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The Pyromaniacal/Sparks Archetype: Spam, Discard, Burn, Fusion Summon, Repeat!


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Well, here it is, my first set of cards ^^

 

The title of this topic already gives away the basic concept of the archetype:

 

Spam the board using discard effects, deal small amounts of burn damage (with Sparks, yes, i mean the normal spell that inflicts 200 damage and does nothing else!!) that will definitely stack up, fusion summon the boss monsters and recover your recources for the next turn.

 

 

 

First off: The "Sparks"-Support:

 

 

Triple Sparks - Incineration

 

Normal Spell

Add up to 3 "Sparks" Spell/Trap Cards from your Deck or your Graveyard to your hand, except "Triple Sparks - Incineration" and if you do, inflict 100 damage to your opponent.
During your Standby Phase: Add this card from your Graveyard to your hand and if you do, take 700 damage.
You can only use each effect of Triple Sparks - Incineration" once per turn.

 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Triple+Sparks+-+Incineration&cardtype=Spell&subtype=effect&attribute=Fire&level=3&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F946619469.jpg&circulation=&set1=PYR0&set2=M4N14&inset=on&type=Spellcaster&carddescription=Add+up+to+3+%22Sparks%22+Spell%2FTrap+Cards+from+your+Deck+or+your+Graveyard+to+your+hand%2C+except+%22Triple+Sparks+-+Incineration%22+and+if+you+do%2C+inflict+100+damage+to+your+opponent.%0D%0ADuring+your+Standby+Phase%3A+Add+this+card+from+your+Graveyard+to+your+hand+and+if+you+do%2C+take+700+damage.%0D%0AYou+can+only+use+each+effect+of+Triple+Sparks+-+Incineration%22+once+per+turn.&atk=1200&def=700&creator=Papam&year=2016&serial=82952498

 

 

Drizzling Sparks:

 

Normal Trap
Inflict 200 damage to your opponent.
If this Set card is destroyed and sent to the Graveyard:
Inflict 100 damage to your opponent.
 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Drizzling+Sparks&cardtype=Trap&trapmagictype=None&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F608809153.jpg&circulation=&set1=PYR0&set2=M4N14&inset=on&carddescription=Inflict+200+damage+to+your+opponent.%0D%0AIf+this+Set+card+is+destroyed+and+sent+to+the+Graveyard%3A%0D%0AInflict+100+damage+to+your+opponent.&creator=Papam&year=2016&serial=82952498

 

 

Incarnating Sparks:

 

Quick-Play Spell

Activate only if a FIRE monster was sent from your hand to the Graveyard this turn.
Excavate cards from the top of your Deck until you excavate a FIRE monster, add the excavated monster to your hand, also shuffle the remaining cards back into your Deck.
Then inflict 200 damage to your opponent.
You can only activate 1 "Incarnating Sparks" per turn.

 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Incarnating+Sparks&cardtype=Spell&trapmagictype=Quick-Play&rarity=Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F988860048.jpg&circulation=&set1=PYR0&set2=M4NI4&inset=on&carddescription=Activate+only+if+a+FIRE+monster+was+sent+from+your+hand+to+the+Graveyard+this+turn.%0D%0AExcavate+cards+from+the+top+of+your+Deck+until+you+excavate+a+FIRE+monster%2C+add+the+excavated+monster+to+your+hand%2C+also+shuffle+the+remaining+cards+back+into+your+Deck.%0D%0AThen+inflict+200+damage+to+your+opponent.%0D%0AYou+can+only+activate+1+%22Incarnating+Sparks%22+per+turn.%0D%0A&creator=Papam&year=2016&serial=82952498

 

 

Sparks

 

Normally i would upload a picture of the card, but there is really no point to it.

Its "Sparks", most likely the worst burn card of all time

 

-its a normal spell

-it inflicts 200 damage

-its baaaaaaaaaad

 

 

 

 

Now to the Maindeck-Monsters, the main reason why you would want to run the Sparks-engine:

 

Every "Pyromaniacal" monster has three effects:

 

1) If you deal damage with a "Sparks" card, inflict 100 damage (trust me, it does stack up to a significant amount!)

2) If you deal damage with a "Sparks" card, discard 1 card and apply the individual effect

3) if summoned.....

 

 

Pyromaniacal Pillager

 

Level 4, FIRE, Warrior/Effect, 1800/1500

 
(1) Each time a "Sparks" Spell/Trap Card inflicts damage to your opponent: Inflict 100 damage to your opponent.
(2) If Summoned: Add 1 "Sparks" Spell/Trap Card from your Deck or your Graveyard to your hand.
(3) During either players turn, if a "Sparks" Spell/Trap Card inflicts damage to your opponent: You can discard 1 card, then Special Summon 1 "Pyromaniacal" monster from your hand.
You can only use the (2) and (3) effects of "Pyromaniacal Pillager" once per turn.
 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Pyromaniacal+Pillager&cardtype=Monster&subtype=effect&attribute=Fire&level=4&rarity=Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F062778793.jpg&circulation=&set1=PYR0&set2=M4N14&inset=on&type=Warrior&carddescription=(1)+Each+time+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+Inflict+100+damage+to+your+opponent.%0D%0A(2)+If+Summoned%3A+Add+1+%22Sparks%22+Spell%2FTrap+Card+from+your+Deck+or+your+Graveyard+to+your+hand.%0D%0A(3)+During+either+players+turn%2C+if+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+You+can+discard+1+card%2C+then+Special+Summon+1+%22Pyromaniacal%22+monster+from+your+hand.%0D%0AYou+can+only+use+the+(2)+and+(3)+effects+of+%22Pyromaniacal+Pillager%22+once+per+turn.&atk=1800&def=1500&creator=Papam&year=2016&serial=82952498

