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Daretaker Archetype (14/14)


Atypical-Abbie

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Daretaker is an Archetype of EARTH, WATER and WIND Warrior and Machine-Type monsters with various Levels. They focus on coin toss and Synchro Summoning. They have Level 4 Warrior-Types and Machine-Type Tuners with various Levels as well as Warrior-Type Synchro Monsters. The Tuners have effects that activate when you take effect damage and one that equips them to a specific Synchro Monster. The non-Tuners have effects that activate upon Normal or Special Summon which gives them various effects, though you also toss a coin, and if it's Tails, you take 1000 damage, though you still get the other effect, hence the name, Daretaker. They are based around extreme sports and the Tuners are the machines used by the Synchros, which is seen in their name and effects.
 
Main Deck Monsters:
 
Daretaker - Jet Ski Scooter
Machine-Type/WATER/Tuner
Level 2
If you take effect damage by the effect of a "Daretaker" card: You can discard this card; gain 1000 LP. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Jet Ski Master": You can equip this card to that monster. It cannot be targeted by your opponent's card effects.
1000/1000
 
Daretaker - Motocross Bike
Machine-Type/EARTH/Tuner
Level 3
If you take effect damage by the effect of a "Daretaker" card: You can Special Summon this card from your hand. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Motocross Master": You can equip this card to that monster. It cannot be destroyed by your opponent's card effects.
1400/1400
 
Daretaker - Aerobatics Plane
Machine-Type/WIND/Tuner
Level 4
If you take effect damage by the effect of a "Daretaker" card: You can decrease this card's Level by 1. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Aerobatics Master": You can equip this card to that monster. It is unaffected by your opponent's monster effects.
1000/2000
 
Daretaker - Parkour Master
Warrior-Type/EARTH
Level 4
When this card is Normal or Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also Special Summon 1 "Daretaker" monster from your hand, except "Daretaker - Parkour Master". You can only use this effect of "Daretaker - Parkour Master" once per turn.
1700/1100
       
Daretaker - Surfing Master
Warrior-Type/WATER
Level 4
When this card is Normal or Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also add 1 "Daretaker" card from your Deck to your hand, except "Daretaker - Surfing Master You can only use this effect of "Daretaker - Parkour Master" once per turn.
1800/200
 
Daretaker - Hanggliding Master
Warrior-Type/WIND
Level 4
When this card is Normal or Special Summoned: You can target 1 Level 4 or lower "Daretaker" monster in your Graveyard, except "Daretaker - Hanggliding Master"; toss a coin, and if the result is Tails, take 1000 damage, also Special Summon that target. You can only use this effect of "Daretaker - Hanggliding Master" once per turn.
1200/1900
 
Extra Deck Monsters:
 
Daretaker - Jet Ski Master
Warrior-Type/WATER/Synchro
Level 6
1 "Daretaker" Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: You can target 1 Spell/Trap Card your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also banish that target. Once per turn, if your opponent declares an attack: You can toss a coin, and if the result is Tails, take 1000 damage, also negate that attack.
2200/2000
 
Daretaker - Motocross Master
Warrior-Type/EARTH/Synchro
Level 7
1 "Daretaker" Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: You can target 1 monster your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also banish that target. Once per turn, during either player's turn: You can target 1 face-up card your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also negate that target's effects.
2500/2400
 
Daretaker - Aerobatics Master  
Warrior-Type/WIND/Synchro
Level 8
1 "Daretaker" Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also banish 1 random card from your opponent's hand. Once per turn: You can toss 1 coin, if the result is Tails, take 1000 damage, also this card can attack twice during each Battle Phase this turn.  
2600/2600
 
Spell/Trap Cards:
 
Daretaker - Big Event
Field Spell Card

All "Daretaker" monsters you control gain 200 ATK and DEF for each monster you control with a different Attribute. Once per turn, if a Synchro Monster is Synchro Summoned: You can add 1 "Daretaker" monster with a different Attribute than that monster from your Deck to your hand.

 
Daretaker - Wild Ride
Continuous Spell Card
Once per turn, if exactly 1 "Daretaker" monster in your possession is destroyed by battle or card effect and sent to the Graveyard: You can toss a coin, and if the result is Tails, take 1000 damage, also Special Summon 1 "Daretaker" monster from your hand or Deck. You can Normal Summon 1 "Daretaker" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
 
Daretaker - Risky Shortcut
Quick-Play Spell Card
Toss a coin 3 times, take damage equal to the number of Tails x 500, also Special Summon 1 "Daretaker" monster from your hand. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Daretaker" card in your Graveyard; toss 1 coin, if the result is Tails, take 1000 damage, also add that target to your hand.

 

Daretaker - Epic Crash
Normal Trap Card
During the End Phase of the turn this card is activated, draw 1 card for every 1000 damage you took from "Daretaker" cards this turn. You can only activate 1 "Daretaker - Epic Crash" per turn.
 
