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Make Some Noise! - Direct Damage Archetype


Kupoin

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So... I made an introduction thread like seven centuries ago, never replied to it (I think), and only just now worked up the courage to post a few cards.  I uh - this is probably my most 'clever' archetype, I guess.  I have quite a few cards already made for it that give it ample support, but the 'finer' points of balance in its overall effect scheme are up for you guys to determine yourselves.  Also, let me know if my Card Effect timing is correct.  I'd really like to get in to the finer mechanics of this game, from a design standpoint.  Please be gentle!  D:  
 
It's uh... I consider this 'Experimental' because of the use of a Trap Field Spell card, and allowing your opponent to attack during your own Battle Phase through the use of a card effect.  It would, for the purposes of battling and attacks per round, mean that the controller couldn't attack with the card.  I drew inspiration for these effects and mechanics from street gangs and terrorist groups in real life.  Both tend to operate on their enemy's home ground and strike at them when they least expect it, so... Most every effect they have is designed to mess with their controller's field, activated by your opponent during your turn.  If that's not enough to qualify, then I guess... Would you please move the thread wherever it's supposed to go, then?  I'm pretty neurotic on the whole 'not breaking the rules' thing and would rather not get crucified for posting the wrong thing somewhere.
 
So... Without further adieu - the MSN2 (Make Some Noise! v2) set, putting the Noise Tank extremist punk group and the fear-stricken Meanwhile City in to card form.
 [spoiler=21 Cards]
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Meanwhile City

  • Artwork created by Fexes - Link to deviantArt
  • Field Trap Card (Continuous, Trigger, Continuous)
  • This card is always a "Noise Tank" card. Activate only whenever your opponent would activate 1 Field Spell card; negate the activation, and if you do, your opponent cannot activate any Field Spell cards while this card is face-up on the field, also destroy that card. All "Noise Tank" monsters your opponent controls gain 200 ATK. Monsters you and your opponent control cannot change their battle positions, (except by card effect) and after your opponent's Main Phase 1 (but before his/her Main Phase 2) your opponent must enter their Battle Phase if they control at least 1 "Noise Tank" monster.

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Noise Tank Patsy

  • Artwork created by Wizarthe - combed dA for an hour, couldn't find his page. Must be gone.
  • Counter Trap Card (Trigger, Quick Effect)
  • Whenever your opponent would activate a Spell, Trap, or monster effect, send 1 face-up "Noise Tank" monster your opponent controls to the Graveyard to negate the activation, and if you do, destroy that card. You can banish this card in the Graveyard to add 1 "Noise Tank" monster from your Graveyard to your hand. You may only activate the effect of "Noise Tank Patsy" once per turn, and only once that turn.

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Noise Tank Runner

  • Artwork created by LuisaPreissler - link to deviantArt.
  • Monster | Level 4 | DARK
  • Fiend / Effect (Continuous, Trigger, Ignition, Trigger, Continuous)
  • Cannot be Set. If this card would be Summoned to your side of the field: It is Summoned to your opponent's side of the field instead. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly. If this card in your possession inflicts damage to your Life Points, your opponent can add 1 "Noise Tank" monster from their Deck to their hand. Negate the effects of any Equip Spell Card targeting this card and destroy it.

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Noise Tank #9 - Calamity Shelly

  • Artwork created by django-red - Link to deviantArt
  • Monster | Level 4 | DARK
  • Fiend / Effect (Continuous, Trigger, Ignition, Trigger, Continuous)
  • Cannot be Set. If this card would be Summoned to your side of the field: It is Summoned to your opponent's side of the field instead. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly. If this card in your possession inflicts damage to your Life Points, your opponent can target 1 other monster you control; change its Battle Position. (if it is face-down, flip it face-up) Negate the effects of any Equip Spell Card targeting this card and destroy it.

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Noise Tank #8 - Hate

  • Artwork created by django-red
  • Monster | Level 4 | DARK
  • Fiend / Effect (Continuous, Trigger, Ignition, Trigger, Continuous)
  • Cannot be Set. If this card would be Summoned to your side of the field: It is Summoned to your opponent's side of the field instead. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly. If this card in your possession inflicts damage to your Life Points, your opponent can set 1 "Noise Tank" Continuous Trap card from their hand. Negate the effects of any Equip Spell Card targeting this card and destroy it.