 

 

Pyromaniacal Elder Shaman

 

Level 4, FIRE, Spellcaster/Effect, 200/2100

(1) Each time a "Sparks" Spell/Trap Card inflicts damage to your opponent: Inflict 100 damage to your opponent.
(2) If Summoned: Send 1 "Pyromaniacal" monster from your Deck to your Graveyard and if you do, you can target 1 card on the field: destroy it.
(3) During either players turn, if a "Sparks" Spell/Trap Card inflicts damage to your opponent: You can discard 1 card, then Special Summon 1 "Pyromaniacal" monster from your Graveyard.
You can only use the (2) and (3) effects of "Pyromaniacal Elder Shaman" once per turn.

 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Pyromaniacal+Elder+Shaman&cardtype=Monster&subtype=effect&attribute=Fire&level=4&rarity=Super+Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F100389012.jpg&circulation=&set1=PYR0&set2=M4N14&inset=on&type=Spellcaster&carddescription=(1)+Each+time+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+Inflict+100+damage+to+your+opponent.%0D%0A(2)+If+Summoned%3A+Send+1+%22Pyromaniacal%22+monster+from+your+Deck+to+your+Graveyard+and+if+you+do%2C+you+can+target+1+card+on+the+field%3A+destroy+it.%0D%0A(3)+During+either+players+turn%2C+if+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+You+can+discard+1+card%2C+then+Special+Summon+1+%22Pyromaniacal%22+monster+from+your+Graveyard.%0D%0AYou+can+only+use+the+(2)+and+(3)+effects+of+%22Pyromaniacal+Elder+Shaman%22+once+per+turn.&atk=200&def=2100&creator=Papam&year=2016&serial=82952498

 

 

Pyromaniacal Sage

 

Level 3, FIRE, Spellcaster/Effect, 1200/700
(1)Each time a "Sparks" Spell/Trap Card inflicts damage to your opponent: Inflict 100 damage to your opponent.
(2) If Summoned: Add 1 "Polymerization" card from your Deck or your Graveyard to your hand.
(3) During either players turn, if a "Sparks" Spell/Trap Card inflicts damage to your opponent: You can discard 1 card, then this card gains the following effect: If this card is sent to the Graveyard as a Fusion Material Monster, during your next Draw Phase: Draw 3 cards instead of 1, also you can substitute this card for any 1 Fusion Material Monster, but the other Fusion Material Monster(s) must be correct.
You can only use the (2) and (3) effects of "Pyromaniacal Sage" once per turn.

 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Pyromaniacal+Sage&cardtype=Monster&subtype=effect&attribute=Fire&level=3&rarity=Super+Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F371037827.jpg&circulation=&set1=PYR0&set2=M4N14&inset=on&type=Spellcaster&carddescription=(1)Each+time+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+Inflict+100+damage+to+your+opponent.%0D%0A(2)+If+Summoned%3A+Add+1+%22Polymerization%22+card+from+your+Deck+or+your+Graveyard+to+your+hand.%0D%0A(3)+During+either+players+turn%2C+if+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+You+can+discard+1+card%2C+then+this+card+gains+the+following+effect%3A+If+this+card+is+sent+to+the+Graveyard+as+a+Fusion+Material+Monster%2C+during+your+next+Draw+Phase%3A+Draw+3+cards+instead+of+1%2C+also+you+can+substitute+this+card+for+any+1+Fusion+Material+Monster%2C+but+the+other+Fusion+Material+Monster(s)+must+be+correct.%0D%0AYou+can+only+use+the+(2)+and+(3)+effects+of+%22Pyromaniacal+Sage%22+once+per+turn.&atk=1200&def=700&creator=Papam&year=2016&serial=82952498

 

 

Pyromaniacal Demise Angel

 

Level 5, FIRE, Fairy/Effect, 2200/1700

1) Each time a "Sparks" Spell/Trap Card inflicts damage to your opponent: Inflict 100 damage to your opponent.
(2) If you control no monsters: You can Special Summon this card from your hand and if you do, you can add 1 "Pyromaniacal" monster from your Deck to your hand.
(3) During either players turn, if a "Sparks" Spell/Trap Card inflicts damage to your opponent: You can discard 1 card, then draw 2 cards, then discard 1 card.
You can only use the (2) and (3) effects of "Pyromaniacal Demise Angel" once per turn.

