Jump to content

[AGM] Inaudible Resonation


The Nyx Avatar

Recommended Posts

An anti-Extra Deck Synchro archetype of small monsters of differing types. They can Synchro Summon from the hand, but when they do, the monster they summon has its effect negated temporarily.

Aside from their hand summoning, they all have a quick disruptive grave effect that can only be activated as long as you control a Synchro monster. Surprisingly, their boss is a level 10 main deck monster that needs 2 Synchros to Summon.

 

There will be more to come.

 

[spoiler=Show Monster Cards]

TiLK9Cd.png

 

LORE:When this card is Normal Summoned: You can Special Summon 1 of your banished "Inaudible Resonation" monsters. During either player's turn, if your opponent would activate a Monster effect: You can banish this card from your Graveyard; negate the effect. You must control 2 or more Synchro monsters to activate this effect.

 

ybPq4t2.png

 

LORE:During your Main Phase: You can Synchro Summon 1 "Inaudible Resonation" monster from your Extra Deck using monsters from your hand as Synchro Material; monsters Summoned by this effect cannot activate their effects this turn. During either player's turn, if your opponent would activate a Spell Card: You can banish this card from your Graveyard; negate the activation, and if you do, destroy the card. You must control 2 or more Synchro monsters to activate this effect. You can only activate each effect of "Inaudible Resonation - Requiem" once per turn.

 

XFhmOEQ.png

 

LORE:When this card is Normal Summoned: You can add 1 "Inaudible Resonation" monster with a different name from your Deck to your hand. During either player's turn, if your opponent would activate a Trap Card: You can banish this card from your Graveyard; negate the activation, and if you do, destroy the card. You must control 2 or more Synchro monsters to activate this effect. You can only activate this effect of "Inaudible Resonation - Sisters" once per turn.

 

zQViAeo.png

 

LORE:During your Main Phase: You can Synchro Summon 1 "Inaudible Resonation" monster from your Extra Deck using monsters from your hand as Synchro Material; monsters Summoned by this effect cannot activate their effects this turn. During either player's turn, if your opponent would attack: You can banish this card from your Graveyard; negate the attack. You must control 2 or more Synchro monsters to activate this effect. You can only activate each effect of "Inaudible Resonation - Requiem" once per turn.

 

BAaAryg.png

 

LORE:When this card is Normal Summoned: You can add 1 "Inaudible Resonation" monster with a different name from your Graveyard to your hand. During either player's turn, if your opponent would Special Summon a monster(s): You can banish this card from your Graveyard; negate the Summon, and if you do, destroy the card. You must control 2 or more Synchro monsters to activate this effect. You can only activate this effect of "Inaudible Resonation - Siren" once per turn.

 

BMgjBrv.png

 

LORE:During your Main Phase: You can Synchro Summon 1 "Inaudible Resonation" monster from your Extra Deck using monsters from your hand as Synchro Material; monsters Summoned by this effect cannot activate their effects this turn. During either player's turn, if your opponent would add a card from their Deck to their hand: You can banish this card from your Graveyard; banish it. You must control 2 or more Synchro monsters to activate this effect. You can only activate each effect of "Inaudible Resonation - Requiem" once per turn.

 

ujEvnfg.png

 

LORE:When this card is Normal Summoned: You can Special Summon 1 "Inaudible Resonation" monster from your Graveyard. During either player's turn, if your opponent would activate a card effect that would destroy a card(s): You can banish this card from your Graveyard; negate the effect and if you do, banish that card. You must control 2 or more Synchro monsters to activate this effect.

 

 

 

 

 

[spoiler=Show Synchro Monster Cards]

Voepwau.png

 

LORE:1 LIGHT Tuner + 1 or more non-Tuner monsters
If this card battles an opponent's monster: You can shuffle 1 of your banished monsters into your Deck; this card gains ATK equal to the shuffled monster's ATK. You can only activate this effect of "Inaudible Resonation - Valkyrie" once per turn. While this card is face-up on the field, other Synchro monsters cannot activate their effects.

 

5N3dVHI.png

 

LORE:1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can shuffle 1 of your banished Tuner monsters into your Deck to target 1 card on the field; return it to the top of the Deck. While this card is face-up on the field, negate the effects of all Xyz monsters on the field.

 

5Sr0IAT.png

 

LORE:When this card is Synchro Summoned: You can send 1 monster from your Deck to the Graveyard. Once per turn: You pay 1000 Life Points; change the battle positions of all monsters your opponent controls. If this card leaves the field: You can make the ATK of 1 monster on the field 0.

 

 

Link to comment
Share on other sites

From what you have right now, it seems to be solid and quick. I could say more if there was more here. The effects are unique.

