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[Sakura AGM] 信じたいあの日見つけた光 (RI-ON) [14/?]


Flash Flyer - Sakura

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(* insert Dragon Drive OP here *)
 

A very shadowy archetype that works primarily through subterfuge in Graveyard effects and handtraps, their field presence really just a formality. Generally speaking, they're an archetype of Battle Manias and various battle traps, forcing you to fight them and then just not playing fair once the fight has started. They're solid, destructive, and easily one of the harder archetypes to beat, locking out all effects that don't trigger during the Battle Phase, if it weren't for one rather interesting flaw: Dragons steamroll them. All their powerful, borderline ridiculous effects have a "except Dragon-Type monsters" clause in there somewhere, meaning even a Baby Dragon could faceroll the entire archetype without much effort.

 
[spoiler=Monsters]
RI-ON Servant Koku-En
Level 3 | DARK | Dragon | Tuner | Effect
800/1300
You can only use the effect of "RI-ON Servant Koku-En" once per turn. ① During either player's turn, if this card is in your Graveyard: You can Special Summon this card, then Synchro Summon 1 Dragon-Type monster using this card and "RI-ON" monsters you control or in your hand.
 
RI-ON Servant Akatsuki
Level 4 | LIGHT | Dragon | Tuner | Effect
1400/1200
You can only use the effect of "RI-ON Servant Akatsuki" once per turn. ① During either player's turn: You can Special Summon this card from your hand, then Synchro Summon 1 Dragon-Type monster using this card and "RI-ON" monsters you control or in your hand.
 
RI-ON Frontline Edit Ein
Level 4 | DARK | Dragon | Effect
1700/1000
You can only use the ① effect of "RI-ON Frontline Edit Ein" once per turn. ① During either player's turn, if you control no monsters: You can Special Summon this card from your hand. ② While you control another Dragon-Type monster, your opponent cannot activate monster effects, except for the effects of Dragon-Type monsters or during the Battle Phase.
 
RI-ON Frontline Edit Zwei
Level 4 | DARK | Dragon | Effect
1900/800
You can only use the ① effect of "RI-ON Frontline Edit Zwei" once per turn. ① During either player's turn, if you control no monsters: You can Special Summon this card from your hand. ② While you control another Dragon-Type monster, your opponent cannot activate Spell Cards, except during the Battle Phase.

RI-ON Frontline Edit Drei
Level 4 | DARK | Dragon | Effect
2100/600
Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. You can only use the ① effect of "RI-ON Frontline Edit Drei" once per turn. ① During either player's turn, if you control no monsters, you can Special Summon this card (from your hand). ② While you control another Dragon-Type monster, your opponent cannot activate Trap Cards except during the Battle Phase.
 
RI-ON Frontline Edit Vier
Level 6 | DARK | Dragon | Effect
2400/1500
Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by banishing 2 "RI-ON Frontline Edit" monsters you control, except "RI-ON Frontline Edit Vier". ① Your opponent cannot activate card effects except for the effects of Dragon-Type monsters or during the Battle Phase.
 
RI-ON Advanced Kyokonaught
Level 6 | WATER | Dragon | Effect
2500/1500
Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by banishing 2 "RI-ON" cards from your Graveyard. ① Your opponent cannot activate card effects during the Main Phase. ② If this card leaves the field: You can target 1 card on the field; banish it.
 
RI-ON Advanced Spartan
Level 7 | EARTH | Dragon | Effect
2700/1800
① When a "RI-ON" monster you control attacks or is targeted for an attack, your opponent cannot activate cards or effects until the end of the Damage Step. ② Any battle damage your opponent takes from battles involving "RI-ON" monsters is doubled.


 
[spoiler=Extra Deck] 
RI-ON Cursed Dragon Laplace Demon
Level 10 | DARK | Dragon | Synchro | Effect
3200/2000
1 "RI-ON" Tuner + 1 or more non-Tuner "RI-ON" monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. ① Unaffected by your opponent's card effects, except for the effects of Dragon-Type monsters. ② Your opponent cannot activate card effects except during the Battle Phase.
 