 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Pyromaniacal+Demise+Angel&cardtype=Monster&subtype=effect&attribute=Fire&level=5&rarity=Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F341171403.jpg&circulation=&set1=PYR0&set2=M4N14&inset=on&type=Fairy&carddescription=(1)+Each+time+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+Inflict+100+damage+to+your+opponent.%0D%0A(2)+If+you+control+no+monsters%3A+You+can+Special+Summon+this+card+from+your+hand+and+if+you+do%2C+you+can+add+1+%22Pyromaniacal%22+monster+from+your+Deck+to+your+hand.%0D%0A(3)+During+either+players+turn%2C+if+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+You+can+discard+1+card%2C+then+draw+2+cards%2C+then+discard+1+card.%0D%0AYou+can+only+use+the+(2)+and+(3)+effects+of+%22Pyromaniacal+Demise+Angel%22+once+per+turn.&atk=2200&def=1700&creator=Papam&year=2016&serial=82952498

 

 

The Fusion-Spells:

 

The "Pyromaniacal"-Fusions arent actually archetype-exclusive, but exclusive to FIRE Fusion Monsters. However, they work wunderfully with the swarming-based pyromaniacals, since they fusion summon only from the field.

To make up for that restriction, the Fusion-Spells will fill up your hand with wonderful, precious cards during your opponents end phase.

 

 

Conflagration Polymerization

 

Normal Spell

Fusion Summon 1 FIRE Fusion Monster from your Extra Deck using monsters from your side of the field as Fusion Materials.
During your opponents End Phase, if this card was activated during your last turn: You can banish this card from your Graveyard, then draw cards equal to the diifference in the total number of cards in your hand and your side of the field and the total number of cards in your opponents hand and his/her side of the field. You cannot draw more than 4 cards this way.
 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Conflagration+Polymerization&cardtype=Spell&subtype=effect&attribute=Fire&level=3&rarity=Ultra+Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F697355587.jpg&circulation=&set1=PYR0&set2=M4N14&inset=on&type=Spellcaster&carddescription=Fusion+Summon+1+FIRE+Fusion+Monster+from+your+Extra+Deck+using+monsters+from+your+side+of+the+field+as+Fusion+Materials.%0D%0ADuring+your+opponents+End+Phase%2C+if+this+card+was+activated+during+your+last+turn%3A+You+can+banish+this+card+from+your+Graveyard%2C+then+draw+cards+equal+to+the+diifference+in+the+total+number+of+cards+in+your+hand+and+your+side+of+the+field+and+the+total+number+of+cards+in+your+opponents+hand+and+his%2Fher+side+of+the+field.+You+cannot+draw+more+than+4+cards+this+way.&atk=1200&def=700&creator=Papam&year=2016&serial=82952498

 

 

Explosion Polymerization

 

Quick-Play Spell

Fusion Summon 1 FIRE Fusion Monster from your Extra Deck using monsters from your side of the field as Fusion Materials.
Inflict 200 damage to your opponent for each monster used as Fusion Material.
During your opponents End Phase, if this card was activated during your last turn: You can banish this card from your Graveyard, then add up to 2 Fusion Material monsters that were used for a Fusion Summon from your Graveyard to your hand.
 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Explosion+Polymerization&cardtype=Spell&trapmagictype=Quick-Play&rarity=Ultra+Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F946473839.jpg&circulation=&set1=PYR0&set2=M4N14&inset=on&carddescription=Fusion+Summon+1+FIRE+Fusion+Monster+from+your+Extra+Deck+using+monsters+from+your+side+of+the+field+as+Fusion+Materials.%0D%0AInflict+200+damage+to+your+opponent+for+each+monster+used+as+Fusion+Material.%0D%0ADuring+your+opponents+End+Phase%2C+if+this+card+was+activated+during+your+last+turn%3A+You+can+banish+this+card+from+your+Graveyard%2C+then+add+up+to+2+Fusion+Material+monsters+that+were+used+for+a+Fusion+Summon+from+your+Graveyard+to+your+hand.&creator=Papam&year=2016&serial=82952498

 

 

 

 

At last, the big baddies of the Pyromaniacal/Sparks-Archetype: The Fusion Monsters

 

1) They inflict additional damage if sparks inflicts damage

2) They have massive-removal effects , which still require sparks+discard

3) They inflict damage equal to half of their ATK- and will make you draw a few cards if being destroyed.

 

 

Avatar of the Burning Flesh

 

Level 8, FIRE, Fiend/Fusion/Effect, 2800/2400

"Pyromaniacal Pillager" + 1 FIRE monster
(1) Each time a "Sparks" Spell/Trap Card inflicts damage to your opponent: Inflict 400 damage to your opponent.
(2) During either players turn, if a "Sparks" Spell/Trap Card inflicts damage to your opponent: You can discard 1 card, then target up to 2 cards on the field and/or in either players Graveyard: Banish them.
(3) If this card is destroyed: Inflict 1400 damage to your opponent and draw 1 card.
You can only use the (2) and (3) effects of "Avatar of the Burning Flesh" once per turn.
 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Avatar+of+the+Burning+Flesh&cardtype=Fusion&subtype=effect&attribute=Fire&level=8&rarity=Ultra+Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F338141090.jpg&circulation=&set1=PYR0&set2=M4N14&inset=on&type=Fiend&carddescription=%22Pyromaniacal+Pillager%22+%2B+1+FIRE+monster%0D%0A(1)+Each+time+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+Inflict+400+damage+to+your+opponent.%0D%0A(2)+During+either+players+turn%2C+if+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+You+can+discard+1+card%2C+then+target+up+to+2+cards+on+the+field+and%2For+in+either+players+Graveyard%3A+Banish+them.%0D%0A(3)+If+this+card+is+destroyed%3A+Inflict+1400+damage+to+your+opponent+and+draw+1+card.%0D%0AYou+can+only+use+the+(2)+and+(3)+effects+of+%22Avatar+of+the+Burning+Flesh%22+once+per+turn.&atk=2800&def=2400&creator=Papam&year=2016&serial=82952498

