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[AGM] Psychic Empire Archetype


jackelgull

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A Psychic-Type archetype that is counter based. The field spell is called Pax Imperio, it generates a counter (called an empire counter) per turn, and can expend counters to protect itself and negate attacks. It can also add empire counters from anywhere on the field to itself. When it is destroyed, it adds one of itself to your hand from the deck. The lower tier monsters all create empire counters when they are summoned, or when they leave the field. They gain effects based on the number of empire counters on the field. The upper tier monsters expend empire counters to fuel their effects, which can include anything from draw power and searching to field destruction. Also, they allow you to generate field counters by paying a LP cost. You cannot activate both counter generating and counter using effects in a  turn. Finally the boss monster is thePsychic Emperor. A Level 8 monster, he can be special summoned when there are eight empire counters on the field.  When he is summoned you gain LP for every Psychic type monster in the graveyard, and you can remove Empire counters to negate effects. 

 

 

[spoiler=Spell and Trap Cards]

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Equip only to a "Psychic Empire" monster. When the equipped monster attacks, it gains 300 ATK X the difference in levels until the end of the Damage Step. If you have no "Psychic Empire" monsters in your hand or on the field: Reveal all cards in your hand; discard this card, and draw a card. When this card is in your graveyard, you can reveal a "Psychic Empire" monster in your hand; add this card to your hand.

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Place 5 empire counters on this card. Your opponent cannot declare an attack, or target Psychic monsters you control with card effects. At the end of your turn, remove 1 Empire counter from this card. When the number of Empire counters on this card reaches 0, destroy it.

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During your Standby Phase, place 1 empire counter on this card for each Psychic monster on your side of the field. Once per turn, you may remove 4 Empire counters from this card; Draw 1 card. 

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Remove 2 Empire counters from your side of the field, and pay 1000 LP; Special Summon a "Psychic Empire" monster with less than 2000 DEF from your Deck. This effect can only be activated once per turn.

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During the start of your draw phase, place 1 Empire counter on this card. You may remove 1 Empire counter from anywhere on the field to negate an attack or negate an effect that would destroy this card. If a card with an Empire counter(s) leaves the field, place its Empire counter(s) on this card. When this card is destroyed, you may add 1 Pax Imperio from the Deck to the hand.

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Remove 3 Empire counters from your side of the field; until the end of this turn effects that activate in the Graveyard are negated.

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When a monster would be Special Summoned, or a card effect that does not target is activated; Remove 4 empire counters from your side of the field, negate the Special Summon or card effect, and if you do, destroy that card. 

 

 

 

[spoiler=Monsters]

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If there is a "Psychic Empire" monster on the field, you may Special Summon this card from your hand. When this card is Summoned, place 3 Empire counters on it. If there are 4 or more Empire counters on the field, this card gains the following effects: This card can attack your opponent directly. If this card declares a direct attack, you may destroy a card on the field. 

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If there is a "Psychic Empire" monster on the field, you may special summon this card from the hand. If this card is Summoned, place 3 Empire counters on it. If there are 4 Empire counters on the field this card gains the following effect: If this card declares an attack, until the end of the Damage Step this card gains 500 ATK, and your opponent cannot activate monster effects until the end of the battle phase. This card inflicts piercing damage.

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If there are two or more "Psychic Empire" monsters on the field, you may Special Summon this card from your hand.
You may activate one of the following effects once per turn:
Remove up to 5 Empire counters from your side of the field; Special Summon a "Psychic Empire" monster from the hand whose level is equal to the number of empire counters removed.
Once per turn, you may discard a Psychic Empire monster, place Empire counters equal to the level of the discarded monster on this card. 

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If there are three or more Psychic monsters in your graveyard, you can Special Summon this card. You may activate one of the following effects of Psychic Empire - High Priest once per turn:
Remove 2 Empire counters, destroy up to two spell or trap cards on the field.
Pay any multiple of 300 LP (maximum 1200 LP); place one Empire counter on this card for each multiple of 300 LP you pay. 

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 If this card is Summoned, place 3 Empire counters on it, and you may add a Psychic monster to the hand from the deck. If there are 4 or more Empire counters on the field, this card gains the following effects: This card cannot be destroyed by battle, and gains 300 ATK for each Psychic monster on your side of the field.

