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[Written] LotW "Arcana Force" Retrains (24 Cards)


leafbladie

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This time on the Legacy of the Worthless series, we have the archetype where luck is irrelevant, because even if you get all the “good” effects, they still won’t do much: “Arcana Force”.

 

For those unfamiliar, this a series of archetypes influenced by Rank10YGO’s “Legacy of the Worthless”, where I take the archetypes that have been power creeped to oblivion, and dishing out support or retrains in the spirit of the archetype to make them function better.

 

Anyway, “Arcana Force” were cards based on the 22 cards of the Major Arcana in Tarot. For some reason though, they only translated about half of them into YuGiOh cards though. Their gimmick was positive and negative effects based on the result of a coin toss, with you generally wanting to get the Heads effects, either by luck or other methods, while getting Tails will usually result in an annoying effect that will probably screw you over quite a bit.

 

Since “Arcana Force” don’t really have much of what I’d call synergy, I decided it’d be best to remake these cards in their entirety (excluding “Arcana Force XXI - The World” as it’s actually quite good), and give them win-win coin toss effects.

 

I also adapted the other members of the tarot into Spell/Trap cards, or just plain old monsters. Unfortunately I’m not so keen on making high level monsters work in low level focused decks, so I gave those high level monsters easy summoning conditions. If they’re too easy, please tell me, and I’ll cut them back.

 

Anyway, major ideas I looked at, a lot of the “Arcana Force” monsters have effects that involve changing control of monsters, like “The Chariot”, “The Strength” (in the anime), and “The Moon”. Since “Arcana Force 0 - The Fool” was in the anime a card that you were supposed to give control of to your opponent, I thought it’d be fun to expand upon this idea, by making it similar to “Destiny Hero - Dark Angel”. I also gave them some inherent effects to, so they had uses beyond just their gimmicky effects on the field. Finally, I made the Dark Ruler and Light Ruler more proper boss monsters that while not as impervious as other, serve better as comeback potential.

 

Some issues I had were with the PSCT for the coin effects. If any of you would help me with them, I’d great appreciate it, as I’m not sure where I should place the colons in some of them, and if I should include “gain the appropriate effect.” Also, seeing as I was making around 20 cards, with most having 2 effects each, I did run a bit dry on effects, so if you have any suggestions for certain effects, I’d be open to hearing them.

 

Anyway, despite these issues, I actually had a lot of fun doing these, and I hope you’ll critique and enjoy them:

 

[spoiler=Main Deck Monsters (14 Cards)]

Arcana Force 0 - The Fool

Fairy-Type/LIGHT/Level 1/ATK 0/DEF 0

Cannot be destroyed by battle. This card cannot be changed to Defense Position, except with a card effect. If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: You cannot activate the effects of any other monster you control, other than “Arcana Force” monsters. Negate this effect if there is no other “Arcana Force” monster on the field. ● Tails: When your opponent activates the effects of “Arcana Force” cards that require a coin toss, they may choose which effect to apply without tossing a coin.

You can only control 1 “Arcana Force 0 - The Fool”.

 

Arcana Force I - The Magician

Fairy-Type/LIGHT/Level 4/ATK 1100/DEF 1100

If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: Add 1 “Arcana Force” Spell/Trap Card from your Deck to your hand. ● Tails: When a Spell Card is activated, “Arcana Force” monsters you control gain ATK equal to this card’s original ATK until the end of the turn.

 

Arcana Force II - The High Priestess

Fairy-Type/LIGHT/Level 4/ATK 1200/DEF 1200

Once per turn: You can discard 1 card; add 1 “Arcana Force” monster from your Deck to your hand. If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: Special Summon 1 Level 7 or lower “Arcana Force” monster from your hand. ● Tails: Special Summon 1 Level 7 or lower “Arcana Force” monster from your Graveyard.

 

Arcana Force III - The Empress

Fairy-Type/LIGHT/Level 4/ATK 1300/DEF 1300

Once per turn, during either player’s turn: You can Tribute 1 “Arcana Force” monster you control; Special Summon 1 “Arcana Force” monster from your hand or Graveyard. If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: Each turn, the first time your opponent Special Summons a monster: You can Special Summon 1 Level 4 “Arcana Force” monster from your Deck. ● Tails: Each time your opponent Special Summons a monster: You can draw 1 card.

You can only control 1 “Arcana Force III - The Empress”.

 

Arcana Force IV - The Emperor

Fairy-Type/LIGHT/Level 4/ATK 1400/DEF 1400

“Arcana Force” monster you control gain 500 ATK. If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: “Arcana Force” monsters you control cannot be destroyed by card effects. ● Tails: “Arcana Force” monster you control cannot be destroyed by battle.

 

Arcana Force VI - The Lovers

Fairy-Type/LIGHT/Level 4/ATK 1600/DEF 1600

This card can be treated as 2 Tributes for the Tribute Summon of an “Arcana Force” monster. If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: You can tribute this card; Special Summon 1 Level 7 or lower “Arcana Force” monster from your Deck. ● Tails: Your opponent cannot summon monsters from their Extra Deck while you control another “Arcana Force” monster.

 

Arcana Force VII - The Chariot

Fairy-Type/LIGHT/Level 4/ATK 1700/DEF 1700

If this card destroys an opponent’s monster by battle and sends it to the Graveyard: You can Special Summon that monster to your side of the field in Defense Position. If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: If this card battles, it gains 1000 ATK during the Damage Step only. ● Tails: You can target 1 face-up monster your opponent controls; equip this card to that target. While this card is equipped to a monster by this effect, take control of that monster.