 

 

Avatar of the Burning Land

 

Level 10, FIRE, Rock/Fusion/Effect, 3600/3000

"Pyromaniacal Elder Shaman" + 2 FIRE monsters
This card cannot be targeted by your opponents card effects.
(1)Each time a "Sparks" Spell/Trap Card inflicts damage to your opponent: Inflict 600 damage to your opponent.
(2) During either players turn, if a "Sparks" Spell/Trap Card inflicts damage to your opponent: You can discard 1 card, then destroy up to 2 cards on the field or 1 card in your opponents hand and if you do, banish them. Cards that are destroyed this way cannot activate their effects.
(3) If this card is destroyed: Inflict 1800 damage to your opponent and draw 2 cards.
You can only use the (2) and (3) effects of "Avatar of the Burning Land" once per turn.
 

http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Avatar+of+the+Burning+Land&cardtype=Fusion&subtype=effect&attribute=Fire&level=10&rarity=Secret+Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F694423%2F818874237.jpg&circulation=&set1=PYR0&set2=M4N14&inset=on&type=Rock&carddescription=%22Pyromaniacal+Elder+Shaman%22+%2B+2+FIRE+monsters%0D%0AThis+card+cannot+be+targeted+by+your+opponents+card+effects.%0D%0A(1)Each+time+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+Inflict+600+damage+to+your+opponent.%0D%0A(2)+During+either+players+turn%2C+if+a+%22Sparks%22+Spell%2FTrap+Card+inflicts+damage+to+your+opponent%3A+You+can+discard+1+card%2C+then+destroy+up+to+2+cards+on+the+field+or+1+card+in+your+opponents+hand+and+if+you+do%2C+banish+them.+Cards+that+are+destroyed+this+way+cannot+activate+their+effects.%0D%0A(3)+If+this+card+is+destroyed%3A+Inflict+1800+damage+to+your+opponent+and+draw+2+cards.%0D%0AYou+can+only+use+the+(2)+and+(3)+effects+of+%22Avatar+of+the+Burning+Land%22+once+per+turn.&atk=3600&def=3000&creator=Papam&year=2016&serial=82952498

 

 

 

 

Combo-Example: You have the first turn:

 

SS Pyrom. Demise Angel, search Pyrom. Pillager,                                                                                       5 cards in your hand, 0 damage inflicted

NS Pillager, add Triple Sparks - Incineration,                                                                                               5 cards in your hand, 0 damage inflicted

Activate TSI, search 3 Sparks                                                                                                                      7 cards in your hand, 100 damage inflicted

Chain Demise Angel to draw 2 and Pillager to SS Pyrom. Sage                                                                  5 cards in your hand, 100+2*100=300 damage inflicted

Sage searches Explosion Poly                                                                                                                     6 cards in your hand, 300 damage inflicted

Activate "Sparks" and chain Sages discard-eff                                                                                            4 cards in your hand, 300+200+3*100=800 damage inflicted

Activate Explosion Poly, Summon Avatar of the Burning Land (Sage substitutes for Shaman)                   3 cards in your hand, 800+200*3=1400 damage inflicted

Activate second "Sparks", activate AotBLs discard eff, discard third "Sparks"                                             1 cards in your hand  1400+600+200=2200 damage inflicted

 

Get rid off 1 card in your opponents hand b4 his/her first turn + 3600 beatstick + additional card (strike?, vanitys?, bottomless?) and you have dealt over 2000 damage + you will get in your next turn at least 8 cards (normal draw+2 from sage+Triple sparks - incineration=> 3 Sparks + 2 from Explosion Polymerization + maybe 2 from a destroyed Avatar)

 

GG m8?

 

 

 

How do you like the Pyromaniacal/Sparks Archetype?

Is it maybe broken or too weak for the current meta? if so: why?

Is the wording in the card text alright?

 

i appreciate every constructive comment     C:

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Alright. A burn archetype. This ought to be an interesting endeavor, considering I, myself, am such a big fan of Volcanics. Hopefully these cards live up to my expectations. Guess that's enough dilly-dallying: diving right in, now.

 

TSparks - Incineration: A cost-less way of adding 3 of your integral Spell/Trap cards from your Deck or Graveyard to your hand? And it recycles itself? I'm sorry, but that's too good. Not only can it add any 3 "Sparks" cards (thankfully NOT itself, which is for the best), but it also can be used during your next turn to burn your opponent for a minimum of 400 per turn. Admittedly not as good as one may believe, but considering how it seems like this deck is focused on swarming adding 3 from your Deck or Graveyard to your hand for no cost in of itself would be a sign of bad things to come; on top of that, however, there's the painful fact that it self-recycles-- something a card should NEVER do if you didn't actually lose anything by using it (good example of a card that has acceptable self-recycle-ability being PSY-Framelord Omega). I have a plethora of suggestions on how to balance this card out, but the main two are: if you're to add 3 integral Spell/Traps to the hand from either your Deck or Graveyard, some cost is above necessary: its impossible to not include, also, don't let it recycle itself, or be able to be recycled. You're adding cards to your hand. That's an +2. Off of one card. That's even better than Pot of Greed's +1. At least it's not generic, like PoG.

