Jump to content

Archived

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

Zaziuma

Silhouette Archetype (12/12)

Recommended Posts

Silhouette is an Archetype of Continuous Trap Cards "Trap monsters" that treat themselves as DARK monsters with various Types. They focus on Special Summoning themselves, then doing your Standby Phase, you can place them in their Spell & Trap Zone where they provide an effect the same way a normal Continuous Trap Card, but also allow you to Special Summon some of the more powerful Silhouette monsters. Along with this, they have a single Main Deck Monster, called Light Conjurer, which is a LIGHT monster, not DARK, who can add them from your Deck to your hand and Special Summon itself, and a Field Spell Card called Light World, which allows you to Special Summon them OR place them in their Spell & Trap Zone during either player's turn. The name Silhouette can be seen as a double entendre, as they are both the "silhouettes" of different Types, but they also hide in the Spell & Trap Zone as silhouettes for your other Silhouette monsters.
 
Main Deck Monsters:
 
Light Conjurer
Spellcaster-Type/LIGHT
Level 4
You can shuffle 1 "Silhouette" Continuous Trap Card from your hand into your Deck; add 1 "Light World" or "Silhouette" Continuous Trap Card with a different name from your Deck to your hand. If this card is in your Graveyard and you control a "Silhouette" Continuous Trap Card in your Spell & Trap Zone: You can Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use each effect of "Light Conjurer" once per turn.
1500/1500
 
Extra Deck Monsters:
 
Shadow Conjurer
Spellcaster-Type/DARK/Xyz
Rank 4
2 or more Level 4 Trap Cards that are monsters     
You can also use "Silhouette" Continuous Trap Card in your Spell & Trap Zone as Xyz Material by treating them as Level 4 monsters for this card's Xyz Summon. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; halve its ATK and DEF until the end of this turn. Once per turn, if you Special Summon a "Silhouette" monster: Draw 1 card.
2400/2200  

 

Spell/Trap Cards:
 
Light World
Field Spell Card
All monsters you control gain 300 ATK and DEF for each "Silhouette" Continuous Trap Card in your Spell & Trap Zone. During either player's turn: You can target 1 "Silhouette" Continuous Trap Card that is treated as a monster you control; place it face-up in its Spell & Trap Zone. During either player's turn: You can target 1 "Silhouette" Continuous Trap Card in your Spell & Trap Zone; Special Summon that target as an Effect Monster that is still treated as a Trap Card (its Type, Attribute, Level, ATK and DEF become the same as is written in its card text.) You can only activate 1 effect of "Light World" per turn, and only once that turn.
 
Light Enchantment
Continuous Spell Card
Once per turn: You can send 1 face-up "Silhouette" Continuous Trap Card in your Spell & Trap Zone to the Graveyard; place 1 "Silhouette" Continuous Trap Card from your hand or Deck in your Spell & Trap Zone face-up with a different name. "Silhouette" Continuous Trap Card in your Spell & Trap Zone cannot be targeted or destroyed by your opponent's card effects. If this card is sent to the Graveyard: You can target 1 "Light World" in your Graveyard; add it to your hand.
 
Knight Silhouette
Continuous Trap Card
Special Summon this card as an Effect Monster (Warrior-Type/DARK/Level 4/ATK 1800/DEF 1300). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). While this card is face-up in your Spell & Trap Zone, your opponent cannot target monsters you control for attacks or effects, except the monster you control with the highest ATK.
 
Crow Silhouette
Continuous Trap Card
Special Summon this card as an Effect Monster (Winged Beast-Type/DARK/Level 4/ATK 1600/DEF 1600). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). While this card is face-up in your Spell & Trap Zone, if "Light Conjurer" or a "Silhouette" monster(s) you control would be destroyed by battle or your opponent's card effect, you can discard 1 card instead.
 
Robot Silhouette
Continuous Trap Card
Special Summon this card as an Effect Monster (Machine-Type/DARK/Level 4/ATK 1200/DEF 2000). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can target 1 "Silhouette" Continuous Trap Card in your Graveyard, except "Robot Silhouette"; Set that target, also if you control "Light World", you can activate that target the turn it was Set.
 
Magician Silhouette
Continuous Trap Card
Special Summon this card as an Effect Monster (Spellcaster-Type/DARK/Level 4/ATK 1500/DEF 1700). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can discard 1 card; add 1 "Light Conjurer" or "Light Enchantment" from your Deck to your hand.
 
