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Sunder Archtype [10/?]


Zeaux

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Sunder monsters are composed by evil creatures that can control the Black Thunder, hence why all of them are DARK Attirbute and Thunder-Type. Their effects are based on a mechanism never used by Griffin's YVD (will provide link later), and I found it so creative that I decided to do an Archtype that resolves around this: reducing the ATK and/or DEF of monsters. When a monster reachs 0 in their ATK/DEF, they are automatically destroyed by the effect of Sunder cards (we used to call this just Sunder). Enough talk, let me see what yous guys think about. They may seem a little bit slow now, but I am still working on the cards that give them speed and recovery.

 

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Sunderwitch

DARK

****

Thunder/Effect

The value of the effect of a "Sunder" card that decreases the ATK and/or DEF of a monster will be always be 1000. When the ATK and/or DEF of a monster is reduced to 0 by the effect of a "Sunder" card: Destroy that monster.

ATK/ 1500 DEF/ 1000

 

 

 

Sunderdemon

DARK

****

Thunder/Effect

Once per turn, during either player's turn: You can target 1 face-up monster your opponent controls; decrease its ATK and DEF by 400 until the End Phase. When the ATK and/or DEF of a monster is reduced to 0 by the effect of a "Sunder" card: Destroy that monster.

ATK/ 1800 DEF/ 500

 

 

 

Sunderdragon

DARK

****

Thunder/Effect

If this card battles a monster whose current ATK and/or DEF is reduced by the effect of a "Sunder" card, your opponent cannot activate cards or effects until the end of the Damage Step, also, before damage calculation: Decrease its ATK and DEF by 800. When the ATK and/or DEF of a monster is reduced to 0 by the effect of a "Sunder" card: Destroy that monster.

ATK/ 1900 DEF/ 600

 

 

 

Sundersmoke

DARK

****

Thunder/Effect

This card gains 200 ATK and DEF for each "Sunder" card you control. During either player's turn: You can tribute this card; decrease the ATK and DEF of all monsters your opponent controls by this card's combined ATK and DEF until the End Phase. When the ATK and/or DEF of a monster is reduced to 0 by the effect of a "Sunder" card: Destroy that monster.

ATK/ 100 DEF/ 100

 

 

 

Sunderbird

DARk

****

Thunder/Xyz/Effect

2 Level 4 "Sunder" monsters
This card gains ATK and DEF equal to the value of monsters that have their ATK and DEF reduced by the effect of a "Sunder" card x 400. If a monster(s) is Normal or Special Summoned to your opponent's field: You can detach 1 Xyz Material from this card; that monster(s) loses 2000 ATK. When the ATK and/or DEF of a monster is reduced to 0 by the effect of a "Sunder" card: Destroy that monster.

ATK/ 2000 DEF/ 2000

 

 

 

Sunderbolt

Normal Spell Card

Decrease the ATK and DEF of all monster your opponent controls by 200 for each "Sunder" card you control. If the ATK and/or DEF of a monster is reduced to 0 by this effect: Destroy that monster.

 

 

 

Sunderbarrier

Continuous Spell Card

If you opponent controls a monster whose ATK and/or DEF is reduced by the effect of a "Sunder" card: "Sunder" monsters you control are unaffected by the effect of your opponent's cards.

 

 

 

Sunderspear

Equip Spell Card

When this card is activated: Target 1 face-up monster your opponent controls; decrease its ATK and DEF by 500. Equip only to a "Sunder" monster. It gains 800 ATK. If the equpped monster attacks a Defense Position monster, inflict double piercing battle damage to your opponent.

 

 

 

Sundersword

Equip Spell Card

When this card is activated: Target 1 Spell/Trap Card your opponent controls; destroy that target. Equip only to a "Sunder" monster. It gains 700 ATK. If the equipped monster battles, reduce the ATK of the monster it is battling by the difference between their ATK.

 

Sunderprison

Continuous Trap Card

Negate the effect of monsters your opponent controls whose ATK and/or DEF is reduced by the effect of a "Sunder" card.

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Sunderwitch: Interesting tech, as a way to weaken cards of your opponents. A card weakening a monster as an inherent effect would be strong if it was easily summonable, but this buffs your other cards. It might serve better as a field or continuous spell, but as is, it’s fine.