 

Overall-- We're off to a rocky start with a recyclable, costless, triple RotA for your archetype's Spell/Trap cards; what I just said, by the way, should be setting off alarms in your head. 2/5

 

Drizzling Sparks: Bad. Exists only to get the engine going, I can see. It being a trap in a burn archetype that really does nothing for it means it only exists as discard fodder for your monsters' real effects, making that "bad" Sparks card to be mentioned later is truly the better of the two cards, even if it is just Spell Speed 1. At least it'll let you have some interruption during your opponent's turn, with Pillager.

 

Overall-- It doesn't do nearly as much as Incineration, or even as much as regular Sparks during your turn, but it DOES redeem itself by being able to help you interrupt during your opponent's turn. (2.5/5)

 

Sparks: You spoke about this card before I could, in that "its baaaaaaaaaad". Still, it's one of two cards you can use to actually begin your plays of the turn, and considering that, it's sad to say, but this right here is what you'd call your base. As flimsy and fragile as it may be.

 

Overall-- It's just... bad, man, and there's not much you can do for it without it becoming a powerful nuisance that the archetype doesn't need, what with the ability you claim it has to burn your opponent to death. (2/5)

 

Before I get into the monsters, let me warn you: having on-Summon effects that are NOT specified is very dangerous, and powerful. Make sure you don't go overboard in the future. An archetype doesn't have to have all its monsters have on-Summon abilities: just look at archetypes like Yang Zing, that were once meta. They never needed on-Summon abilities, and as a matter of fact, it was for the best they DIDN'T have them. Just a little bit of my two cents before I get into your Main Deck Monsters.

 

PM Pillager: See? Now, if you have this, why even have Incineration? That's overkill, and plus, and you know it. On top of that, without a hard OPT, you could get anywhere from 1-3 searches a turn with cards like Call of the Haunted and Oasis of Dragon Souls. Thank the lord this thing's DEF isn't 200: then it'd be an unforgivably powerful Rekindling target. Still, I will give you props for giving a decent interruption effect when paired with Drizzling and Elder Shaman. Use this effect at the right time and you could do a good job stopping an important play on your opponent's end.

 

Overall-- As the searcher and main card you want to get out during your first turn, it does its job well, even if I feel a bit off about the fact that it can summon any level of "Pyromanaical" monster from your hand. (4/5)

 

PM Elder Shaman: A Foolish Burial plus single card Lightning Vortex in one? That's honestly too good for an on-summon effect, especially for a random Level 4 whose effect can be activated off the effect of another one of its own. Speaking of, you REALLY need a Level limit on this one, here. After all, you can't honestly expect someone to NOT bring back the Fusions with this card from the Grave. And given their effects, that's not for the best. At most, this guy should be able to bring back any of the Main Deck monsters. NOT the Extra Deck ones.

 

Overall-- Would've been okay-- if not a bit cheeky-- were it not for the clear oversight of the fact he can revive any of the Fusion Monsters with ease, thus setting you up even further, perhaps farther than you intended. (3/5)

 

PM Sage: Okay, no. I was fine with it searching on summon. I was fine with it having a King of the Swamp effect. But you can't honestly believe that it's okay that you get to draw 3, count 'em, 3 cards during your next Standby Phase if you use this card as Fusion Material for, well, anything. Though it does require you to run a "Sparks" Spell or Trap, I wouldn't put it past someone to find a way to fit this in some Fusion Deck, just so that way they could abuse the exorbitant draw power this card provides, all for very little, especially since your Polymerizations can only fuse from the field, which doesn't make your hand go minus in the slightest.

 

Overall-- Why would you give this thing the ability to let you draw 2 extra times during your DP? Why? (1/5)

 

PM Demise Angel: Don't have much to say for this guy. He's an on-summon searcher CyDra clone wtih 100 more ATK. At least his drawing ability doesn't make you go uber plus, like Sage. Honestly a good card to draw into just about whenever, since it's not a brick, 9/10 times.

 

Overall-- You did a good job with this one, even if all it is, is CyDra with a RotA and Hand Destruction slapped on it. (3.5/5)

 

Conflagration Poly: Okay, seriously? Unless your opponent has 0 cards on field and in hand, I don't see how this is an OK card. If you're ahead and you use this, it's just salt in the wound. If you're behind and pull this, there's a damn good chance you just reverse Exciton Knight'd your opponent, which believe it or not, is NOT okay. You didn't even have the audacity to put a restriction on it to prevent it from being abused turn after turn to replenish your hand because you over-extended, which by the way, is why you put that last effect on there: to prevent yourself from losing to poor resource management, and thus overextending your deck, and its capabilities.

 

Overall-- Why do you like to abuse draw power so much? You realize that the few other archetypes who did this kind of stuff got hit hard, right? (Qlis and Spellbooks immediately come to mind.) (1/5)

 

Explosion Poly: This one's actually okay, thankfully. Though, with it being a Quick-Play, I really don't see the reason why you need to burn your opponent for 4-600 damage the turn you play it. Just let it be a Fusion Recovery for the archetype, and leave it at that.