Wolf Silhouette
Continuous Trap Card
Special Summon this card as an Effect Monster (Beast-Type/DARK/Level 4/ATK 1700/DEF 1400). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster.) While this card is face-up in your Spell & Trap Zone, if "Shadow Conjurer" or a "Silhouette" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
 
Angel Silhouette
Continuous Trap Card
If you control 1 or more "Silhouette" Continuous Trap Cards in your Spell & Trap Zone: Special Summon this card as an Effect Monster (Fairy-Type/DARK/Level 7/ATK 2300/DEF 2500). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can target 1 Spell/Trap Card your opponent controls; destroy it.
 
Demon Silhouette
Continuous Trap Card
If you control 1 or more "Silhouette" Continuous Trap Cards in your Spell & Trap Zone: Special Summon this card as an Effect Monster (Fiend-Type/DARK/Level 7/ATK 2500/DEF 2300). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can target 1 monster your opponent controls; destroy it.
 
Dragon Silhouette
Continuous Trap Card

If you control 2 or more "Silhouette" Continuous Trap Cards in your Spell & Trap Zone: Special Summon this card as an Effect Monster (Dragon-Type/DARK/Level 8/ATK 3000/2500). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place in face-up in its Spell & Trap Zone (this card is not treated as a monster). While this card is face-up in your Spell & Trap Zone, any card sent to your opponent's Graveyard is banished instead, except Trap Cards.

Share this post


Link to post
Share on other sites

[spoiler=DA SILHOUETTE (And Light Spell) REVIEW]


Light World

Field Spell Card

 

 

Crazier version of the Hidden City-extending the Silhouette cards' plays that they do on the Standby and boosts up your front row by up to 1500 both ways. If the Silhouettes weren't effectively Normal Monsters, I'd have problems with this. As it is though, 3-of immediately, along with 3 Terraformings, because obvious. 

 

Also, since this holds a static effect and two activated ones with a hard HOPT, that HOPT goes in after the static effects (the stat boosts) and the effects it holds jurisdiction over go blow it in their own bullet point brackets. See Super Quantum Pilot Red Layer for what I mean. Sorry, pet peeve.

 


Light Enchantment

Continuous Spell Card

 

Tutors out your Silhouette backrow, keeps them all safe, and brings back the Field Spell upon hitting a Grave? Hello Foolish Burial of Belongings' BFF. 3-of again. And now for the part of the review where I'm loud for no good bloody reason...



 

Knight Silhouette

Continuous Trap Card

 

 

VANILLA TRAP KNIGHT!

 

That turns into Belial in the backrow. 1 of in a pure Silhouette build, though. You've got better Silhouettes to put time and effort into. This is for the times when you have somehting big and beefy you want people to target-or try to, anyways. (e.g. Kozmo) 

 

"You though you were hitting my Tincan! BUT IT WAS ME, DANRK DESTROYER!" 

 

...okay that was a reach.

 

Crow Silhouette

Continuous Trap Card

 

VANILLA TRAP WINGED BEAST!

That lets you -1 for Frontrow protection. Okay, but for them to be more at large, you're gonna have to let in something (besides Shadow Conjurer, which is super good) to keep the hands healthy for this. Think of this like one would Herald of Perfection. Maybe the Knight Silhouette could work toward a drawing game, and the Dragon Silhouette gets that Belial-like effect as the boss of the Silhouettes. Two cents-do with it what one will. 

 

 

Robot Silhouette

Continuous Trap Card

 

VANILLA TRAP MACHINE!

That brings out other Silhouettes and plays them on the same turn if that Field Spell you can Terraform from the hand and Light Enchantment out of the Grave somehow stays on the field. Hella hard, right? Also sets up for Shadow Conjurer like nobody's business. So that's nice.

 


Magician Silhouette

Continuous Trap Card

 

VANILLA TRAP SPELLCASTER! 

Also it tutors out the Archetype's primary Main Deck monster-and that Field-Spell grabbing Light Enchantment. So now, between this, Terraforming, Light Conjurer itself and the Field Spell...3 out of 10 chances to bring out the Field Spell from Deck or Grave and pwn face. Congrats on the newest member of the 3-at-minimum Club. Getting a tad full there, Silhouettes. 

 

Wolf Silhouette

Continuous Trap Card

 

VANILLA TRAP BEAST!

