kevintriedge Posted November 24, 2016 Report Share Posted November 24, 2016 Hi guys. This is my third custom archetype post, but these cards are actually made before the other two. Thus please pardon if it might be less experienced that the other two (links in my signature). I intentionally made this archetype not a Tier-1 material Deck, that's why I posted it in Casuals instead of Advanced. This archetype is based on the Abyssal Fleet from Kantai Collection browser/mobile game. I am aware that there has been another custom archetype based on the Abyssals, but I had already finished my cards when I stumbled upon it, so both of our works are not influenced by each other. (Fortunately we also designed them into wholly different playstyle and design decisions). All of the monster's images are transparent png's taken from the game, but I designed the backgrounds myself using Photoshop. For the Spell/Traps, most are taken from fanarts gathered through sites like pixiv. [spoiler=Concept and Playstyle]In Kancolle, the Abyssals OFTEN make you retreat, but rarely they actually sank your ships (unless you weren't paying attention, or was intentional). So to reflect that, the Abyssals' archetype revolves around bouncing your opponent's cards back to the hand. For the Main Deck monsters, the ships that can launch closing torpedo have the effect of bouncing in the End Phase if they attacked or was attacked that turn, to represent the closing torpedo salvo. Unfortunately some exceptions exist because otherwise the text box will be too full. u__u Meanwhile, all the Synchro Monsters are based on Installation-type bosses. EDIT: Their effects that activate in the End Phase to bounce only activate on the field, so if you suicide-attack with them they don't bounce in the End Phase. The ambiguous wording was my inexperience with the proper wording. I'll revise them later. Their gameplay leans more on the control style, that's why they might be a bit slow. Also, since there are SO MANY of them in the original game, I won't turn every single one of them into cards. I'm considering to add Battleships and Wo since they are iconic, but at the moment it's still only a consideration. Without further ado! [spoiler=Main Deck Monsters (7 cards)] Abyssal Fleet Destroyer PrincessDARK / Aqua / Level 4 / ATK 1500 / DEF 1500 During each End Phase, if this card attacked or was attacked this turn: You can return 1 monster youropponent controls to the hand. Your opponent cannot target "Abyssal Fleet" monsters you control for an attack or effect, except "Abyssal Fleet Destroyer Princess". Protection effect is a reference to how Destroyers are often used as escorts, and also torepresent flagship protection system in the Kancolle game. Abyssal Fleet Destroyer Ancient Demon DARK / Aqua / Lv4 / ATK 1600 / DEF 1500 During your Main Phase: You can reveal 1 "Abyssal Fleet" Synchro Monster in your Extra Deck; immediately after this effect resolves, send from your field to the Graveyard and/or banish fromyour Graveyard the appropriate Synchro Materials for the the revealed monster, including this card on the field, then Special Summon that monster from your Extra Deck (this is treated as a Synchro Summon). The Special Summoned monster cannot activate its effects this turn. Abyssal Fleet Destroyer Ancient PrincessDARK / Aqua / Lv4 / ATK 1700 / DEF 1600 When this card is Normal Summoned: You can send 1 "Abyssal Fleet Destroyer Princess" from your Deckto the Graveyard, and if you do, add it to your hand during the end of this turn. During your Main Phase: You can send this card from your hand to the Graveyard, then target 1 "Abyssal Fleet" monsters in your Graveyard, except "Abyssal Fleet Destroyer Ancient Princess"; return it to your hand, then if you do, you can return 1 "Abyssal Fleet" monster from your Graveyard to your Deck. Abyssal Fleet Light Cruiser Princess DARK / Aqua / Lv4 / ATK 1800 / DEF 1500 During each End Phase, if this card attacked or was attacked this turn: You can target 1 monster youropponent controls; Return it to the hand. Once per turn, during either player's turn, except your End Phase, if an opponent's card is returned from the field to the hand: You can add 1 Level 4 or lower "Abyssal Fleet" monster from your Deck to your