 

Overall-- It's alright, all things considered, though the burn is a bit cheeky. (3/5)

 

AOT Burning Flesh: JESUS. We went from 0-100 real funking quick didn't we? Non-Targeting. Non-Destruction. Removal. Because it exists? Because you play "bad" Spells and Traps? Discarding 1 card is nowhere NEAR a hefty enough effect essentially Hyunlei your opponent's board AND GRAVEYARD, except with banishment-- at the moment, the second best form of removal, with only spinning back to the deck being better. On top of that, it's a walking time-bomb that WILL, no matter what, go off if your opponent tries to do anything against you. It's like you want to punish them for playing the game, or something. You do realize that it takes 2 to tango, and at least 1 other person to ACTUALLY play Yu-Gi-Oh!, right? This card says that you don't, because it's ridiculous that you'd make something like this. 

 

Overall-- Abhorrent. And the worst part is, that it's not even the worst card you've made; I know, since I've read a bit of the other one, and god, I'm getting chills. (0.5/5)

 

AOT Burning Land: Oh hi there Burning Flesh's infinitely more dangerous brother! How's it been up there, high in the completely, obscenely overpowered clouds? Has it been hot? Or blistering cold? I imagine the latter, as after you use your destruction effect, I imagine that there's not much going on, on your opponent's side of the field, anyways, since you could've just bombed their hand for free. Again, we've got that "screw targeting!" bs going on here, but the worst part is, you attack their hand. Do you not realize how integral the hand is to Yu-Gi-Oh!  ? Arguably, besides your Graveyard, it's your most important resource. Why else do you think that hand loops are so incredibly powerful, and hated? Oh, and on top of that, you burn them for almost as much as a Solemn card. Perfect.

 

Overall-- Worse than Burning Flesh, as if that's possible. (0.5/5)

 

- - - - -

 

This has been... a painful experience. For me, and I'm sure for you as well, having to read my very, very harsh criticism. But you need to realize: such effects as the ones slapped on Burning Land and Flesh are completely unacceptable in the game of Yu-Gi-Oh!, and should NEVER even be mentioned outside of a joking manner. However, I'm never one to leave without giving something in return for the harshness of my words. If you're still reading, please, accept these nuggets of advice.

 

1.) Put a hard OPT (once per turn) clauses on ALL of your cards' effects (especially the burn effects of each), sans the fusion spells (we'll get to those later), Sparks, and Drizzling Sparks.

 

2.) Give Incineration some kind of cost, and make it good, too. (I.e. pay 500-1000 LP to activate the card, or discard a card, since it seems to be a trope in your deck.)

 

3.) Make it so Shaman can NOT revive your ridiculous Fusion Monsters.

 

4.) Don't get that draw off of Sage. Just have it give you a 1 off draw when it's used as Fusion Material, and have that effect have a hard OPT on it.

 

5.) Make it so you can't use Conflagragation 2 of your turns in a row, so that way you can't get that obscene draw off of it. Or, better yet, just get rid of that effect, and replace it with a realistic one. For example, banishing it to add 1 "Pyromanaical" monster from your Deck to your hand. Or a "Sparks" Spell/Trap.

 

6.) Jesus... the Fusions... First off, have their burn effects when the leave the field changed to occur solely on destruction, so your opponent has a way to out them without having to be hit with close to 2000 damage just because they want to play the game. And GET RID OF THE TRIPLE BANISH EFFECTS. Without being obnoxious and bolding that text, I have no idea of how else to drill this into your mind. You cannot just willy-nilly slap on effects like that-- do you realize that even the God Cards themselves don't have effects this ludicrous? That not even Apoqliphort Towers itself had an effect this obnoxious? Obviously not. Otherwise, I wouldn't be here complaining about them. So, again: get rid of them.

 

This archetype... it's definitely one of the most painful I've had to review. Not the worst-- by far-- but it sure is low. But don't let that stop you from making (and reviewing) cards. The more you make, the better you WILL get. I know it, because I used to be in the same place as you: making much too OP cards that had no place in the game state of Yu-Gi-Oh!. For that, I wish I could say better about this archetype, but I can't. It's poorly made, and while there are plenty of ways to fix it, it will take you some time to do so. Still, do it. You'll be a better card maker for it.

 

Overall-- Painful to deal with, painful to duel, painful to read, and painful to suggest corrections for, simply because of the sheer volume of bad effects and overpowered ones. (1.5/5)

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In Advance: Please excuse poor language and feel free to correct grammar mistakes, i am not a native english-speaker.

 

Hey, Fushi No Tori, thanks for your honest and elaborate review of my steaming hot Archetype :)

I dont mind harshness, I expected to f*** up a little since this is my very first creation. ^^"

 

Also: Volcanics are awesome.

 

 

TSparks - Incineration: A cost-less way of adding 3 of your integral Spell/Trap cards from your Deck or Graveyard to your hand? And it recycles itself? I'm sorry, but that's too good. Not only can it add any 3 "Sparks" cards (thankfully NOT itself, which is for the best), but it also can be used during your next turn to burn your opponent for a minimum of 400 per turn. Admittedly not as good as one may believe, but considering how it seems like this deck is focused on swarming adding 3 from your Deck or Graveyard to your hand for no cost in of itself would be a sign of bad things to come; on top of that, however, there's the painful fact that it self-recycles-- something a card should NEVER do if you didn't actually lose anything by using it (good example of a card that has acceptable self-recycle-ability being PSY-Framelord Omega). I have a plethora of suggestions on how to balance this card out, but the main two are: if you're to add 3 integral Spell/Traps to the hand from either your Deck or Graveyard, some cost is above necessary: its impossible to not include, also, don't let it recycle itself, or be able to be recycled. You're adding cards to your hand. That's an +2. Off of one card. That's even better than Pot of Greed's +1. At least it's not generic, like PoG.