 

Arcana Force VIII - Justice

Fairy-Type/LIGHT/Level 4/ATK 1800/DEF 1800

If this card is Summoned: Toss a coin ● Heads: You can tribute 1 “Arcana Force” monster you control; destroy 1 card your opponent controls, then you can Set the destroyed card on your field. ● Tails: Give control of 1 other monster you control to your opponent.

 

Arcana Force XII - The Hanged Man

Fairy-Type/LIGHT/Level 6/ATK 2200/DEF 2200

If you control an “Arcana Force” monster, you can Special Summon this card (from your hand). If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: During your End Phase: Destroy 1 face-up monster your opponent control, and they take damage equal to half of its original ATK. ● Tails: When an “Arcana Force” monster you control is destroyed by battle or card effect: Inflict damage to your opponent equal to half of its original ATK.

 

Arcana Force XIV - The Temperance

Fairy-Type/LIGHT/Level 6/ATK 2400/DEF 2400

During damage calculation, in either player’s turn: You can discard this card; you take no Battle Damage from that battle. If you control an “Arcana Force” monster, you can Special Summon this card (from your hand). If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: You take no Damage. ● Tails: Double all Battle Damage your opponent takes.

You can only control 1 “Arcana Force XIV - The Temperance”.

 

Arcana Force XV - The Devil

Fairy-Type/LIGHT/Level 7/ATK 2500/DEF 2500

You can Special Summon this monster (from your hand) by Tributing 1 “Arcana Force” monster you control. If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: At the start of the Damage Step, if this card battles a monster: Destroy that monster. ● Tails: If this card is destroyed by battle or card effect: You can destroy all monsters on the field.

 

Arcana Force XVIII - The Moon

Fairy-Type/LIGHT/Level 7/ATK 2800/DEF 2800

You can Special Summon this monster (from your hand) by Tributing 1 “Arcana Force” monster you control. If this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: Once per turn: You can send 1 card from your hand and 1 “Arcana Force” monster from your Deck to the Graveyard; Special Summon 1 “Arcana Force” monster from your Graveyard. ● Tails: During each of your End Phases: You can have each player choose 1 monster they control, and switch control of those monsters with each other.

 

Arcana Force EX - The Light Ruler

Fairy-Type/LIGHT/Level 10/ATK 4000/DEF 4000

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 3 “Arcana Force” monsters from your Graveyard. It this card is Special Summoned: Toss a coin and gain the appropriate effect. ● Heads: When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 card in your Graveyard; add that target to your hand. ● Tails: Cannot be targeted by, or destroyed by your opponent’s card effects.

 

Arcana Force EX - The Dark Ruler

Fairy-Type/LIGHT/Level 10/ATK 4000/DEF 4000

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 3 “Arcana Force” monsters from your Graveyard, or by its own effect. It this card is Special Summoned: Toss a coin and gain the appropriate effect. ● Heads: This card can attack twice during the same Battle Phase. ● Tails: If this card is destroyed by battle or card effect: Destroy all cards on the field, then Special Summon this card during the next Standby Phase, but its effect is negated.

 

[spoiler=Spell Cards (6 Cards)]

Arcana Force - Ace of Cups

Normal Spell

Reveal 1 “Arcana Force” monster from your hand until the End Phase, and toss a coin: ● Heads: Draw 2 Cards. ● Tails: Draw 1 Card.

 

Arcana Force V - The Hierophant

Quick-Play Spell

You can Tribute 1 “Arcana Force” monster you control: Special Summon 2 Level 4 “Arcana Force” monsters from your Deck, with different names. You cannot Special Summon monsters from your Extra Deck the turn you activate this effect

 

Arcana Force IX - The Hermit

Normal Spell

If you control only 1 “Arcana Force” monster. Toss a coin. ● Heads: Special Summon 1 Level 4 “Arcana Force” monster from your Deck. ● Tails: Add 1 “Arcana Force” monsters from your Deck to your hand.

 

Arcana Force XI - The Strength

Equip Spell

Equip only to an “Arcana Force” monster. It gains 1000 ATK and when it destroys a monster by battle, you gain LP equal to that monster’s ATK. Once per turn: You can treat the equipped monster’s effect as the opposite coin toss result until the end of the next turn. When this card is sent to the Graveyard: You can target 1 “Arcana Force” monster in your Graveyard; shuffle it into the Deck, and if you do, add this card to hand.

 

Arcana Force XVI - The Tower

Continuous Spell

During your End Phase, toss a coin. ● Heads: Special Summon 1 “Arcana Force” monster from your Graveyard. ● Add 1 “Arcana Force” monster from your Deck to your hand.

 

Arcana Force XVII - The Star

Normal Spell

Special Summon 1 “Arcana Force” monster from your Graveyard. If this card is in your Graveyard: You can banish it, then target 1 “Arcana Force” monster you control; that monster’s effect is now treated as the opposite coin toss result.

 

[spoiler=Trap Cards (4 Cards)]

Arcana Force X - Wheel of Fortune

Continuous Trap

Once per turn, during either player’s turn: You can target 1 “Arcana Force” monster you control; that monster’s effect is now treated as the opposite coin toss result.

 

Arcana Force XIII - Death

Continuous Trap

During your opponent’s Standby Phase, if you control an “Arcana Force” monster, toss a coin. ● Heads: Any card sent to your opponent’s Graveyard is banished instead, until the end of the next turn. ● Tails: Discard 1 card from your hand.

 

Arcana Force XIX - The Sun

Normal Trap

Target 1 “Arcana Force” monster you control and up to 2 monsters your opponent controls: Destroy them, then gain LP equal to half of their combined ATK.

 

Arcana Force XX - Judgment

Counter Trap

When a Spell Card, Trap Card, or monster effect is activated, toss a coin. ● Heads: Negate the activation, and if you do, destroy it. ● Tails: You take 1000 damage.

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