 

Sunderdemon: I’m a bit wary of this card, on one hand, it targets, on the other it’s during either player’s turn. I think it’s fine as is, since it’s only scratching for 400 by itself, but maybe give it a cost, like 500 LP. Thunder and Machine monster usually have LP costs if I remember correctly.

 

Sunderdragon: Honestly, I think that armades effect might be better served on a boss monster that can be applied to the whole archetype. Your weaker monsters should focus on spamming the field better, while your boss monsters should have effects like Sunderwitch and Sunderdragons to help the archetype perform better.

 

Sundersmoke: I mean on its own it decreases monsters your opponent controls for 600 damage, with a full field it reduces them by 2200, possibly wiping their field. The most likely amounts will be 1000 or 1400, however, this one actually wouldn’t synergize with Sunderwitch that well, because it’d do be the exact same value if Sundersmoke and Sunderwitch were on the field, versus Sundersmoke and any other random Sunder monster, and would do less if you had more Sunders on the field. Weird idea to consider, but maybe make it a level 1, so you can tech in One for One.

 

Sunderbird: Honestly, that ATK boost just seems weird to me, I mean at most it’s getting to 2800, unless you’re playing against BA that have spammed the field, but even then, you’re lowering attacks to help beat over things or destroy it by the card effect, which means once you destroy them the boost is gone. Maybe it’d be better to make it boost by your opponent’s monsters being destroyed by card effect. I’d give that detach effect an HOPT, because what many people don’t realize is that Slifer the Sky Dragon is an amazing floodgate. Every attack position monster summoned is crippled, however it’s offset by its low protection, inability to affect monsters summoned in defense position, and difficulty in getting it out. This thing however, is probably an easily spammable monster, with a stackable effect if you get multiple out on the field I bet. Again, probably best to give it an HOPT, or make it not able to affect monsters in defense position, or make it so it reduces it only by 1000.

 

Sunderbolt: I mean you’re at most, likely getting 3 of these to the field, unless you using Soul Charge, so that’s a scratch for 600, however it is all monsters, so that is decent. Would probably be a good idea to give it a Graveyard effect to help promote the archetype.

 

Sunderbarrier: Well combine this with Sunderdemon and you’ve basically made you opponent unable to remove your monsters through card effect. Honestly a really good protection card, tied to the archetype’s lore, that isn’t stupidly annoying to get around. However, I have to say, it’d be pretty ironic to wipe the opponent’s field, removing this card’s protection, only for them to use Raigeki against you next turn.

 

Sunderspear: Well it promotes the archetype at the very least, a lot more than I can say for Kozmo Lightsword. Anyway, 800 ATK buff is decent, that 500 ATK scratch is helpful, and might give it a lot more reason to be use over Sunderbolt (so again, give Sunderbolt a grave effect or something). Double piercing damage is also interesting, but unless again, you’re playing against BA, or Wickedwitch is on the field they’re likely not going to play in defense position. However, this makes a great argument for Sunderbird to have its effect restricted to ATK position monster, but make it multiple times per turn. Equip this to Sunderbird, and then they’ll be forced to play it in attack position and get the ATK drop, or defense position, and suffer double piercing damage.

 

Sundersword: Built in archetypal MST, for an equip spell, however this basically is a card that will force crashes if you attack a monster with greater ATK, unless equipping it to Thunderbird, in which cases it’ll probably be 400 ATK greater. I’d probably make it so that it reduces the ATK of the opponent’s monster by 700 or so, since it can be used continuously, and combined with the 700 ATK increase it can topple monster whose ATK are 1200 greater than the original attack of your own monsters.

 

Sunderprison: Another argument for why Sunderdemon’s effect should be put on a boss monster. In combination with this card, you could reduce the ATK of a monster during either player’s turn, and boom, effect negated. That said, the card is pretty fair, since it can be destroyed through MST.

Overall: A pretty good idea for an archetype. I think some of the effects on the main deck monsters would be better suited for Xyz monsters you might make in the future, and that the weaker monster should maybe have LP costs to help swarm the field in different manners. Just my thoughts, good luck on your future endeavors with this archetype.

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