 

You have enough to more/less grade the cards on their individual functions and interactions. Please remember the Advanced Clause requirement for Multiples; you don't have to write an essay on everything, but you need to be more specific on what you think is unique or how they function. 

Link to comment
Share on other sites

Right, sorry about that. I find the effects simple, but they seem to have a certain flare to them. I mean, these kind of effects are rare on YCMF. I've seen this sort of thing with the hand Xyz Archetype, but this is a whole other level of interesting and wonder. In my opinion, this is a 9/10 as there are other archetypes I like better, but this is very close to the top. Keep up this amazing work.

Link to comment
Share on other sites

Right, sorry about that. I find the effects simple, but they seem to have a certain flare to them. I mean, these kind of effects are rare on YCMF. I've seen this sort of thing with the hand Xyz Archetype, but this is a whole other level of interesting and wonder. In my opinion, this is a 9/10 as there are other archetypes I like better, but this is very close to the top. Keep up this amazing work.

Thank you!

 

Anywho:

 

More cards added to the archetype.

Link to comment
Share on other sites

Actually feel really good talking about this Archetype-the cards are actually really solid with holding down the field in the Graveyard, and the Synchros are sound. Feels like mini-Crystrons-in fact, feels like what those WATER Machines could have gotten up to if they weren't so BLAZINGLY XENOPHOBIC AND/OR DIDN'T HAVE CRUDDY BACKROW.

 

Woah

 

did me a frighten there

 

(but seriously, first Dinomist takes 5 planetary rotations to be good, now this bull with Crystrons?)

 

LET'S GET REVIEWING.

 

[spoiler=I.R. Main Monster Review]

 

TiLK9Cd.png

 

Like the others, this demands immediate Synchro presence but considering how low the Levels are,  should be easy to meet. Normal Summon brings out a IR monster you used the effect of previous a la Crystron Rion, and banishes itself to Breakthrough Skill. Nice. Monster Summoning effect would have been enough for this to be a 3-of, but then you gave it that Tuning-Gum effect? 

 

Extra edge is what keeps be coming back, Nyx.

 

ybPq4t2.png

 

Alright, let's get the main compatico cards out of the way. One for One, Where Arf Thou, Kinka-Byo, and (for the variety) Puppet Magic of Dark Ruler.) But like the other Inaudible Tuners, it Synchros out from the hand, and its Grave effect negates Spells. Goodness. 3 of. 

 

XFhmOEQ.png

 

One for One (but it won’t get its effect) Where Arf Thou (now we’re cooking, Brilliant Fusion Seraphinte Resonation builds FTW) Kinka-Byo (y tho) But I’m looking beyond this, and to guarantee the Inaudible’s get their Summon effects out at a natural clip as is, the Normal Summon issue may demand a Brillant build with this to expedite their best plays.  That’s just optimal.

 

Oh yeah, it also negates Traps in the Grave. Beginning to

 

Also 3 of.

 

zQViAeo.png

 

Also Synchos from the hand, is a wonderful Tenki target, and is essentially a more complicated Necro Gardna in the Grave.

 

Suppose 2 would be okay, because Tenki.

 

Tenki.

 

(also Tensu to make this card’s Normal Summon less intrusive on the game strategy of the Inaudibles, but apparently that good Fire Formation card’s fallen off the earth for some reason, soooooooo)

 

BAaAryg.png

 

Winged Beast, so Icarus Attack could make for some raging on the opponent’s turn, especially since it’s doing nothing on the field by itself if its Special Summoned. In the Grave, though, this is…a bit concerning. Anti-Meta’s good an all, and this does have the HOPT, but I’m not sure I like having Spell, Trap, monster effect, and monster Summon negation all available from the Graveyard.

 

 Its only because of the 2 Synchro requirement I’m holding from going full auto on this card (also because its an AGM challenge, which I REALLY should get into in a couple of months do remind me sometime), and even then, with the right Synchros, this becomes a nightmare (e.g. Omega, Crystal Wing, Herald of the Arc Light…)

 

Still, it’d be stupid to NOT have this, so, 2-3, work your way down. Its field utility’s limited-between this, the Sisters, the Necromancer, and the Cyborg, what are you putting the Normal Summon on? Yeah.

 

BMgjBrv.png

 

MOAR HAND SYNCHROS.

 

And its Psychic, so Emergency Teleport (wow the out-of-archetype support’s getting big now.)

 

And it’s Dark Law in the Grave too. Goodness, talk about the powercreep. Could well be a Time Seal if you’ve got the right field-sure we don’t want to put a Draw Phase exemption in there?