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Noise Tank #7 - CyberWiz

  • Artwork created by Kamkaye - link to deviantArt
  • Monster | Level 4 | DARK
  • Fiend / Effect (Continuous, Trigger, Ignition, Continuous, Ignition)
  • Cannot be Set. If this card would be Summoned to your side of the field: It is Summoned to your opponent's side of the field instead. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly. Negate the effects of any Equip Spell Card targeting this card and destroy it. You can discard this card to add 1 "Meanwhile City" from your Deck or Graveyard to your hand.

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Noise Tank #6 - Dakka

  • Artwork created by Surfeit - link to deviantArt
  • Monster | Level 5 | DARK
  • Fiend / Effect (Continuous, Trigger, Ignition, Trigger, Continuous)
  • Cannot be Set. If this card would be Summoned to your side of the field: It is Summoned to your opponent's side of the field instead. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly. If a card or effect targeting this card would allow it to activate this effect more than once: it can activate this effect twice per your Battle Phase, instead. Negate the effects of any Equip Spell Card targeting this card and destroy it.

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Noise Tank #7 - Doctor Boom

  • Artwork created by Surfeit - link to deviantArt
  • Monster | Level 5 | DARK
  • Fiend | Effect (Continuous, Trigger, Ignition, Continuous, Ignition)
  • Cannot be Set. If this card would be Summoned to your side of the field: It is Summoned to your opponent's side of the field instead. If you Tribute Summon this card, you must tribute "Noise Tank" monsters your opponent controls. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly. Negate the effects of any Equip Spell Card targeting this card and destroy it. Once per your turn, your opponent can tribute 1 face-up "Noise Tank" monster you control to destroy 1 face-up monster on the field.

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Noise Tank #4 - Wu Jing

  • Artwork created by LucasDurham - link to deviantArt
  • Monster | Level 5 | DARK
  • Fiend | Effect (Continuous, Trigger, Trigger, Ignition, Trigger)
  • Cannot be Set. If this card would be Summoned to your side of the field: It is Summoned to your opponent's side of the field instead. If you Tribute Summon this card, you must tribute "Noise Tank" monsters your opponent controls. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly. Negate the effects of any Equip Spell Card targeting this card and destroy it. If this card you control inflicts damage to your Life Points, your opponent may add 1 "Noise Tank" Continuous Trap Card either face-up on the field or in their Graveyard to their hand.

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Noise Tank #3 - Armarie

  • Artwork created by Surfeit - link to deviantArt
  • Monster | Level 6 | DARK
  • Fiend | Effect (Continuous, Trigger, Continuous, Ignition, Trigger, Ignition, Continuous)
  • Cannot be Set. If this card would be Summoned to your side of the field: It is Summoned to your opponent's side of the field instead. If you Tribute Summon this card, you must tribute "Noise Tank" monsters your opponent controls. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly. Negate the effects of any Equip Spell Card targeting this card and destroy it. Once per turn, your opponent can add 1 "Noise Tank" Continuous Trap Card from their Deck to their hand. This card gains 50 ATK and DEF for each face-up "Noise Tank" Continuous Trap Card targeting this card.

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Noise Tank #2 - Crazy with a "K"

  • Artwork created by Surfeit - link to deviantArt
  • Xyz Monster | Rank 4 | DARK
  • Fiend | Xyz | Effect (Trigger, Ignition, Continuous, Ignition)
  • 2 Level 4 "Noise Tank" monsters your opponent controls | If this card is Special Summoned, Special Summon it to your opponent's side of the field. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly. Negate the effects of any Equip Spell Card targeting this card and destroy it. Once per your turn, your opponent can detach 1 Xyz Material from this card to change all non-"Noise Tank" monsters you control to Defense Position (face down cards are not flipped face up).