That turns all your Silhouettes into Armaides. Cool again, but I've gotta say, most of the stuff that'd really hamper the Armaides-and indeed any Trap-Card intensive strategy like the Silhouettes provide-come a Phase too early for THIS to properly counter. 

 

 


Angel Silhouette

Continuous Trap Card

 

Demon Silhouette

Continuous Trap Card

 

VANILLA TRAP FAIRY/FIEND!

That are both Level 7, and let you destroy a specific type of card (Angel handles Spells/Traps, Demon handles monsters and has the 23/25K stat either normal or ever. Super nice disruption, and lets you get into the Rank 7s as well. Not like Robot Silhouette can't bring them back. 

 

Dragon Silhouette

Continuous Trap Card

 


VANILLA TRAP Dwait it already says its type in the name. Anyways, borderline Amorphage Irritium in backrow, and 3000 ATK in in the frontrow, makes for a great monster. Something that might be a nice primary target for the Light Spells, just to Dark Law your opponent away from any Graveyard triggers. And of course, since it allows Level 8s, this works well with Metal Reflect Slime to make Titanic Galaxy or pipeline into Seven Sins.  


 


So good cards all around, maybe improve on Knight and Wolf Silhouettes, if any. Now for the two ACTUAL MONSTERS in the set.



 


[spoiler=DE KONJUUREZ REVIEW (Conjurers)]


Light Conjurer acts as Magician Silhouette and Terraforming #4, 5, and 6, has a modest 15K body, and is Level 4, so SHADOW CONoh wait it cant be used as Material for that BUT IT CAN MAKE OTHER RANK 4s! And Special Summons while you control a Silhouette backrow. Oh happy day, now I don't have to waste Norden on this OH WAIT I DEFINITELY AM ANYWAY IT'S THAT GOOD. Seriously, prime candidate is Conjurer and Trickclown/Snow for Bujintei Tsukuyomi. Sets up Robot Silhouette, +2s for Crow Silhouette, and gets more chances to get the rest of the Silhouettes at a rapid clip (Ahem, the Light Spells.) 


 


And finally, there's Shadow Conjurer, that Trap Monster-summonable Xyz (well, besides the Paleozoics) that chops up ATK and DEF like a world-class chef, and nets you an extra draw each turn you Summon a Silhouette. And has Monarch-level ATK to boot, so unless you're a Kaiju or your name's Utopia the Lightning, good luck getting over. Two of these on the field, and your opponent may as well scoop. Tiki Spirits might like it too though. 


 


So there's my whole review. TO DE CHOPPA AGAIN. MAH PEOPEL NEED MEH.


 


(ROFLcoptering ensues)


 


Share this post


Link to post
Share on other sites

 

[spoiler=DA SILHOUETTE (And Light Spell) REVIEW]

Light World
Field Spell Card
 
 
Crazier version of the Hidden City-extending the Silhouette cards' plays that they do on the Standby and boosts up your front row by up to 1500 both ways. If the Silhouettes weren't effectively Normal Monsters, I'd have problems with this. As it is though, 3-of immediately, along with 3 Terraformings, because obvious. 
 
Also, since this holds a static effect and two activated ones with a hard HOPT, that HOPT goes in after the static effects (the stat boosts) and the effects it holds jurisdiction over go blow it in their own bullet point brackets. See Super Quantum Pilot Red Layer for what I mean. Sorry, pet peeve.
 
Light Enchantment
Continuous Spell Card
 

Tutors out your Silhouette backrow, keeps them all safe, and brings back the Field Spell upon hitting a Grave? Hello Foolish Burial of Belongings' BFF. 3-of again. And now for the part of the review where I'm loud for no good bloody reason...

 
Knight Silhouette
Continuous Trap Card
 
 
VANILLA TRAP KNIGHT!
 
That turns into Belial in the backrow. 1 of in a pure Silhouette build, though. You've got better Silhouettes to put time and effort into. This is for the times when you have somehting big and beefy you want people to target-or try to, anyways. (e.g. Kozmo) 
 
"You though you were hitting my Tincan! BUT IT WAS ME, DANRK DESTROYER!" 
 
...okay that was a reach.
 
Crow Silhouette
Continuous Trap Card
 
VANILLA TRAP WINGED BEAST!
That lets you -1 for Frontrow protection. Okay, but for them to be more at large, you're gonna have to let in something (besides Shadow Conjurer, which is super good) to keep the hands healthy for this. Think of this like one would Herald of Perfection. Maybe the Knight Silhouette could work toward a drawing game, and the Dragon Silhouette gets that Belial-like effect as the boss of the Silhouettes. Two cents-do with it what one will. 
 