 

3 of anyway, because supergood Psychic Tuner is supergood Psychic Tuner.

 

ujEvnfg.png

 

And finally, we have the last member of the “pick one Normal Summon and get it over with we have things to do” club. By the way, the pecking order for the priority Normal Summon in the Inaudibles seems to be Sisters -> This/Necromancer (weird how the Necromancer doesn’t summon from the Grave but THIS does)->Siren.

 

3 of though, that Summon effect is good, and so’s the proto-Stardust protection it offers in the Graveyard. Can think of some good low-Level Synchros that would otherwise be LOL-worthy but would benefit from this. Metaphys Horus, Clausolas and Puralis come to mind.

 

 

 

 

 

 

[spoiler=I.A. Synchro Monster Review]

 

Voepwau.png

 

The PAIN this offers Crystal Wing if you’ve got a banished 1100 ATK or higher monster. Utopia the Lightning (at least in LIGHT builds), you’ve been replaced.

 

Still not seeing how this card’s second effect isn’t curb stomping the other Inaudible Synchros you’ve got into woodchippers, though. But I digress.

 

3 of. JEEBUS ALMIGHTY 3 of. It’s Beatstick City, the card.

 

 

5N3dVHI.png

 

Bounces banished turners to bounce fields. And it also clogs up the next turn’s strategy too if it’s a Main Deck card you target. Negates Xyzes as well? Dunno for how long with 1800 DEF, and what is this fella running over with 1400 ATK?

 

NOBOOOOOOOOOOOODY.

 

Still nice though for the removal. 1-2.

 

5Sr0IAT.png

 

Generic Level 2 Synchro with generic mill. 3 of already, and I didn’t even get past the first sentence. Goodness Synchrons would have a field day if we didn’t have a Link-leveled playing ground coming on the horizon.

 

Also, helps with the other Inaudibles getting over threats, with that battle position change and ATK drain. Really, the drain sells it, cause this is often what I’m using the Cyborg to reincarnate, simply because the hand will ensure she has good friends, and putting Tuners on the field to Synchro Summon more Synchro buddies is disgustingly easy.

 

Ironically enough I think another Level 2 LIGHT Synchro would work wonders with this card-Celestial Double Star Shaman: Get one of those out, fill the board with Cybeles, Sirens, Ethers, and Necromancers, then go for one of those sweet Level 8-10s and pwn face.

 

FINALLY A WAY TO GET OUT FLOWER CARDIAN LIGHTFLARE WITHOUT USING CARDIANS

 

YAS BISH YAAAAAS

 

 

 

In short: goodness, you’re MVP when you’re on AGM, but can we get a bit of a retrofix on Valkyrie so it does treat its own Archetype's strategy as if it's a doormat? Other than that, another successful Archetype actualization.

 

 

BDS, signing off.

Link to comment
Share on other sites

Actually feel really good talking about this Archetype-the cards are actually really solid with holding down the field in the Graveyard, and the Synchros are sound. Feels like mini-Crystrons-in fact, feels like what those WATER Machines could have gotten up to if they weren't so BLAZINGLY XENOPHOBIC AND/OR DIDN'T HAVE CRUDDY BACKROW.

 

Woah

 

did me a frighten there

 

(but seriously, first Dinomist takes 5 planetary rotations to be good, now this bull with Crystrons?)

 

LET'S GET REVIEWING.

 

[spoiler=I.R. Main Monster Review]

 

TiLK9Cd.png

 

Like the others, this demands immediate Synchro presence but considering how low the Levels are, should be easy to meet. Normal Summon brings out a IR monster you used the effect of previous a la Crystron Rion, and banishes itself to Breakthrough Skill. Nice. Monster Summoning effect would have been enough for this to be a 3-of, but then you gave it that Tuning-Gum effect?

 

Extra edge is what keeps be coming back, Nyx.

 

ybPq4t2.png

 

Alright, let's get the main compatico cards out of the way. One for One, Where Arf Thou, Kinka-Byo, and (for the variety) Puppet Magic of Dark Ruler.) But like the other Inaudible Tuners, it Synchros out from the hand, and its Grave effect negates Spells. Goodness. 3 of.

 

XFhmOEQ.png

 

One for One (but it won’t get its effect) Where Arf Thou (now we’re cooking, Brilliant Fusion Seraphinte Resonation builds FTW) Kinka-Byo (y tho) But I’m looking beyond this, and to guarantee the Inaudible’s get their Summon effects out at a natural clip as is, the Normal Summon issue may demand a Brillant build with this to expedite their best plays. That’s just optimal.

 

Oh yeah, it also negates Traps in the Grave. Beginning to

 

Also 3 of.