hand. Abyssal Fleet Seaplane Tender PrincessDARK / Aqua / Level 5 / ATK 2100 / DEF 1600 If this card is Tribute Summoned using an "Abyssal Fleet" monster as a Tribute: Target 1 card your opponent controls; Destroy that target. During each End Phase, if this card either was Tribute Summoned using an "Abyssal Fleet" monster as a Tribute, attacked, or was attacked this turn: You can target 1 card your opponent controls; Return it to the hand. If this card is sent from the field to the Graveyard because of an opponent's card (by battle or effect): You can add 1 Level 4 or lower "Abyssal Fleet" monster from your Graveyard to your hand. Abyssal Fleet PT Imp Pack DARK / Aqua / Tuner / Level 2 / ATK 500 / DEF 1200 If a monster your opponent controls is returned to the hand: you can Special Summon this card from your hand. You can only Special Summon 2 "Abyssal Fleet PT Imp Pack" per turn this way. Aqua-type Synchro monster summoned using this card as a material gains this effect: - If this card is Summoned: You can target 1 card on the field; Return it to the hand, also if the target was face-up, your opponent cannot Summon or activate cards with the same name from their hand this turn. Abyssal Fleet Artillery ImpDARK / Aqua / Tuner / Level 3 / ATK 900 / DEF 300 During either player's turn, when your opponent activates a card or effecr that would make an "Abyssal Fleet" monster you control leave the field: You can send this card from your hand to the Graveyard; negate the activation of that effect, and if you do, destroy it. During either player's Damage Step when an "Abyssal Fleet" monster you control attacks or is attacked: You can discard this card; That monster gains 300 ATK and cannot be destroyed by battle this turn. [spoiler=Spell & Traps (6 cards)] Ambush in the Dark StormNormal Spell You can Normal Summon 1 "Abyssal Fleet" monster from your hand as an additional Normal Summon. If this card is in your Graveyard, except if it was activated and sent there this turn: You can banish this card; Special Summon 1 Level 4 or lower "Abyssal Fleet" monster from your hand or Deck. Negate its effects on the field until the end of the turn, and you cannot Special Summon monsters for the rest of the turn, except Aqua-type monsters. To be honest, why its effect allows additional Normal Summon instead of just Special Summoning from hand, is to bypass cards like Vanity's Emptiness. However since that effect is a -1, I added a Graveyard effect. Crossing the "T"Continuous Spell Attack Position "Abyssal Fleet" monsters you control cannot be destroyed by battle with opponent's monsters whose ATK is less than the battling "Abyssal Fleet" monster's ATK +500. Once per turn: You can target 1 "Abyssal Fleet" monster and select 1 of its effect(s) that would activate in the End Phase; immediately after this effect resolves, activate that effect as if it fulfilled its activation timing and it had attacked this turn. (It is still your Main Phase). The first effect is a reference to how T-Cross works in real life (one side gets an advantage over the other) Abyssal Fleet Support Expedition Quick-Play Spell Select and activate 1 of the following effects. - Target 1 DARK Aqua-type monster in your Graveyard; return it to your hand or Deck (your choice). - Target 1 Level 4 or lower DARK Aqua-type monster in your Graveyard; Special Summon it. - Send to the Graveyard 1 "Abyssal Fleet" card from your hand or field, then target 1 card on the field; choose to return it to the hand or banish it. Abyssal Fleet Air Superiority Continuous Trap Once per turn, while you control an "Abyssal Fleet" Synchro monster, if your opponent Sets a card: You can look at it, then return it to its original position. During your Main Phase, if you control an "Abyssal Fleet" monster: You can target 1 monster your opponent controls; it loses 500 ATK and DEF during this turn, also if you control an "Abyssal Fleet" Synchro monster, negate that monster's effects on the field until the end of the turn. If this card is sent from the field to the Graveyard: you can banish it and 1 "Abyssal Fleet" monster in your Graveyard; draw 1 card. Abyssal Fleet Submarine Princess Normal Trap You can only activate 1 "Abyssal Fleet Submarine Princess" per turn. Special Summon