 
Robot Silhouette
Continuous Trap Card
 
VANILLA TRAP MACHINE!
That brings out other Silhouettes and plays them on the same turn if that Field Spell you can Terraform from the hand and Light Enchantment out of the Grave somehow stays on the field. Hella hard, right? Also sets up for Shadow Conjurer like nobody's business. So that's nice.
 
Magician Silhouette
Continuous Trap Card
 
VANILLA TRAP SPELLCASTER! 
Also it tutors out the Archetype's primary Main Deck monster-and that Field-Spell grabbing Light Enchantment. So now, between this, Terraforming, Light Conjurer itself and the Field Spell...3 out of 10 chances to bring out the Field Spell from Deck or Grave and pwn face. Congrats on the newest member of the 3-at-minimum Club. Getting a tad full there, Silhouettes. 
 
Wolf Silhouette
Continuous Trap Card
 
VANILLA TRAP BEAST!
That turns all your Silhouettes into Armaides. Cool again, but I've gotta say, most of the stuff that'd really hamper the Armaides-and indeed any Trap-Card intensive strategy like the Silhouettes provide-come a Phase too early for THIS to properly counter. 
 
 
Angel Silhouette
Continuous Trap Card
 
Demon Silhouette
Continuous Trap Card
 
VANILLA TRAP FAIRY/FIEND!
That are both Level 7, and let you destroy a specific type of card (Angel handles Spells/Traps, Demon handles monsters and has the 23/25K stat either normal or ever. Super nice disruption, and lets you get into the Rank 7s as well. Not like Robot Silhouette can't bring them back. 
 
Dragon Silhouette
Continuous Trap Card

 

VANILLA TRAP Dwait it already says its type in the name. Anyways, borderline Amorphage Irritium in backrow, and 3000 ATK in in the frontrow, makes for a great monster. Something that might be a nice primary target for the Light Spells, just to Dark Law your opponent away from any Graveyard triggers. And of course, since it allows Level 8s, this works well with Metal Reflect Slime to make Titanic Galaxy or pipeline into Seven Sins.  

 

So good cards all around, maybe improve on Knight and Wolf Silhouettes, if any. Now for the two ACTUAL MONSTERS in the set.

 

[spoiler=DE KONJUUREZ REVIEW (Conjurers)]

Light Conjurer acts as Magician Silhouette and Terraforming #4, 5, and 6, has a modest 15K body, and is Level 4, so SHADOW CONoh wait it cant be used as Material for that BUT IT CAN MAKE OTHER RANK 4s! And Special Summons while you control a Silhouette backrow. Oh happy day, now I don't have to waste Norden on this OH WAIT I DEFINITELY AM ANYWAY IT'S THAT GOOD. Seriously, prime candidate is Conjurer and Trickclown/Snow for Bujintei Tsukuyomi. Sets up Robot Silhouette, +2s for Crow Silhouette, and gets more chances to get the rest of the Silhouettes at a rapid clip (Ahem, the Light Spells.) 

 

And finally, there's Shadow Conjurer, that Trap Monster-summonable Xyz (well, besides the Paleozoics) that chops up ATK and DEF like a world-class chef, and nets you an extra draw each turn you Summon a Silhouette. And has Monarch-level ATK to boot, so unless you're a Kaiju or your name's Utopia the Lightning, good luck getting over. Two of these on the field, and your opponent may as well scoop. Tiki Spirits might like it too though. 

 

So there's my whole review. TO DE CHOPPA AGAIN. MAH PEOPEL NEED MEH.

 

(ROFLcoptering ensues)

 

 

Are you sure about that Light World thing? Why it would it effect the first effect when it doesn't activate, when the others do?

 

Crow, well it would be strange for the strongest monster to sit around so it can not take advantage of its own effect, also it makes more sens for me to it being Knight that protects you, but that's not a dealbreaker if I wanted to change it, that being said, Crow is suppose to work with Light Conjurer and Enchantment, and also Robot to an extend.

 

Wolf, it's meant as another card to achieve as much protection as possible, and I wanted to make sure that you weren't ever running out of Level 4s, so I made some more for them than I originally intended. I'll think about changing this somehow.

Share this post


Link to post
Share on other sites

×
×
  • Create New...