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Noise Tank #1 - Pandemonium

  • Artwork created by iurypadilha - link to deviantArt
  • Xyz Monster | Rank 4 | DARK
  • Fiend | Xyz | Effect (Trigger, Continuous, Ignition, Ignition)
  • 3 Level 4 "Noise Tank" monsters your opponent controls OR; 2 Level 5 "Noise Tank" monsters your opponent controls | If this card is Special Summoned, Special Summon it to your opponent's side of the field. Negate the effects of any Equip Spell Card targeting this card and destroy it. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly a number of times equal to the number of Xyz Materials attached to this card. If this card declares a direct attack by its own effect, your opponent can detach 1 Xyz Material from this card to inflict damage to your Life Points equal to the Level of the detached Xyz Material x100.

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Noise Tank B-Team

  • Artwork created by Bisart - link to deviantArt
  • Xyz Monster | Rank 5 | DARK
  • Fiend | Xyz | Effect (Trigger, Continuous, Ignition, Ignition)
  • 2 Level 5 "Noise Tank" monsters your opponent controls | If this card is Special Summoned, Special Summon it to your opponent's side of the field. Negate the effects of any Equip Spell card targeting this card and destroy it. Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly. Once per turn, during either player's turn, whenever your opponent would activate a Continuous Trap card targeting 1 "Noise Tank" monster you control, your opponent can detach 1 Xyz Material from this card; all "Noise Tank" monsters you control gain 200 ATK until the end of this turn.

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Noise Tank Racer

  • Artwork created by sekido54 - link to deviantArt
  • Continuous Trap Card (Ignition, Trigger, Trigger, Ignition, Continuous)
  • Activate this card by targeting 1 face-up "Noise Tank" monster your opponent controls: Place this card face-up in your opponent's Spell/Trap card zone. Once per your Battle Phase, if that targeted monster attacks you directly by card effect, it can attack once more in a row. If the targeted monster leaves the field, destroy this card. You can banish this card from the graveyard to Special Summon 1 Level 4 or lower "Noise Tank" monster from your hand or deck, and if you do, you cannot Special Summon monsters this turn, except for "Noise Tank" monsters, also banish it during the end phase. You can only activate this effect of "Noise Tank Racer" once per turn, and only once that turn.

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Noise Tank Riot

  • Artwork created by raben-aas - link to deviantArt
  • Continuous Trap Card (Ignition, Trigger, Continuous, Ignition, Continuous)
  • Activate this card only if there are 3 or more face-up "Noise Tank" monsters on your opponent's side of the field: Place this card face-up in your opponent's Spell/Trap card zone. If you control no face-up "Noise Tank" monsters, send this card to the graveyard. So long as you control at least 1 face-up "Noise Tank" monster, you cannot Special Summon monsters from the Extra Deck, except DARK Fiend-type monsters. During your Main Phase 1, your opponent can send this face-up card you control to the graveyard to add 1 "Noise Tank" Trap card from their graveyard to their hand, except "Noise Tank Riot". Either player may only activate 1 "Noise Tank Riot" per turn, and only once that turn.

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Noise Tank Coordination

  • Artwork created by DarioCoelho - link to deviantArt
  • Continuous Trap Card (Ignition, Trigger, Continuous, Trigger, Trigger)
  • Activate this card by targeting 1 face-up "Noise Tank" monster your opponent controls: Place this card face-up in your opponent's Spell/Trap card zone; that targeted monster gains 100 ATK for each "Noise Tank" monster with a different name face-up on the field. If the targeted monster leaves the field, destroy this card. Send this card to the graveyard during your 2nd Standby Phase after activation.

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Noise Tank Operator

  • Artwork created by raben-aas - link to deviantArt
  • Continuous Trap Card (Ignition, Trigger, Ignition, Continuous)
  • Activate this card by targeting 1 face-up "Noise Tank" monster your opponent controls: Return that target to the hand, Special Summon 1 "Noise Tank" monster with a different name from your hand, then place this card face-up in your opponent's Spell / Trap card zone. During your turn, except during the Battle Phase; your opponent can send this face-up card you control to the graveyard to Special Summon 1 "Noise Tank" monster from their deck; its effects are negated.