this card as an Effect Monster card (DARK/Aqua-type/Level 4/ATK 1000/DEF 2000) (This card is not treated as a Trap Card). If Summoned this way, it gains these effects: - When this card is Summoned: Target 1 monster your opponent controls; return it to the hand. You must have 2 or more other "Abyssal Fleet" monsters in your field or Graveyard to activate and resolve this effect. This card cannot be destroyed by battle or card effects the turn it is Summoned, also banish it when it leaves the field. Lamentation from the DeepNormal Trap Target 1 "Abyssal Fleet" monster in your Graveyard and 1 card on the field; Return those cards to the owner's hand. During either player's turn, except the turn this card is activated and sent to the Graveyard, when an Effect Monster's effect activates in the Graveyard, if you control an "Abyssal Fleet" monster: You can banish this card from the Graveyard; negate the activation of that effect, and if you do, banish that card. [spoiler=Extra Deck (4 cards)] Abyssal Fleet Air Defense Princess DARK / Aqua / Xyz / Rank 4 / ATK 1900 / DEF 2450 2 Level 4 DARK Aqua-type monstersDuring each End Phase, while this card has an Xyz Material: You can target 1 card your opponent controls; Return it to the hand. Once per turn, during either player's turn, if your opponent activates a monster effect that targets only cards on the field, including an "Abyssal Fleet" monster you control: You can detach 1 Xyz Material from this card; Negate that monster's effects on the field during this turn, then if you control another Aqua-type monster, you can return it to the hand. While you control another Aqua-type monster, if this card attacks: You can change it to Defense Position at the end of the Battle Phase. Her negation effect is a reference to Anti-Air Cut-In from Kancolle. Her Dante-like effect that switch toDefense Position is a reference to how she is protected by the X and Y nodes in Summer 2015 KC event. Abyssal Fleet Supply Depot PrincessDARK / Aqua / Synchro / Lv6 / ATK 2500 / DEF 1800 1 DARK Tuner + 1 or more non-Tuner "Abyssal Fleet" monstersOnce per turn, when an opponent's monster is returned from the field to the hand by the effect of an Aqua-type monster you control: You can add 1 Level 5 or lower non-Tuner "Abyssal Fleet" monster from your Deck to your hand. During either player's turn, if an "Abyssal Fleet" monster you control (including this card) leaves the field because of an opponent's card effect: You can return 1 card your opponent controls to the hand. This effect of "Abyssal Fleet Supply Depot Princess" can only be activated once per turn. Abyssal Fleet Isolated Island Princess DARK / Aqua / Synchro / Lv7 / ATK 2700 / DEF 2300 1 DARK Tuner + 1 or more non-Tuner "Abyssal Fleet" monstersThis card is unaffected by the effect of Continuous Trap Cards. If this card destroys an opponent's monster by battle: You can target 1 Spell/Trap Card on the field; destroy it. If this card is destroyed by an opponent's card (by battle or card effect): You can Set 1 Spell/Trap Card directly from your Deck to your field, that mentions an "Abyssal Fleet" monster in its card text, but you cannot activate it this turn. It's a non-meta DARK deck, so this card is admittedly a shameless anti-Shadow Imprisoning Mirror toprevent that card from crippling this Deck. Abyssal Fleet Harbor PrincessDARK / Aqua / Synchro / Lv7 / ATK 2400 / DEF 2800 1 DARK Tuner + 1 or more non-Tuner "Abyssal Fleet" monstersOnce per turn, during either player's turn, when a monster effect or a Spell Card activates: You can send 1 "Abyssal Fleet" card from your hand or field to the Graveyard; negate the activation of that effect, and if you do, choose to destroy it or return it to the hand. If this card is destroyed by an opponent's card (by battle or card effect): You can target 1 Level 5 or lower non-Tuner "Abyssal Fleet" monster in your Graveyard; add it to your hand. 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kevintriedge Posted November 25, 2016 Author Report Share Posted November 25, 2016 bump~ Link to comment Share on other sites More sharing options...
kevintriedge Posted November 27, 2016 Author Report Share Posted November 27, 2016 bump~ Link to comment Share on other sites More sharing options...