Daretaker - Safety Gear
Continuous Trap Card
Activate only if you control a "Daretaker" monster. When this card activated: Gain 1000 HP. During each of your Standby Phases: Toss 1 coin, then apply the appropriate effect based on the result until the end of your opponent's next turn.
● Heads: The first time you would take battle or effect damage each turn, you take no damage.
● Tails: Any battle and effect damage you take is halved.

 

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  • 2 weeks later...

Right, let's take this review to the EXTREEEEEEEEEEEME.

 

[spoiler=Daretaker Monsters Review]

Daretaker - Jet Ski Scooter
Machine-Type/WATER/Tuner
Level 2
 
Daretaker - Motocross Bike
Machine-Type/EARTH/Tuner
Level 3
 
Daretaker - Aerobatics Plane
Machine-Type/WIND/Tuner
Level 4
 
These Tuner Daretakers seem the same in regards of strategy-of course, because of Pirika, the WIND one has highest priority of snapping it into the graveyard this SUNDAY SUNDAY SUNDAY. (get it?) Jet Ski picks your teeth off the ground and wires 'em back in if a stunt goes wrong, while the Motorcross Quick Summons itself (love that it don't have that all-too-limiting HOPT-ion, tho), and the Aerobatics Plane drops a Level to expedite some good Synchro Summons. Also, possibly summon Totem Bird. You know. Because REASONS REASONS REASONS. So they're good in that regard.
 
BUT WAIT THERE'S MORE.
 
If these road (and cloud) warriors get used well enough by their owners in their respective competition class, they can be brought back for a revival tour when their owner's become PRO. And with the Jet Ski turning its master into Kozmo Utopia, the Motorcross Bike allowing its master to survive even lightning strikes (coughRaigekicough) and the Aeroplane making its master able to skirt above anything your opponent's roster throws at it, these cards could easily keep the edge that you'll be living on with the DARETAAAAAAKERS! 
 
So yeah, really nice Tuners for the set. Wish they were a tad less discriminating: I'm pretty sure Aerobatic plane could easily help the other two Daretaker Synchros as well as it does the Hangliding Master, but yeah...vehicle classes and all that. Probably running 1 of the Jet Ski and Plane, and 3 of the Motorcross Bike. Don't wanna brick, do wanna Synch. Should be enough for the situation. 
 
On to the next climb!
 
Daretaker - Parkour Master
Warrior-Type/EARTH
Level 4
1700/1100
       
Daretaker - Surfing Master
Warrior-Type/WATER
Level 4
1800/200
 
Daretaker - Hanggliding Master
Warrior-Type/WIND
Level 4
1200/1900
 
Amazing. Now we have the Main Deck Daretaker masters, and each of them expedite the game a-la Satellarknights. Hangliding Master's Altair, Surf Master's Deneb, and Park Master's Vega. With a chance of taking 1000 damage to saddle each cost though, there's sometimes you might NOT want to be lucky-you know, to Summon Motorcross Bike or knock down Aerobatic Plane for a good Synchro Summon or two.
 
Pretty sure my take on this is to handle them like the original 3 Satellars-run up Norden, a pair of Instant Fusions, and a bunch of 3-Mat Xyzes to make the most of the rampart Summons. Also, Lightning Chidori'll be a real MVP here..
 
Wait, I didn't say another extreme thing here. Guess I'll start now.
 
It you miss these wonderful stars in action this SUNDAY SUNDAY SUNDAY, you better be dead or in jail. And if you in jail, YOU BETTER POST THAT BAIIIIIIIIIIIIL.
 
Daretaker - Jet Ski Master
Warrior-Type/WATER/Synchro
Level 6
2200/2000
 
Daretaker - Motocross Master
Warrior-Type/EARTH/Synchro
Level 7
2500/2400
 
Daretaker - Aerobatics Master  
Warrior-Type/WIND/Synchro
Level 8 
2600/2600
 
'Membered saying Jet-Ski Master was a Utopia-like being, due to its attack negation, but its also like Dragon Spirit of White too. And it's not too too shabby, being Level 6. But I wonder if we can't buff the ATK a tad, just to keep it on par with the Level 6 Synchs of our lore.
 
Motorcross Master hits the monster lineup the same way Jet-Ski Master and has a wondrous HRDA Abyss effect to boot. This is where the xenophobia in the Summoning conditions STARTS (e.g. continues with the next card.) comes in handy-this sort of effect on Cursed King Sigfried made it an instant D/D/D staple. So this is clearly the mainstary of the deck. Spam out copies of this, lock the field, Who wants any of that? Probably lives on the corner of ABSOLUTELY n' NOBODY.  
 