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If this card is Summoned, and there 4 Empire counters on the field, you may Special Summon one level 4 or lower Psychic monster from the graveyard. 

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You may only activate one effect of Psychic Empire - Quarter Master once per turn:
Remove 3 Empire counters from your side of the field, then return 3 cards from your graveyard to your deck and draw 1 card. If that card is a "Psychic Empire" monster, you may reveal it; draw another card.
Banish 1 card from your graveyard; place 3 Empire counters on this card.
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If there are 8 or more empire counters on your side of the field, you can Special Summon this monster from the hand. This card gains 300 ATK for each empire counter on the field. When this monster is Summoned, gain 500 LP for each Psychic monster in the graveyard. You can remove an empire counter from your side of the field to negate an opponent's card effect. When you Special Summon a Psychic monster, place an empire counter on this card.
(This card is always treated as a Psychic Empire card)

 

 

 

[spoiler=Extra Deck] 

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1 Psychic Tuner + 1 or non tuner monsters
When this card is Synchro Summoned, inflict 100 damage to your opponent for each empire counter on the field. This card can attack all monsters your opponent controls once each. Place 1 Empire counter on this card for each monster this card destroys by battle. 

 

 

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Equip only to a "Psychic Empire" monster. When the equipped monster attacks a monster, it gains ATK equal to the difference in Levels between the 2 monsters x300 until the end of the Damage Step. If you have no "Psychic Empire" monsters in your hand or on the field: You can reveal all cards in your hand; discard this card, and draw 1 card. While this card is in your Graveyard: You can reveal 1 "Psychic Empire" monster in your hand; add this card to your hand.

The second effect is generic, and it should not be. It's always live in a non-psychic empire deck and basically acts as more Upstart Goblin, but in a psychic empire deck, the restrictions are too harsh for an effect that only does deck thinning. The third effect seriously needs a hard once per turn, since you can recover it infinitely for discard effects and such. Also make it so it can't activate the turn it's sent to the Graveyard. 

 

When this card is activated: Place 5 Empire Counters on this card. Your opponent cannot declare an attack, or target Psychic-Type monsters you control with card effects. At the end of your turn, remove 1 Empire Counter from this card. If this card has no Empire Counters, destroy it.

It's a really powerful stun effect, so I suggest 3 counters instead. Also, it's generic and therefore strictly better Swords of revealing light for stall decks. Have the first effect only apply while you control psychic monsters or have psychic monsters in your graveyard or something.

 

During your Standby Phase: Place 1 Empire Counter on this card for each Psychic-Type monster you control. Once per turn: You can remove 4 Empire Counters from this card; draw 1 card.

Give it a control only 1 clause so it's not abusable.

 

Remove 2 Empire Counters from your side of the field and pay 1000 LP; Special Summon 1 "Psychic Empire" monster with less than 2000 DEF from your Deck. You can only activate 1 "Hire Mercenary" per turn.

I don't get the 2000 def requirement, since it only rules out High Priest and that one doesn't really do much. And I don't think it should be a quickplay.

 

During your Draw Phase: Place 1 Empire Counter on this card. You can remove 1 Empire Counter from anywhere on the field to negate an attack or negate an effect that would destroy this card. If a card with an Empire Counter(s) leaves the field, place its Empire Counter(s) on this card. When this card is destroyed: You can add 1 "Pax Imperio" from the Deck to the hand.

Once again, it's generic attack negation for stall decks. Though negating 1 attack each turn isn't as iffy as the other one, so I guess it's alright.

The second and third effect should be limited to once per turn. And it replacing itself is a bit much.

 

Remove 3 Empire Counters from your side of the field; until the end of this turn, effects that activate in the Graveyard are negated.

Doesn't seem worth it. Side deck card at the most.

 

When a monster would be Special Summoned, or a card effect that does not target is activated: Remove 4 Empire Counters from your side of the field; negate the Special Summon or card effect, and if you do, destroy that card.