 

zQViAeo.png

 

Also Synchos from the hand, is a wonderful Tenki target, and is essentially a more complicated Necro Gardna in the Grave.

 

Suppose 2 would be okay, because Tenki.

 

Tenki.

 

(also Tensu to make this card’s Normal Summon less intrusive on the game strategy of the Inaudibles, but apparently that good Fire Formation card’s fallen off the earth for some reason, soooooooo)

 

BAaAryg.png

 

Winged Beast, so Icarus Attack could make for some raging on the opponent’s turn, especially since it’s doing nothing on the field by itself if its Special Summoned. In the Grave, though, this is…a bit concerning. Anti-Meta’s good an all, and this does have the HOPT, but I’m not sure I like having Spell, Trap, monster effect, and monster Summon negation all available from the Graveyard.

 

Its only because of the 2 Synchro requirement I’m holding from going full auto on this card (also because its an AGM challenge, which I REALLY should get into in a couple of months do remind me sometime), and even then, with the right Synchros, this becomes a nightmare (e.g. Omega, Crystal Wing, Herald of the Arc Light…)

 

Still, it’d be stupid to NOT have this, so, 2-3, work your way down. Its field utility’s limited-between this, the Sisters, the Necromancer, and the Cyborg, what are you putting the Normal Summon on? Yeah.

 

BMgjBrv.png

 

MOAR HAND SYNCHROS.

 

And its Psychic, so Emergency Teleport (wow the out-of-archetype support’s getting big now.)

 

And it’s Dark Law in the Grave too. Goodness, talk about the powercreep. Could well be a Time Seal if you’ve got the right field-sure we don’t want to put a Draw Phase exemption in there?

 

3 of anyway, because supergood Psychic Tuner is supergood Psychic Tuner.

 

ujEvnfg.png

 

And finally, we have the last member of the “pick one Normal Summon and get it over with we have things to do” club. By the way, the pecking order for the priority Normal Summon in the Inaudibles seems to be Sisters -> This/Necromancer (weird how the Necromancer doesn’t summon from the Grave but THIS does)->Siren.

 

3 of though, that Summon effect is good, and so’s the proto-Stardust protection it offers in the Graveyard. Can think of some good low-Level Synchros that would otherwise be LOL-worthy but would benefit from this. Metaphys Horus, Clausolas and Puralis come to mind.

 

 

 

 

 

 

[spoiler=I.A. Synchro Monster Review]

 

Voepwau.png

 

The PAIN this offers Crystal Wing if you’ve got a banished 1100 ATK or higher monster. Utopia the Lightning (at least in LIGHT builds), you’ve been replaced.

 

Still not seeing how this card’s second effect isn’t curb stomping the other Inaudible Synchros you’ve got into woodchippers, though. But I digress.

 

3 of. JEEBUS ALMIGHTY 3 of. It’s Beatstick City, the card.

 

 

5N3dVHI.png

 

Bounces banished turners to bounce fields. And it also clogs up the next turn’s strategy too if it’s a Main Deck card you target. Negates Xyzes as well? Dunno for how long with 1800 DEF, and what is this fella running over with 1400 ATK?

 

NOBOOOOOOOOOOOODY.

 

Still nice though for the removal. 1-2.

 

5Sr0IAT.png

 

Generic Level 2 Synchro with generic mill. 3 of already, and I didn’t even get past the first sentence. Goodness Synchrons would have a field day if we didn’t have a Link-leveled playing ground coming on the horizon.

 

Also, helps with the other Inaudibles getting over threats, with that battle position change and ATK drain. Really, the drain sells it, cause this is often what I’m using the Cyborg to reincarnate, simply because the hand will ensure she has good friends, and putting Tuners on the field to Synchro Summon more Synchro buddies is disgustingly easy.

 

Ironically enough I think another Level 2 LIGHT Synchro would work wonders with this card-Celestial Double Star Shaman: Get one of those out, fill the board with Cybeles, Sirens, Ethers, and Necromancers, then go for one of those sweet Level 8-10s and pwn face.

 

FINALLY A WAY TO GET OUT FLOWER CARDIAN LIGHTFLARE WITHOUT USING CARDIANS

 

YAS BISH YAAAAAS

 

 

 

In short: goodness, you’re MVP when you’re on AGM, but can we get a bit of a retrofix on Valkyrie so it does treat its own Archetype's strategy as if it's a doormat? Other than that, another successful Archetype actualization.

 

 

BDS, signing off.

Thank you! Anywho:

 

Bump

Link to comment
Share on other sites

  • 2 weeks later...

Archived

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

×
×
  • Create New...