Finally, we've got the highest Level Daretaker Synchro, Aerobatics Master: goes after the hand and LP though its double attacks. Becomes immune to monster effects thanks to its tool too doesn't it? And 2600 ATK to boot. This is...a bit less amazing than I think This would be good if it was a bit beefier (I do understand why though, messing with hands is something NO MONSTER STRONGER THAN THIS should have. And this is a pretty solid Synchro for all it does. Use the lesser two Daretaker Synchros to blank out the field, and this to go in for the KILL KILL KILL.   
 
All in all, some amazing stunts this Deck's monster range pulls off.

 

 

 

[spoiler=Daretaker Spell/Trap Review]

 
Spell/Trap Cards:
 
Daretaker - Big Event
Field Spell Card
This is the money, Potential 800 point boosts and a +1 "Daretaker" upon Synchro Summon. Think, for once, you can afford to be a tad more liberal with the last effect. Up to twice per turn would be nice, and still be reigned in. Though I'm confused why you'd essentially repeat effects with Big Event and Surfing Master. Maybe have one of them Summon a "Daretaker with a different Attribute from the Deck. Not just to mix it up 
 
Daretaker - Wild Ride
Continuous Spell Card
This, on the other hand, could use a downgrade: This effectively allows you to summon 5 monsters a turn: nice for setting up Daretaker, bad if you're trying to balance. Liek, why would anyone need any other cards at this rate. I'd suggest limiting it to the Tuners, if keeping it at all.
 
Daretaker - Risky Shortcut
Quick-Play Spell Card
Again with this. The monster line-up was solid, but this is one where this should serve to do something the Daretakers may need the edge in on this format-either knock out the Spell/Trap game without the help of the Synchros, or boost the ATK a tad to get over the big threats. (not everything takes lightly to being targeted, y'know.) The second effect, though, is baller. Keep that as primary, really. 
 
Daretaker - Epic Crash
Normal Trap Card
Hmmm. I'm actually okay with this one. Like a Super Rejuvenation of the soul. Is a bit dicey, though, since you usually want the draw power earlier on to make use of the cards, but Hieratics did this too and never missed a beat. Carry on. 
 
Daretaker - Safety Gear
Continuous Trap Card
Oooh, nice. Either your first bout of damage is nullified, or all of it is halved. And a Daretaker flop cost's worth of Life Points to boot? Defenitely a three-of, really, just for the sake of averting damage. Only Continuous Traps that I can think f that'd work better in that regard usually have the words "Revealing Light" in em, so good act you're following. 

 

 

 

In short: Monsters are baller, even if they remind me a tad of Satellarknights, and the Spell/Traps are solid, if a bit redundant with its own archetype here and there. Keep on rolling, man.

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Right, let's take this review to the EXTREEEEEEEEEEEME.

 

[spoiler=Daretaker Monsters Review]

Daretaker - Jet Ski Scooter
Machine-Type/WATER/Tuner
Level 2
If you take effect damage by the effect of a "Daretaker" card: You can discard this card; gain 1000 LP. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Jet Ski Master": You can equip this card to that monster. It cannot be targeted by your opponent's card effects.
1000/1000
 
Daretaker - Motocross Bike
Machine-Type/EARTH/Tuner
Level 3
If you take effect damage by the effect of a "Daretaker" card: You can Special Summon this card from your hand. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Motocross Master": You can equip this card to that monster. It cannot be destroyed by your opponent's card effects.
1400/1400
 
Daretaker - Aerobatics Plane
Machine-Type/WIND/Tuner
Level 4
If you take effect damage by the effect of a "Daretaker" card: You can decrease this card's Level by 1. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Aerobatics Master": You can equip this card to that monster. It is unaffected by your opponent's monster effects.
 
These Tuner Daretakers seem the same in regards of strategy-of course, because of Pirika, the WIND one has highest priority of snapping it into the graveyard this SUNDAY SUNDAY SUNDAY. (get it?) Jet Ski picks your teeth off the ground and wires 'em back in if a stunt goes wrong, while the Motorcross Quick Summons itself (love that it don't have that all-too-limiting HOPT-ion, tho), and the Aerobatics Plane drops a Level to expedite some good Synchro Summons. Also, possibly summon Totem Bird. You know. Because REASONS REASONS REASONS. So they're good in that regard.
 
BUT WAIT THERE'S MORE.
 
If these road (and cloud) warriors get used well enough by their owners in their respective competition class, they can be brought back for a revival tour when their owner's become PRO. And with the Jet Ski turning its master into Kozmo Utopia, the Motorcross Bike allowing its master to survive even lightning strikes (coughRaigekicough) and the Aeroplane making its master able to skirt above anything your opponent's roster throws at it, these cards could easily keep the edge that you'll be living on with the DARETAAAAAAKERS! 
 