Does it work on simultaneous summons of multiple monsters? And I feel this is too powerful, since this deck is capable of racking up a lot of counters. Maybe increase the counters to 5 and/or add a LP cost

 

If there is a "Psychic Empire" monster on the field: You can Special Summon this card from your hand. When this card is Summoned: Place 3 Empire Counters on it. If there are 4 or more Empire Counters on the field, this card gains the following effects

● This card can attack your opponent directly. If this card declares a direct attack: You can destroy 1 card on the field.

Second effect doesn't target? I think it ought to. And 1700 is a lot for a direct attacker. Take it down to 1400 or something

 

If there is a "Psychic Empire" monster on the field: You can Special Summon this card from your hand. If this card is Summoned: Place 3 Empire Counters on it. If there are 4 or more Empire Counters on the field, this card gains the following effect.

● If this card declares an attack: It gains 500 ATK until the end of the Damage Step, and your opponent cannot activate monster effects until the end of the Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

2400 atk on piercing is a lot. You should really lower it.

 

If there are 2 or more "Psychic Empire" monsters on the field: You can Special Summon this card from your hand. Once per turn: You can activate one of the following effects.

● Remove up to 5 Empire Counters from your side of the field; Special Summon 1 "Psychic Empire" monster from your hand whose Level is equal to the number of Empire Counters removed.

● Once per turn: You can discard 1 "Psychic Empire" monster; place Empire Counters equal to the Level of the discarded monster on this card. 

I'm starting to feel that these are really overpowered, since all of them have special summon effects. You can just normal summon one monster and then dump out your entire hand. Proceed on to otk with their high atk.

 

If there are 3 or more "Psychic Empire" monsters in your Graveyard: You can Special Summon this card from your hand. You can activate 1 of the following effects of "Psychic Empire - High Priest" per turn, and only once that turn.

● Remove 2 Empire Counters from your side of the field; destroy up to 2 Spell/Trap Cards on the field.

● Pay any multiple of 300 LP (max. 1200); place 1 Empire Counter on this card for each multiple of 300 LP you paid. 

Removing 2 is too low for its first effect. And it should target the s/ts.

 

If this card is Summoned: Place 3 Empire Counters on it, and you can add 1 Psychic-Type monster from your Deck to the hand. If there are 4 or more Empire Counters on the field, this card gains the following effects.

● This card cannot be destroyed by battle, and gains 300 ATK for each Psychic-Type monster you control.

It should gain atk for each psychic disincluding itself. And the searching effect is first of all generic, and second of all, it can add a level 4 empire monster which you can immediately summon for a 1 card xyz or serious damage. Really op. 

 

If this card is Summoned, and there are 4 Empire Counters on the field, you can Special Summon 1 Level 4 or lower Psychic-Type monster from the Graveyard.

The summon effect shouldn't be generic.

 

You can only activate 1 of the following effects of "Psychic Empire - Quarter Master" per turn and only once that turn.

● Remove 3 Empire Counters from your side of the field; shuffle 3 cards from your Graveyard into your Deck and draw 1 card. If that card is a "Psychic Empire" monster, you can reveal it; draw another card.

● Banish 1 card from your Graveyard; place 3 Empire Counters on this card.

No special summon effect? It's not really worth it.

 

If there are 8 or more Empire Counters on your side of the field: You can Special Summon this card from the hand. This card gains 300 ATK for each Empire Counter on the field. When this card is Summoned: Gain 500 LP for each Psychic-Type monster in the Graveyard. If your opponent activates a card or effect: You can remove 1 Empire Counter from your side of the field; negate that effect. When you Special Summon a Psychic-Type monster: Place 1 Empire Counter on this card.

(This card is always treated as a "Psychic Empire" card.)

There ought to be a once per turn on the last two effects. 8 counters isn't that hard and 8 automatic card negations basically means your opponent loses. Also this card can be summoned in other ways besides its condition, which I don't think should be allowed because of how powerful it is.

 

1 Psychic-Type Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned: Inflict 100 damage to your opponent for each Empire Counter on the field. This card can attack all monsters your opponent controls, once each. If this card destroys a monster by battle: Place 1 Empire Counter on this card.

The second effect is way too powerful to be on a easily summoned monster like this. Tone it down, jeez.