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Noise Tank Covering Fire

  • Artwork created by raben-aas - link to deviantArt
  • Continuous Trap Card (Ignition, Ignition, Trigger, Trigger)
  • Activate this card by targeting 1 face-up "Noise Tank" monster your opponent controls: Place this card face-up in your opponent's Spell/Trap card zone. Once per your Battle Phase, your opponent can switch that targeted monster to Defense Position, then target 1 other face-up "Noise Tank" monster you control; it gains ATK equal to the DEF of the first target. If the first target is removed from the field, destroy this card. Send this card to the graveyard during your 2nd Standby Phase after activation.

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Noise Tank Codebreaker

  • Artwork created by LucasDurham - link to deviantArt
  • Continuous Trap Card (Ignition, Continuous, Trigger, Trigger)
  • Send 1 "Noise Tank" monster your opponent controls to the graveyard, then Special Summon 1 "Noise Tank" monster from your deck with a different name than that returned monster and place this card face-up in your opponent's Spell/Trap card zone. Either player may only control 1 face-up "Noise Tank Codebreaker". Once per your turn, your opponent may reveal 1 "Noise Tank" Continuous Trap card in their hand to target 1 face-up "Noise Tank" monster you control; until the end of this turn, if it inflicts damage to your Life Points by its own effect, your opponent may add 1 "Noise Tank" card from their deck to their hand. (except "Noise Tank Codebreaker") Send this card to the graveyard during your 2nd Standby Phase after activation.

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Noise Tank Mole

  • Artwork created by PeterSieldArt - link to deviantArt
  • Continuous Trap Card (Trigger, Ignition, Trigger, Trigger)
  • Activate only whenever your opponent would Normal/Special Summon a monster while they control at least 1 face-up "Noise Tank" monster; shuffle that monster and 1 "Noise Tank" monster they control in to the deck, then Special Summon 1 Level 5 or lower "Noise Tank" monster with a different name from your deck, target that Special Summoned monster, and place this card face-up in your opponent's Spell/Trap card zone: If this card leaves the field, destroy the targeted monster. If the targeted monster leaves the field, destroy this card.

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Noise Tank Messenger

  • Artwork created by raben-aas - link to deviantArt
  • Continuous Trap Card (Trigger, Continuous, Continuous, Trigger)
  • Activate only when a "Noise Tank" monster your opponent controls deals damage to their Life Points by placing this card face-up in your opponent's Spell/Trap card zone; destroy 1 other Spell/Trap card they control. So long as this card remains face-up on the field, you cannot tribute "Noise Tank" monsters you control. Either player may only control 1 face-up "Noise Tank Messenger". Destroy this card during your 2nd Standby Phase after activation.

 

 

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12 hours is right.

 

I find this archetype really confusing, currently. So, you get to attack your opponent directly, with your card, except they control it? I can't really comment on this archetype, because I there's so many experimental things going on here. Not saying it's BAD, just asking you to explain a bit more how you would be able to attack, how attacking during your opponent's turn would work, etc.

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Thank you for responding!  So, to clarify:

 

Regardless of how it's Summoned, a Noise Tank monster is designed to go on your opponent's side of the field (either face-up or face-down).  During your opponent's turn, while they control a Noise Tank monster, you can activate that monster's effect during the Battle Phase (at any point in the Battle Phase) to attack your opponent's Life Points directly with whatever Noise Tank monsters they control.  The attack would follow the usual rules for an attack declared in the Battle Phase*, though for the purposes of cards and effects it's considered to be in your opponent's possession when the attack is declared, meaning these attacks can be chained with things like Mirror Force (though if you ran this archetype, I'unno why you'd want to wipe your opponent's field) and - more strategically - Enchanted Javelin, because your opponent's field would suffer these ill effects.

 

There isn't, however, anything stopping your opponent from declaring an attack with them too, though I was contemplating a Continuous Spell / Trap card to nullify that - same with the whole issue of your opponent being able to Tribute them.  And, since they rely on Spell / Trap support to keep yourself protected (because your monster zones should be empty for the most part) this'd mean you have to pick which of the Continuous supports you have active and when.  They can be used by their controller for Synchro Summoning and as Xyz Material, as well - I wasn't planning on making cards that protected against using them for Extra Deck summoning... Oh, and if Meanwhile City isn't on the field, your opponent can also change their Battle Positions as normal for a monster they control to prevent you from attacking with them.

