Jump to content

The Cowards


Recommended Posts

Rewas, the Vanishing Coward


Level 1


DARK/Fairy/Effect


When this card is Summoned, if your opponent controls a card(s): Destroy this card.


250/250


 


Dova, the Hiding Coward


Level 1


DARK/Fairy/Effect


When this card is Summoned, if your opponent controls a card(s): Shuffle this card into the Deck.


0/500


 


Enda, the Self-Victimising Coward


Level 1


DARK/Fairy/Effect


When this card is Summoned, if your opponent controls a card(s): Return this card to the hand.


500/0


 


Cowards Assemble


Quick-Play Spell


Add 3 "Coward" monsters with different names from your Deck to your hand.


 


Cowards' Retreat


Quick-Play Spell


Target 3 "Coward" monsters with different names in your Graveyard or on the field: Shuffle them into the Deck.


 


Cowards Sacrifice


Quick-Play Spell


Send 3 "Coward" monsters with different names from your Deck to the Graveyard.


 


Cowards Unite


Quick-Play Spell


Banish 3 "Coward" monsters with different names from your Deck: Banish 3 "Coward" monsters with different names from your hand; Banish 3 "Coward" monsters with different names from your Graveyard, and if you do, Special Summon 1 "YCC, the Divine Coward" from your Extra Deck.


 


YCC, the Divine Coward


Level 1


LIGHT/Fairy/Fusion/Effect


When this card is Summoned, if your opponent controls a card(s): Target 9 "Coward" monsters that are banished; Shuffle them into your opponent's Deck, then banish the top 9 cards of their Deck. During either player's turn, you can shuffle this card into the Deck: Shuffle both player's Decks.


500/500


 


Inspired by Yui's presidential campaign.


Link to comment
Share on other sites

Inspired by Yui's presidential campaign.

tumblr_mt7zu3YP1S1sfh6uoo1_500.gif

 

I don't usually come into CC, but this archetype is kinda interesting, but more importantly, I'm not about to sit back quietly while you give me playful bullshit over this, because I do take some things a bit seriously. So buckle your cancerous-ass seatbelt and listen the funk up. I'll review the archetype after I deal with my personal business.

 

I RP a lot. It's what I come here to do. Naturally, this takes up a fair chunk of my spare time, and more often than not it keeps me tied down to one section. Now sometimes, such as with the YCMock Election and the recent Halloween Masquerade, I get the chance to spread my craft across the entire site by playing with a new persona. Of course I'm going to leap at an opportunity to do that, but something I hadn't considered in Keith's case was that I just got to breathe after I was done playing Chara for the Masquerade. Do you have any idea how draining Chara was on my creative juices? Just the process of figuring out how to play the part was enough of a chore, let alone setting up the posts to actually do it. As the first debate closed in for the election, I realized that - with my exhausted reserve of creative RP mojo Chara had basically sucked dry - there was no way I'd be able to keep up Keith's act the entire time. It was just not possible, so excuse the funk outta me for knowing when a good show needs to be called in early, rather than letting Keith develop a chance at winning then really disappointing everybody when I became unable to keep the act up. I was even good enough to leave a scandal behind - something to add to the plot - instead of just vanishing off the face of the earth quietly.[/rant]

 

Now then, the archetype. The idea of having to set up your hand, deck, and graveyard to summon a fusion sounds pretty fun in theory. The fact that the fusion itself doesn't win by beating over your opponent - but rather by banishing from the top of their deck - really grabs my attention. I've actually wanted to see an archetype for some time that involves a lot of moving your own cards around that isn't named Bujin, and this kinda gives a good idea of how such a thing could work. The thing I'm not so crazy about here is that the material monsters are more or less useless unless you've got all but one coward set up, and the fusion can only go off once since you need all 9 cowards to make it. The whole thing is fun in theory, but hilariously underwhelming in practice.

Link to comment
Share on other sites

tumblr_mt7zu3YP1S1sfh6uoo1_500.gif

 

I don't usually come into CC, but this archetype is kinda interesting, but more importantly, I'm not about to sit back quietly while you give me playful bullshit over this, because I do take some things a bit seriously. So buckle your cancerous-ass seatbelt and listen the f*** up. I'll review the archetype after I deal with my personal business.

 

I RP a lot. It's what I come here to do. Naturally, this takes up a fair chunk of my spare time, and more often than not it keeps me tied down to one section. Now sometimes, such as with the YCMock Election and the recent Halloween Masquerade, I get the chance to spread my craft across the entire site by playing with a new persona. Of course I'm going to leap at an opportunity to do that, but something I hadn't considered in Keith's case was that I just got to breathe after I was done playing Chara for the Masquerade. Do you have any idea how draining Chara was on my creative juices? Just the process of figuring out how to play the part was enough of a chore, let alone setting up the posts to actually do it. As the first debate closed in for the election, I realized that - with my exhausted reserve of creative RP mojo Chara had basically sucked dry - there was no way I'd be able to keep up Keith's act the entire time. It was just not possible, so excuse the f*** outta me for knowing when a good show needs to be called in early, rather than letting Keith develop a chance at winning then really disappointing everybody when I became unable to keep the act up. I was even good enough to leave a scandal behind - something to add to the plot - instead of just vanishing off the face of the earth quietly.[/rant]

 

Shambles.

 

Now then, the archetype. The idea of having to set up your hand, deck, and graveyard to summon a fusion sounds pretty fun in theory. The fact that the fusion itself doesn't win by beating over your opponent - but rather by banishing from the top of their deck - really grabs my attention. I've actually wanted to see an archetype for some time that involves a lot of moving your own cards around that isn't named Bujin, and this kinda gives a good idea of how such a thing could work. The thing I'm not so crazy about here is that the material monsters are more or less useless unless you've got all but one coward set up, and the fusion can only go off once since you need all 9 cowards to make it. The whole thing is fun in theory, but hilariously underwhelming in practice.

 

The underwhelming nature of the whole thing is intentional because they're supposed to be cowards loosely (not loosely they're actually 100% accurate) based off real cowards in the real world (such as Rewas), and so it's kind of joek but also actually wanted them to be cards that kind of half could theoretically function in a vacuum.

 

 

You forgot one.

 

Enguin, the Denying Coward

Level 1

DARK/Fairy/Effect

When this card is Summoned, if your opponent controls a card(s): Banish this card.

0/0

 

Doesn't work in conjunction with the fusion, no specification as to what is being denied, not a coward. Overall 2/10 too much water.

Link to comment
Share on other sites

not a coward.

This is the denial, which should be pretty obvious..

 

We can go further if you want.

 

What comes after Denial? Anger I believe..

 

Enguin, the Salty Coward

Rank 1

DARK/Fairy/Effect

2 Level 1 monsters

When this card is Summoned, if your opponent controls a card(s): detach 1 Xyz Material from this card; destroy as many monsters on the field as possible, and if you do, Special Summon up to 3 "Coward" monsters from your Deck.

500/500

Link to comment
Share on other sites

With how difficult the Summoning of the Fusion monster is, and how the materials are unusable by themselves, maybe we can buff the Fusion a bit. Disrupting your opponent's Deck by adding unusable cards and banishing their Deck is genuinely creative, but it won't help you survive the field presence. Cowards gang up. The Fusion needs 9 Cowards for its effect. So why not just add an extra effect where the cowards gang up and shuffle something from opp's field to their Deck? It's a removal that bypasses anti-destruction effects, and IMO still fits the coward theme.

 

Also, the Fusion can be Summoned via Instant Fusion. I don't know if that's intentional or not, but if not then better add some clause for its summoning XD

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...