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Equip only to a "Psychic Empire" monster. When the equipped monster attacks a monster, it gains ATK equal to the difference in Levels between the 2 monsters x300 until the end of the Damage Step. If you have no "Psychic Empire" monsters in your hand or on the field: You can reveal all cards in your hand; discard this card, and draw 1 card. While this card is in your Graveyard: You can reveal 1 "Psychic Empire" monster in your hand; add this card to your hand.

The second effect is generic, and it should not be. It's always live in a non-psychic empire deck and basically acts as more Upstart Goblin, but in a psychic empire deck, the restrictions are too harsh for an effect that only does deck thinning. The third effect seriously needs a hard once per turn, since you can recover it infinitely for discard effects and such. Also make it so it can't activate the turn it's sent to the Graveyard. 

I am not sure what you mean by the infinite loop, because you can only bring the card back if there's a psychic empire monster in your hand, and then you can't discard it anymore, but I will add the opt anyways

 

When this card is activated: Place 5 Empire Counters on this card. Your opponent cannot declare an attack, or target Psychic-Type monsters you control with card effects. At the end of your turn, remove 1 Empire Counter from this card. If this card has no Empire Counters, destroy it.

It's a really powerful stun effect, so I suggest 3 counters instead. Also, it's generic and therefore strictly better Swords of revealing light for stall decks. Have the first effect only apply while you control psychic monsters or have psychic monsters in your graveyard or something.

Will do.

 

During your Standby Phase: Place 1 Empire Counter on this card for each Psychic-Type monster you control. Once per turn: You can remove 4 Empire Counters from this card; draw 1 card.

Give it a control only 1 clause so it's not abusable.

Will do

 

Remove 2 Empire Counters from your side of the field and pay 1000 LP; Special Summon 1 "Psychic Empire" monster with less than 2000 DEF from your Deck. You can only activate 1 "Hire Mercenary" per turn.

I don't get the 2000 def requirement, since it only rules out High Priest and that one doesn't really do much. And I don't think it should be a quickplay.

I think I might make the restriction level 5 or less

 

During your Draw Phase: Place 1 Empire Counter on this card. You can remove 1 Empire Counter from anywhere on the field to negate an attack or negate an effect that would destroy this card. If a card with an Empire Counter(s) leaves the field, place its Empire Counter(s) on this card. When this card is destroyed: You can add 1 "Pax Imperio" from the Deck to the hand.

Once again, it's generic attack negation for stall decks. Though negating 1 attack each turn isn't as iffy as the other one, so I guess it's alright.

The second and third effect should be limited to once per turn. And it replacing itself is a bit much.

I'll give those effects an OPT, but I would really like for the replacing itself effect to hold. Would it be too much of an advantage? 

 

Remove 3 Empire Counters from your side of the field; until the end of this turn, effects that activate in the Graveyard are negated.

Doesn't seem worth it. Side deck card at the most.

ight see some use in some cases

 

When a monster would be Special Summoned, or a card effect that does not target is activated: Remove 4 Empire Counters from your side of the field; negate the Special Summon or card effect, and if you do, destroy that card.

Does it work on simultaneous summons of multiple monsters? And I feel this is too powerful, since this deck is capable of racking up a lot of counters. Maybe increase the counters to 5 and/or add a LP cost

 

No, only supposed to be for one monster. How do I specify that? And counter cost increased to 5, and 1000 LP cost now

 

If there is a "Psychic Empire" monster on the field: You can Special Summon this card from your hand. When this card is Summoned: Place 3 Empire Counters on it. If there are 4 or more Empire Counters on the field, this card gains the following effects

● This card can attack your opponent directly. If this card declares a direct attack: You can destroy 1 card on the field.

Second effect doesn't target? I think it ought to. And 1700 is a lot for a direct attacker. Take it down to 1400 or something

 

Will make second effect target, and this monster can no longer be special summoned. Would decreasing its attack to 1600 be ok?

 

If there is a "Psychic Empire" monster on the field: You can Special Summon this card from your hand. If this card is Summoned: Place 3 Empire Counters on it. If there are 4 or more Empire Counters on the field, this card gains the following effect.

● If this card declares an attack: It gains 500 ATK until the end of the Damage Step, and your opponent cannot activate monster effects until the end of the Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

2400 atk on piercing is a lot. You should really lower it.