 

Overall-- We're off to a rocky start with a recyclable, costless, triple RotA for your archetype's Spell/Trap cards; what I just said, by the way, should be setting off alarms in your head. 2/5

 

I made the recycling-eff now mandatory, also Tsparks now deals 700 damage to yourself when recycled.

 

I understand what you are saying, but comparing TSparks to PoG or RotA is really stretching it, you are going for a +2, right, but those cards themselfes are nearly useless.

Think about it, Tsparks will deal a maximum of 700 damage per turn.

Also TSparks is DESPERATELY needed, because you need at least 3 Sparks per turn to trigger the effects of the Pyromaniacals and the Avatars, as well as more cards in the hand because you will be constantly discarding.

Pyromaniacals have to somehow compensate for going -2 (the Sparks and the discarding itself) when using their effects.

 

This huge reliance on "Sparks" was 100% intended, since one of the points of Sparks/Pyromaniacals is to make "Sparks" a viable card.

Therefore TSparks is supposed to be THE Key-card of this Archetype.

 

 

 

Before I get into the monsters, let me warn you: having on-Summon effects that are NOT specified is very dangerous, and powerful. Make sure you don't go overboard in the future. An archetype doesn't have to have all its monsters have on-Summon abilities: just look at archetypes like Yang Zing, that were once meta. They never needed on-Summon abilities, and as a matter of fact, it was for the best they DIDN'T have them. Just a little bit of my two cents before I get into your Main Deck Monsters.

 

PM Pillager: See? Now, if you have this, why even have Incineration? That's overkill, and plus, and you know it. On top of that, without a hard OPT, you could get anywhere from 1-3 searches a turn with cards like Call of the Haunted and Oasis of Dragon Souls. Thank the lord this thing's DEF isn't 200: then it'd be an unforgivably powerful Rekindling target. Still, I will give you props for giving a decent interruption effect when paired with Drizzling and Elder Shaman. Use this effect at the right time and you could do a good job stopping an important play on your opponent's end.

 

Overall-- As the searcher and main card you want to get out during your first turn, it does its job well, even if I feel a bit off about the fact that it can summon any level of "Pyromanaical" monster from your hand. (4/5)

 

 

I made every effect, (EXCEPT for the burn damage) of the AotBs and Pyromaniacals a hard OPT, this hits especially the Elder Shaman, since dumping and reviving another Elder Shaman is no longer a good option.

The reason for not "hard OPT"-ning the burn effects is, hat it would be pointless in my opinion. The Pyromaniacals do only 100 dmg and looping with them would make no sense, since they already require you dealing damage with Sparks.

 

Pillager is not supposed to search "Sparks", he is mainly supposed to add a Incineration in case you didnt draw one.

Like I said, without multiple Sparks this Deck wouldnt work well and you would have a hard time Fusion Summoning AND using the AotBs effects.

 

 

 

PM Elder Shaman: A Foolish Burial plus single card Lightning Vortex in one? That's honestly too good for an on-summon effect, especially for a random Level 4 whose effect can be activated off the effect of another one of its own. Speaking of, you REALLY need a Level limit on this one, here. After all, you can't honestly expect someone to NOT bring back the Fusions with this card from the Grave. And given their effects, that's not for the best. At most, this guy should be able to bring back any of the Main Deck monsters. NOT the Extra Deck ones.

 

 

Elder Shamans destruction eff now targets.

Also, Elder Shaman was never able to revive the Fusions, since they do not have "Pyromaniacal" in their name.

I dont hold this mistake against you, its pretty rare for the Bossmonsters not sharing the name of the Archetype and I agree, that Elder Shaman would be BROKEN AS FUDGE if he could revive the AotBs :D

 

 

 

 

 

PM Sage: Okay, no. I was fine with it searching on summon. I was fine with it having a King of the Swamp effect. But you can't honestly believe that it's okay that you get to draw 3, count 'em, 3 cards during your next Standby Phase if you use this card as Fusion Material for, well, anything. Though it does require you to run a "Sparks" Spell or Trap, I wouldn't put it past someone to find a way to fit this in some Fusion Deck, just so that way they could abuse the exorbitant draw power this card provides, all for very little, especially since your Polymerizations can only fuse from the field, which doesn't make your hand go minus in the slightest.

 

Overall-- Why would you give this thing the ability to let you draw 2 extra times during your DP? Why? (1/5)

 

I disagree and didnt errata Sage, besides the already mentioned "hard OPT"-ing all Pyromaniacals and AotBs underwent.

 

My Fusions doesnt make your hand go minus? Thats wrong, you have to go -2 for the swarming Pillager and Elder Shaman provide, otherwise I wouldnt be able to Fusion Summon Burning Land, since I could only get 2 monsters out per turn (Demise Angel and another Pyromaniacal monster)

 

However, IF I changed Sages eff to draw only 1 additional card, then there would be very little reason to use its discardng eff.