RI-ON Brutal Dragon Hayate Slash
Level 8 | WIND | Dragon | Synchro | Effect
2800/2000
1 Dragon-Type Tuner + 1 or more non-Tuner Dragon-Type non-Tuner monsters
① While you control another "RI-ON" monster, your opponent cannot activate card effects during the Main Phase, except for the effects of Dragon-Type monsters. ② Monsters your opponent controls must attack if able, also they must target a "RI-ON" monster you control for attacks.

RI-ON Illusion Dragon Floral Fern
Level 7 | WIND | Dragon | Synchro | Effect
2400/2400
1 Tuner + 1 or more non-Tuner Dragon-Type monsters
① Unaffected by the effects of your opponent's monsters with higher ATK. ② If this card battles a monster: You can make that monster's ATK and DEF 0 until the end of the Battle Phase. ③ When this card leaves the field: The ATK and DEF of all monsters your opponent currently controls becomes 0.


 
[spoiler=Spells]
RI-ON D-BREAK
Spell | Normal
You can only activate 1 "RI-ON D-BREAK" per turn. ① Special Summon up to 3 "RI-ON" monsters from your hand, then lose 1000 LP for every monster Special Summoned by this effect. 
 
RI-ON OVERLOAD BREAK
Spell | Normal
You can only activate 1 "RI-ON OVERLOAD BREAK" per turn. ① Special Summon up to 3 "RI-ON" monsters from your Graveyard, then lose 1000 LP for every monster Special Summoned by this effect. Monsters Special Summoned by this effect have their effects negated until the end of this turn.
 
RI-ON Training Card
Spell | Normal
① Add 1 "RI-ON" monster from your Deck to your hand.


 
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Reading over the prompt, I don't think I really did the Graveyard-based thing, but the rest of it should've been covered (essentially make it difficult for the opponent to do too much unless you take them on in battle). All members are named after actual cards in the Dragon Drive card game (which is technically Japanese only and defunct at this time). 
 
[spoiler=Explanation of stuff]
The Servants' one and only job is to make sure you can Synchro Summon your bosses freely. To be fair, Akatsuki is the one that'll likely be used to summon the Archetypal bosses (it + Ein through Drei = Hayate Slash; it + Vier or Kyokonaught = Laplace). Koku-En is mostly for generic 7s like Black Rose, Clear Wing or whatever good generic Level 7 Dragon Synchros exist. I do plan to add some more at a later time, so Koku-En can be more useful. (At best, Koku-En CAN go into a insta-Laplace if you have Spartan in hand or really that's its only use for now.)
 
Frontline Edits 1-3 basically lock off certain types of effects and are a free summon if you don't have any on the field. As much as I want to have them SS from the Graveyard, I decided against that, given they already have a Spell Card to let them respawn. They have that another Dragon condition because as already mentioned, these are floodgate-esque. I am aware that Zwei is technically a one-sided Anti-Spell Fragrance and WILL shut down Pendulums. Ein can stop on-summon triggers (which are rather prevalent nowadays), and I guess stop stuff like the Kozmo pilots from tagging out immediately. Drei is basically to stop stuff like Notice and whatever Traps that may be chained to your summons or effects. Vier is basically a combination of all of them, hence why it is made the strongest of the Frontline Edits, despite its SS cost. 
 
Kyokonaught isn't as powerful on the negation, but allows one to banish something if it gets removed. 
 
Spartan just doubles battle damage and ensures you don't get unhindered in battle. 
 
Laplace is technically the boss with common immunities and the standard lock. 
 
Hayate Slash is the one that forces the opponents to battle RI-ON monsters, and if you have some of the Main Deck up, you can patch up your weaknesses to battle effects. 
 
D-Break and Overload Break are technically Soul Charge for them in varying forms; make sure you have monsters out on board. 
 
Training Card is basically RoTA/Emergency Call, etc. Or in other words, the in-Archetype searcher.


 
I admit that this Archetype is very strong and some of the cards are going to need nerfing (even if the AGM metagame is theoretically close to the actual one, recent hits notwithstanding). As already noted, I am missing more accessible Dragon Synchros for them to access; that will be added at a later time, as will other supports as I deem necessary after reviewing their support techs. For now, I want to consider this technically done, but more might come up (maybe a few more Synchros and that's it)
 
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You know what to do guys, CnC this.

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