​How about I lower it to 2100

 

If there are 2 or more "Psychic Empire" monsters on the field: You can Special Summon this card from your hand. Once per turn: You can activate one of the following effects.

● Remove up to 5 Empire Counters from your side of the field; Special Summon 1 "Psychic Empire" monster from your hand whose Level is equal to the number of Empire Counters removed.

● Once per turn: You can discard 1 "Psychic Empire" monster; place Empire Counters equal to the Level of the discarded monster on this card. 

I'm starting to feel that these are really overpowered, since all of them have special summon effects. You can just normal summon one monster and then dump out your entire hand. Proceed on to otk with their high atk.

Yeah, will remove special summon effects from some of them.

 

If there are 3 or more "Psychic Empire" monsters in your Graveyard: You can Special Summon this card from your hand. You can activate 1 of the following effects of "Psychic Empire - High Priest" per turn, and only once that turn.

● Remove 2 Empire Counters from your side of the field; destroy up to 2 Spell/Trap Cards on the field.

● Pay any multiple of 300 LP (max. 1200); place 1 Empire Counter on this card for each multiple of 300 LP you paid. 

Removing 2 is too low for its first effect. And it should target the s/ts.

 

If this card is Summoned: Place 3 Empire Counters on it, and you can add 1 Psychic-Type monster from your Deck to the hand. If there are 4 or more Empire Counters on the field, this card gains the following effects.

● This card cannot be destroyed by battle, and gains 300 ATK for each Psychic-Type monster you control.

It should gain atk for each psychic disincluding itself. And the searching effect is first of all generic, and second of all, it can add a level 4 empire monster which you can immediately summon for a 1 card xyz or serious damage. Really op. 

I thought rank 4 XYZ decks were really common these days? 

 

If this card is Summoned, and there are 4 Empire Counters on the field, you can Special Summon 1 Level 4 or lower Psychic-Type monster from the Graveyard.

The summon effect shouldn't be generic.

You're right, will change to psychic empire monster. 

 

You can only activate 1 of the following effects of "Psychic Empire - Quarter Master" per turn and only once that turn.

● Remove 3 Empire Counters from your side of the field; shuffle 3 cards from your Graveyard into your Deck and draw 1 card. If that card is a "Psychic Empire" monster, you can reveal it; draw another card.

● Banish 1 card from your Graveyard; place 3 Empire Counters on this card.

No special summon effect? It's not really worth it.

 

If there are 8 or more Empire Counters on your side of the field: You can Special Summon this card from the hand. This card gains 300 ATK for each Empire Counter on the field. When this card is Summoned: Gain 500 LP for each Psychic-Type monster in the Graveyard. If your opponent activates a card or effect: You can remove 1 Empire Counter from your side of the field; negate that effect. When you Special Summon a Psychic-Type monster: Place 1 Empire Counter on this card.

(This card is always treated as a "Psychic Empire" card.)

There ought to be a once per turn on the last two effects. 8 counters isn't that hard and 8 automatic card negations basically means your opponent loses. Also this card can be summoned in other ways besides its condition, which I don't think should be allowed because of how powerful it is.

Once per turn added,  and can only be summoned through special summon condition. 

 

1 Psychic-Type Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned: Inflict 100 damage to your opponent for each Empire Counter on the field. This card can attack all monsters your opponent controls, once each. If this card destroys a monster by battle: Place 1 Empire Counter on this card.

The second effect is way too powerful to be on a easily summoned monster like this. Tone it down, jeez.

OK, that effect will be removed. 

 

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I am not sure what you mean by the infinite loop, because you can only bring the card back if there's a psychic empire monster in your hand, and then you can't discard it anymore, but I will add the opt anyways

If you got an effect that requires discarding, this card can be brought back as infinite free fodder.

ight see some use in some cases

That's what makes it a side deck card

No, only supposed to be for one monster. How do I specify that?

When exactly 1 monster would be Special Summoned

I thought rank 4 XYZ decks were really common these days?

Doesn't mean a 1 card xyz is healthy. Plus, it can do other things. The counters trigger effects, and searching any Psychic monster is way too broad.

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