bloody Moon Rising

Spell/Continuous

 

When this card is activated, pay 500 Life Points: Add 1 level 4 or lower "Bludsworth" monster from your Deck to your hand. As long as this card remains face-up on the field, each "Bludsworth" card you control cannot be destroyed by battle or card effects once per turn. 
 

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Bloody Moon Absorption

Spell/Normal

Activate this card by banishing at least 6 "Bludsworth" monsters with differents names from your Graveyard: Special Summon 1 "Dracula, The Origin Of Immortality" from your Extra Deck (This Special Summon is treated as a Fusion Summon). The activation of this card cannot be negated. 
 
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TiTdxPN.jpg

 

Bloody Moon Carnival

Trap/Normal

Activate only if you control at least 1 face-up "Bludsworth" monster, then select and activate one of the following effects:

*Your opponent cannot Special Summon monsters from the Extra deck for the rest of this turn.

*Your opponent cannot activate cards or effects during the Battle Phase of this turn.

*You and your opponent select 1 monster from each other's side of the field, tribute the selected monster(s) and each one lose Life Point equal to the original ATK of their tributed monster.

 

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Drake's Furious Slash

Trap/Counter

If a face-up "Drake, The Legendary Bludsworth's Ruler" you control is targeted by a card's effect: Negate the effect and if you do, banish that card. If a face-up "Drake, The Legendary Bludsworth's Ruler" you control attacks or is attacked: It gains 1000 ATK during the damage calculation only. You can only use the effect of "Drake's Fury Slash" once per turn.
 
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How To Play

 

The engine is pretty simple, all you want is to summon Drake the fastest way possible. 

Here's some tricks you can do:

 

*Summon Rhanael -> send Kharis to the graveyard (add 1 field card), then add Azriel to your hand.

*Tribute Rhanael (or any other Bludsworth) monster to SP Ariel from your hand (or grave), then use his effect to reanimate Kharis (destroy 1 spell/trap card), and synchro summon for Drake.

*Tribute Emrik during any player’s turn to summon Rhanael, then use her effect to do the same thing below.

* Duncan is the only Bludsworth member who is different, because he has high ATK point, inflict pierce damage and make you gain some life point.

 

*The field spell card (searchable via Kharis) is strong because he protects Bludsworth monsters’ effects, prevent you to pay their cost, also it allows them to gain a little 500ATK during Damage Calculation only. Plus, it gives you access to "Bloody Moon" cards(even from the grave) to boost the deck's engine.

 

*The trap is useful for control, it may stop your opponent’s synchro/xyz or pendulum summon, prevent him to activate card’s effect during the battle phase, also it could take out a strong monster your opponent controls by forcing him to tribute it (if you have Drake, you don’t have to tribute him).

 

*Drake's Furious Slash isn't great, but since you can summon Drake easily, it's not a bad addition.

 

*Bloody Moon Rises is the key card here, it gives you a free search for -500 LP, and prevent Bludsworth cards to be destroyed once per turn, even the Field card. 

 

*Bloody Moon Absorption is here to summon Dracula, play 1 s enough since it can't be countered. 

 

*Dracula, The Origin Of Immortality is the BOSS of this entire deck, since Drake is his descendant and sacrifying the whole clan can put him back from his eternal sleep. Once you have him under your control, it's pretty GG.

 

Weakness

 

Since every Bludsworth monster has the following effect: “If you control a monster that is not a "Bludsworth" monster (except Tokens), remove this card from play”, it means it’s a very bad idea to combine this archetype with other supports cards.

 

The fact that you lose 500LP at the end of your turn might not be a problem, but if you control more than 2-3 Bludsworth monsters or when you lost too much life point, you could be in a bad situation. The field card solves this problem, but it can be destroyed, also the effect of Duncan may help too, so you may consider your gameplay.

 

So what do you think of this archetype? Is it too strong or weak for the current format?

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Cool archetype, nothing really groundbreaking but its smooth nonetheless.

 

I dont think It can keep up, whether tcg or ocg.

 

There are some strong combos, like Rhaneal sending the level 3, to add 1 and a field spell. Then later you can tribute Rhaneal to Special Summon the level 5, Special Summon the level 3, destroy a spell or trap, sync for Drake, add a field spell. But thats as far as most of your plays go. And its not enough. Drake is kind of just a beater, where as most synchro decks can spew out monsters, or spam things like prom ignister. 

 

Duncan really doesnt do anything either. 

 

It seems like youre trying to restrict this deck a lot (pay 500, pay 1000, remove this monster from play if you control another monster) but its really not needed unless you make them stronger, which i would suggest. 

 

You could make Duncan do something, like (you can special summon this card from your hand if you control no monsters), also when this card inflicts battle damage to your opponents life points, add 1 bludsworth from your deck to your hand with less atk than the damage you inflicted. and i would make one of your searcher monsters have weaker atk so that you could get that off easier. 

 

Furthermore, your field spell is lacking. It doesnt create any advantage. Stopping your op from negating your monster effects is quite weak, 500 ATK isnt that good, and your monsters shouldnt have the life point clause anyway. I would make it generate advantage somehow that works within the deck. 

 

I would add another field spell so your level 3 doesnt run out of targets too. 

 

The trap is quite good. Its versatile, but really its first effect is where it shines. Stopping your opponent from synchroing or xyzing shuts down a lot of decks, restricting them to only beaters. If it were searchable, and recyclable from the graveyard, and the deck was a bit stronger, this would be a good contender. 

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Cool archetype, nothing really groundbreaking but its smooth nonetheless.

 

I dont think It can keep up, whether tcg or ocg.

 

There are some strong combos, like Rhaneal sending the level 3, to add 1 and a field spell. Then later you can tribute Rhaneal to Special Summon the level 5, Special Summon the level 3, destroy a spell or trap, sync for Drake, add a field spell. But thats as far as most of your plays go. And its not enough. Drake is kind of just a beater, where as most synchro decks can spew out monsters, or spam things like prom ignister. 

 

Duncan really doesnt do anything either. 

 

It seems like youre trying to restrict this deck a lot (pay 500, pay 1000, remove this monster from play if you control another monster) but its really not needed unless you make them stronger, which i would suggest. 

 

You could make Duncan do something, like (you can special summon this card from your hand if you control no monsters), also when this card inflicts battle damage to your opponents life points, add 1 bludsworth from your deck to your hand with less atk than the damage you inflicted. and i would make one of your searcher monsters have weaker atk so that you could get that off easier. 

 

Furthermore, your field spell is lacking. It doesnt create any advantage. Stopping your op from negating your monster effects is quite weak, 500 ATK isnt that good, and your monsters shouldnt have the life point clause anyway. I would make it generate advantage somehow that works within the deck. 

 

I would add another field spell so your level 3 doesnt run out of targets too. 

 

The trap is quite good. Its versatile, but really its first effect is where it shines. Stopping your opponent from synchroing or xyzing shuts down a lot of decks, restricting them to only beaters. If it were searchable, and recyclable from the graveyard, and the deck was a bit stronger, this would be a good contender. 

thx for the review, i'll make some chnages and maybe add a few new cards for this archetype 

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Sweet archetype, I took my time to understand the set, and found Bloody Moon Rising too strong. The fact is "each "Bludsworth" card you control cannot be destroyed by battle or card effects once per turn", does it means if you have 3 of them, so each of your blud cards cant be destroyed 3 times per turn?? If that's the case, I suggest to write something like " you can only control 1 face-up bloody..." if you know what i mean.

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