 

As for determining who gets to attack first during the Battle Phase (because this effect would likely cause such a debate, players trying to 'beat' their opponent to the punch on declaring attackers) I'd recommend a more in-depth explanation of the Battle Phase, e.g. separating it in to its own steps.  There would be the opening step, or the Continuous Step where Continuous effects are applied to the field which would apply during the Battle Phase (Banner of Courage for example - link to YuGiOh! Wikia) are resolved (including the effects of Noise Tank monsters, which can be activated at this time) and then on to the Declare Attackers Step, where your opponent then resumes their Battle Phase as normal.

 

* : This means that they can only attack this way once per Battle Phase, unless another card effect specifying they can attack multiple times is applying its effect to them.

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Sorry for the late response, got distracted.

 

I really love the idea of the archetype, and I can see how it works now. Here is my suggestion for a change to the monster:

 

You can Special Summon this card (from your hand) to your opponent's side of the field in face-down defense position, face-up attack position or face-up defense position (Why this SS effect over what you had before? The previous effect you had does not reveal the card, and in order for you to prove the card is this card if you set it to their side you would have to reveal it, also I think saving a Normal Summon for the Deck might be nice). During your Battle Phase, your opponent can activate this effect: This card attacks you directly (This effect I feel is less confusing and also does what you intend it do). If this card in your possession inflicts damage to your Life Points: Your opponent can add 1 "Noise Tank" monster from their Deck to their hand.

 

As I said, love the concept. Eager to see more. Tell me what you think about my possible changes, and how it may effect the archetype if you don't like them!

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Thanks for replying!

 

Alright, I see what you're getting at.  The idea of saving Normal Summons, though, doesn't appeal so much; my chief idea was that monsters are never once deployed on their own home ground - they're sent out to cause terror on the enemy's homefront.  I could simply have it where they can only be Normal / Special Summoned face-up, either Attack or Defense (if they would be Set).  Like... "You can only Normal Summon this card from the hand to your opponent's side of the field in face-up Attack or Defense position. If this card would be Special Summoned, it must be summoned to your opponent's side of the field face-up." Think of it like... You're a General, and the Noise Tanks are your troops.  You spend your actions on your turn to equip and deploy them, but you order them to strike when your opponent is attempting to take THEIR turn.

 

And... yeah, I can see how the attack effect could be confusing now that I've read your simpler version.  It's much more direct.  Though, something like... "Once per your Battle Phase, your opponent can activate this effect: This card attacks you directly."

 

I'll go ahead and put those changes in!

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Yeah, put that OPT on the attacking effect.

 

As for the Summoning, here's another attempt.

 

Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) in face-up attack position or face-up defense position. If this card would be Special Summoned to your side of the field: It is Special Summoned to your opponent's side of the field instead.

 

I would prefer that, but I see the issue with just plain Special Summoning, so this might work:

 

Cannot be Set. If this card would be Summoned to your side of the field: It is Summoned to your opponent's side of the field instead.

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Equip cards like "Axe of Despair" and "Megamorph" have the potential to make this pretty overpowered, yeah - I was actually thinking, now that I have more room on the cards, adding a clause that states they can only be equipped with the "Noise Tank" Equip cards I'm working on.

 

Though, I'm thinking of calling them "Terror Arms"... I'unno.  Maybe that's too close to "Noble Arms".  "Noise Tank" seems too unoriginal to me.

 

EDIT:  Added 3 more monsters to the list above.

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Another option is that if that card attacks directly, it can only deal damage equal to its original ATK? That leave room for equip spells to do something like "If the equipped monster deals battle damage to your opponent: Your opponent takes the same amount of damage again."

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Now they negate any Equip Spell Card targeting them and destroy it (yes, including things like Flint!) - a simple enough fix, and it lets me play with my favorite kind of card.  Traps!  Continuous Traps, to be precise - so many you won't be able to run them in all with any feasible speed, but hopefully useful enough that you'll at least side deck whichever ones you don't use.  I like Archetypes that reward proper planning, so... I figure I ought to make one!

 

Oh, and a new monster.  Yay.

 

Also, bump.

 

EDIT:  Most of the cards in the archetype are already made, I'm just kind of... trickling them out.  And editing them as their effects change from the feedback.

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