So yeah, really nice Tuners for the set. Wish they were a tad less discriminating: I'm pretty sure Aerobatic plane could easily help the other two Daretaker Synchros as well as it does the Hangliding Master, but yeah...vehicle classes and all that. 
 
 
 
Daretaker - Parkour Master
Warrior-Type/EARTH
Level 4
When this card is Normal or Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also Special Summon 1 "Daretaker" monster from your hand, except "Daretaker - Parkour Master". You can only use this effect of "Daretaker - Parkour Master" once per turn.
1700/1100
       
Daretaker - Surfing Master
Warrior-Type/WATER
Level 4
When this card is Normal or Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also add 1 "Daretaker" card from your Deck to your hand, except "Daretaker - Surfing Master You can only use this effect of "Daretaker - Parkour Master" once per turn.
1800/200
 
Daretaker - Hanggliding Master
Warrior-Type/WIND
Level 4
When this card is Normal or Special Summoned: You can target 1 Level 4 or lower "Daretaker" monster in your Graveyard, except "Daretaker - Hanggliding Master"; toss a coin, and if the result is Tails, take 1000 damage, also Special Summon that target. You can only use this effect of "Daretaker - Hanggliding Master" once per turn.
1200/1900
 
Extra Deck Monsters:
 
Daretaker - Jet Ski Master
Warrior-Type/WATER/Synchro
Level 6
1 "Daretaker" Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: You can target 1 Spell/Trap Card your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also banish that target. Once per turn, if your opponent declares an attack: You can toss a coin, and if the result is Tails, take 1000 damage, also negate that attack.
2200/2000
 
Daretaker - Motocross Master
Warrior-Type/EARTH/Synchro
Level 7
1 "Daretaker" Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: You can target 1 monster your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also banish that target. Once per turn, during either player's turn: You can target 1 face-up card your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also negate that target's effects.
2500/2400
 
Daretaker - Aerobatics Master  
Warrior-Type/WIND/Synchro
Level 8
1 "Daretaker" Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also banish 1 random card from your opponent's hand. Once per turn: You can toss 1 coin, if the result is Tails, take 1000 damage, also this card can attack twice during each Battle Phase this turn.  
2600/2600
 

 

 

 

[spoiler=Daretaker Spell/Trap Review]

 
Spell/Trap Cards:
 
Daretaker - Big Event
Field Spell Card
All "Daretaker" monsters you control gain 200 ATK and DEF for each monster you control with a different Attribute. Once per turn, if a Synchro Monster is Synchro Summoned: You can add 1 "Daretaker" monster with a different Attribute than that monster from your Deck to your hand.
 
Daretaker - Wild Ride
Continuous Spell Card
Once per turn, if exactly 1 "Daretaker" monster in your possession is destroyed by battle or card effect and sent to the Graveyard: You can toss a coin, and if the result is Tails, take 1000 damage, also Special Summon 1 "Daretaker" monster from your hand or Deck. You can Normal Summon 1 "Daretaker" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
 
Daretaker - Risky Shortcut
Quick-Play Spell Card
Toss a coin 3 times, take damage equal to the number of Tails x 500, also Special Summon 1 "Daretaker" monster from your hand. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Daretaker" card in your Graveyard; toss 1 coin, if the result is Tails, take 1000 damage, also add that target to your hand.
 
Daretaker - Epic Crash
Normal Trap Card
During the End Phase of the turn this card is activated, draw 1 card for every 1000 damage you took from "Daretaker" cards this turn. You can only activate 1 "Daretaker - Epic Crash" per turn.
 
Daretaker - Safety Gear
Continuous Trap Card
Activate only if you control a "Daretaker" monster. When this card activated: Gain 1000 HP. During each of your Standby Phases: Toss 1 coin, then apply the appropriate effect based on the result until the end of your opponent's next turn.
● Heads: The first time you would take battle or effect damage each turn, you take no damage.
● Tails: Any battle and effect damage you take is halved.

 

 

You only reviewed the Tuners, are you doing the others later or did it glitch?

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Yeah, its a glitch. The full review should be up-your cards name and details in bold.

Ok, a few thoughts from me:

 

Daretaker - Aerobatics Plane, well yes, it could, but it's more of a flavor thing than gameplay, it would be strange if it could just equip to any of them randomly, where the others couldn't, and since the others would never be able to Synchro Summon the other Synchro Monsters (unless you put other monsters in this Deck, but that doesn't seem like it would work too well with the way I designed them), changing the others to also be like that would not be worthwhile.

 

Daretaker - Big Event, the reason why they have similar effects is because I don't want to have it able to add multiple per turn, which I also doubt is likely to happen regardless.

 

Daretaker - Wild Ride, I may try to reduce this somehow, I do feel that it and Risky Shortcut overlap more than I wanted to, but I also never want them to not be able to Synchro Summon, since Synchro Decks tend to be able to use most of their cards together to at least produce something, where this you really need to already have set-up to do so.

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