 You would go minus 1 (Sparks+Discarding-1 draw) just to make it a Swamp King.

The Swamp King eff itself isnt all that usefull since Demise Angel and Elder Shaman provide the consistency for always having the actual needed Fusion Material.

Drawing 2 cards during the next turn isnt as strong imo as one might think. Many duels are finished during the 3rd or 4th turn and this deck has very few stunning/ interrupting effects and is therefore relatively easy to OTK.

 

 

 

Conflagration Poly: Okay, seriously? Unless your opponent has 0 cards on field and in hand, I don't see how this is an OK card. If you're ahead and you use this, it's just salt in the wound. If you're behind and pull this, there's a damn good chance you just reverse Exciton Knight'd your opponent, which believe it or not, is NOT okay. You didn't even have the audacity to put a restriction on it to prevent it from being abused turn after turn to replenish your hand because you over-extended, which by the way, is why you put that last effect on there: to prevent yourself from losing to poor resource management, and thus overextending your deck, and its capabilities.

 

Overall-- Why do you like to abuse draw power so much? You realize that the few other archetypes who did this kind of stuff got hit hard, right? (Qlis and Spellbooks immediately come to mind.) (1/5)

 

Explosion Poly: This one's actually okay, thankfully. Though, with it being a Quick-Play, I really don't see the reason why you need to burn your opponent for 4-600 damage the turn you play it. Just let it be a Fusion Recovery for the archetype, and leave it at that.

 

Overall-- It's alright, all things considered, though the burn is a bit cheeky. (3/5)

 

I changed Conflagration Poly, you can now draw a maximum of 4 cards off of it.

 

In defense of the Exciton-ish draw effect, it does work AGAINST the mass removal-effects of the Fusion monsters. Each card you banish from the field or hand is one less draw from Conflagration.

I dont want to change Conflagration Polys eff to a "draw 3", because drawing 3 cards safely, without enabling the opponent to lower the amount of cards you ll draw, is imo better than the "Exciton-draw".

And If I changed Conflagration Polys eff to a "draw 2" it wouldnt have the edge over Explosion Poly it should have, because Conflagration Poly isnt a Quick-Play-Spell.

 

 

 

AOT Burning Flesh: JESUS. We went from 0-100 real f***ing quick didn't we? Non-Targeting. Non-Destruction. Removal. Because it exists? Because you play "bad" Spells and Traps? Discarding 1 card is nowhere NEAR a hefty enough effect essentially Hyunlei your opponent's board AND GRAVEYARD, except with banishment-- at the moment, the second best form of removal, with only spinning back to the deck being better. On top of that, it's a walking time-bomb that WILL, no matter what, go off if your opponent tries to do anything against you. It's like you want to punish them for playing the game, or something. You do realize that it takes 2 to tango, and at least 1 other person to ACTUALLY play Yu-Gi-Oh!, right? This card says that you don't, because it's ridiculous that you'd make something like this. 

 

Overall-- Abhorrent. And the worst part is, that it's not even the worst card you've made; I know, since I've read a bit of the other one, and god, I'm getting chills. (0.5/5)

 

AOT Burning Land: Oh hi there Burning Flesh's infinitely more dangerous brother! How's it been up there, high in the completely, obscenely overpowered clouds? Has it been hot? Or blistering cold? I imagine the latter, as after you use your destruction effect, I imagine that there's not much going on, on your opponent's side of the field, anyways, since you could've just bombed their hand for free. Again, we've got that "screw targeting!" bs going on here, but the worst part is, you attack their hand. Do you not realize how integral the hand is to Yu-Gi-Oh!  ? Arguably, besides your Graveyard, it's your most important resource. Why else do you think that hand loops are so incredibly powerful, and hated? Oh, and on top of that, you burn them for almost as much as a Solemn card. Perfect.

 

Overall-- Worse than Burning Flesh, as if that's possible. (0.5/5)

 

 

Got to love the "The Room"-Reference ^^

 

But yeah, after all the defense i offered to my other cards, I entirely admit that the AotBs are awfully designed and broken AF.

I have taken a look at the strong opening-fields Frog Heroes and ABCs can do and went WAAAAAAAAAAY overboard.

 

Especially with Burning Land, who was able to banish 6 cards out of the opponents hand before your opponent could do anything, if you opened luckily.

 

 

-Avatar of the Burning Flesh: I made his banishing eff target, also he can now only banish 2 cards. Finally, I changed its "Leaving the field"-eff to the suggested "if this card is destroyed".

 

-Avatar of the Burning Land: He can now only destroy, banish and negate 2 cards on the field OR 1 card in either players hand. I also changed its "Leaving the field"-eff to the suggested "if this card is destroyed". However, I made this card immune to targeting effects, since I dont want it to be too easily outplayed by a Castel or 101.

 

there are still the new mirrorforces or kaijus to out this card.

 

 

Thanks again for your massive review :)

 

I already took a few notes at your Mythomech-Archetype and I will do my best to review them elaborately.

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Alright. Thanks for taking my word for what it was. Though I'm a bit salty over the fact you didn't change somethings I felt were integral parts of the argument, you changed what I felt were the most important things needed in the archetype: a severe nerf of the Fusion Monsters. Thank you for listening to what I had to say.

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