DiplomatfromPluto Posted November 28, 2016 Report Share Posted November 28, 2016 This is a really consistent archetype. I have a few minor questions. If one of your monsters is attacked and destroyed, can it still bounce a monster when it's in the grave? Could you or would it be possible to attack an opponent's monster even with a weaker one, to get its effect? I think being able to return monsters in the end phase makes for some interesting strategy. It means if you destroy a monster, you might be able to get rid of another monster right before your opponent's turn. It means the opponent will have to weigh destroying your monsters vs. losing their own. It puts some pressure on them to make a move now or they might lose a key monster, depending on how many they have in any turn. They might even skip the battle phase if it means keeping a key Xyz monster with materials for next turn. Ancient Demon makes synchro plays easier, and since your synchros have strong stats, it's still probably worth summoning them this way even if they can't use effects. Ancient Princess' effect is a bit confusing. You can get back monsters from the grave, but you combined the "then" conjunction with "and if you do"Tender princess has some good effects for needing a tribute, not being restricted to monsters. Your tuners give a lot of power to the synchros, summoning them faster, and having different levels to work with your different leveled monsters. I have 1 question about Imp Pack-it's last effect that works for the synchro it summoned, where the opponent can't summon or activate cards with the same name; how would that work? Would it prevent them from using duplicates of cards they already had on the field? You have some really good spells, especially the continuous which lets you use the bounce effects before the battle phase. The traps are also pretty helpful, like Air Superiority which can let you check the opponent's backrow and play around it (unless they set a lot of cards) and Lamentation with multiple uses. The extra deck is good because the monsters expand on the effects of the monsters, and give support to the monsters to continue even after they're gone. They're the kind of cards you'd want to make, because you know they'll further your plays rather than just be the end goal. This deck seems like it has a lot of potential for controlling the opponent and strategizing a few turns ahead, which could make it fun to play. Link to comment Share on other sites More sharing options...
kevintriedge Posted November 28, 2016 Author Report Share Posted November 28, 2016 If one of your monsters is attacked and destroyed, can it still bounce a monster when it's in the grave? Oh right, thank you for noticing that. No, they don't bounce from grave (which is why the Continuous Spell prevents them from being destroyed by battle) That was miswording on my part. Guess I'll revise them later. This was one of my earliest custom cards, that's why the PSCT aren't as good as the other cards I made ^^; Ancient Princess' effect is a bit confusing. You can get back monsters from the grave, but you combined the "then" conjunction with "and if you do" Same as above, this was my lack of knowledge back when I was making them. I wanted the returning to hand and returning to Deck not happen simulatenously, but at the time I didn't know that "then" already implies that A has to happen for B to happen, so the "if you do" part is redundant. I have 1 question about Imp Pack-it's last effect that works for the synchro it summoned, where the opponent can't summon or activate cards with the same name; how would that work? Would it prevent them from using duplicates of cards they already had on the field? PT Imp Pack's wording said that they cannot Summon or activate cards with the same name from the opponent's hand, so duplicates in field / grave / banished zone can freely activate their effects / be summoned. ^^ This deck seems like it has a lot of potential for controlling the opponent and strategizing a few turns ahead, which could make it fun to play. Thank you for the kind review :D Link to comment Share on other sites More sharing options...
kevintriedge Posted December 1, 2016 Author Report Share Posted December 1, 2016 bump~ Link to comment Share on other sites More sharing options...
kevintriedge Posted December 4, 2016 Author Report Share Posted December 4, 2016 bump~ Link to comment Share on other sites More sharing options...
Proltvkun Posted December 29, 2016 Report Share Posted December 29, 2016 hello, i really, really like you deck, and seems really fun but, the tuners seem to me a bit overpowered, but i dont know how to nerf it cause im new in ygocardmaker and i still newbie. srry if i make you lose time (im from argentina so if you dont understand me or if i have write an word in an incorrect form is cause of that) Link to comment Share on other sites More sharing options...
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