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KingCorrosiv

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So I have had this archetype stuck in my head for a while now so I decided to make the cards for it.
The Hellspawn archetype is a counter archetype. They need Hellfire counters to A) Stay on the field and B) To use their effects.
I tried to make them as balanced as possible but if you guys have any ideas or other feedback that helps me improve the archetype, please tell me.
I am planning to make spell and trap cards and some more synchros and will drop them here as well. Also i did not create the art for any of these cards.
Without further ado, here are the cards:

[spoiler=Akali - Hellspawn entity]NmDlCBX.jpg

Akali is my favorite tuner of the archetype. This is because it is not just a level one tuner with level manipulation, but it also cannot be destroyed by battle as long as it has Hellfire counters on it.
It also lacks the selfdestruction effect that most other hellspawn monsters have.




[spoiler=Gasha - Hellspawn shield]4GOpj07.jpg

Gasha is the second tuner of the archetype. While he cannot manipulate levels, it does have a massive defense for a level 3 monster.
The only downside to this is that the more Hellfire counters are on Gasha, the more defense he loses. But because he does get a new counter every turn, you can use the spell and trap cards
to redistribute these counters to monsters that have a beneficial effect.




[spoiler=Yemekeri - Hellspawn reaper]J5NOjru.jpg

Yemekeri is a very simple card. it is a level three card that gets stronger the more monsters it destroys.




[spoiler=Itoni - Hellspawn furnace]ctLmmvr.jpg

Itoni is a very versatile card that has three different effects. In your standby phase it gets a counter.
in your battle phase you can add its defense to its attack but Itoni is changed to defense position after the battle. And once per turn you can move the counters on this card to other cards you control.




[spoiler=Menifesi - Hellspawn spirit]P4tQ9PQ.jpg

Menifesi is the main searcher of the archetype. If you set up your field properly, he can bring out the monster you need every single turn.




[spoiler=Melimayi - Hellspawn recruiter]3oncIzN.jpg

Melimayi is the second searcher of the archtype. you can send him back to your deck and special summon from your deck. He does need protection if you want to bring out stronger monsters, but if you use spells and traps you can speed up the process.




[spoiler=Arami - Hellspawn sorcerer]Ix6jX98.jpg

Arami is your main Spell and Trap searcher and has a nice little backrow destruction effect when he is destroyed by a card effect. You can search out a Hellspawn or Hellfire spell or trap once per turn and if Arami is destroyed by a effect, He can destroy backrow cards equal to the counters on him when he was destroyed.




[spoiler=Tila - Hellspawn shade]7FNctfc.jpg

Tila has the potential to become pretty damn strong and also has the potential to piss your opponent off immensely. When Tila would be destroyed, you can remove one counter and it stays on the field. It then also gains 500 Atk. The downside to this card is that it must feed on your other monsters counters to stay on the field.




[spoiler=Resa - Hellspawn corpse]oXgtKlO.jpg

Resa is the second great annoyance in this archetype. Resa also is very hard to destroy.
As long as he has counters on him, he cannot be destroyed by battle, and if you have another Hellspawn monster on your field, He cannot be targeted by effects.




[spoiler=Azazhi - Hellspawn commander]cha91VG.jpg

Azazhi is a level 5 monster that can avoid a tribute by special summoning himself from your hand as long as you have 5 or more counters on your side of the field. Then he can start collecting counters to basicly use Melimayi's effect but instead of the deck he summons from your hand.




[spoiler=Baleb - Hellspawn beastmaster]dDntCIe.jpg

Baleb is one of my favorite Hellspawn monsters. He is one of the few Hellspawn monsters that either don't have the selfdestruct effect. or can negate it in some way. Baleb can summon Hellhound tokens to battle for him. these tokens make Baleb stronger and Baleb cannot be destroyed as long as there are Hellhound tokens on your side of the field.




[spoiler=Awire - Hellspawn beast]mnIUKyG.jpg

Awire is that monster you summon when your opponent has a seemingly unbeatable board. Awire can tribute one of your Hellspawns and then pop monsters to your hearts content.




[spoiler=Yewuha - Hellspawn dragon]BEUGwn5.jpg

Unlike the other Hellspawn monsters, Yewuha is not a fiend but a dragon monster.
He is like a juiced up version of Awire. When you summon Yewuha he destroys all monsters on the field.
then he gains counters for every card he destroyed. You can use these counters to pop any card on the field.




[spoiler=Nigusi - Hellspawn king]lkUp4MF.jpg

Nigusi is the first in a series of three boss monsters.
he can be hard to bring out but he is worth it. Nigusi is able to draw in a lot of counters which you can then redistribute. But Nigusi also needs these counters to summon the next boss monster.




[spoiler=Geta - Hellspawn lord]lBH4wlv.jpg

Geta is the second boss monster and you need to have 10 counters on Nigusi to summon him.
Geta gains counters in the same way as Yemekeri: destroy monsters. Geta can once per duel draw all counters on the field to him. This way you can boost his counters to 12 so you can summon the last boss monster. If you have to much counters you can get rid of the excess counters to clean the field up a bit.




[spoiler=Amilak - Hellspawn divine]cvT1MES.jpg

Amilak is the real boss monster of the archetype. He is hard to bring out but oh boy is he worth it.
For starters he cannot be touched by effects as when he is affected by any effect, you must pay half of the counters on him to negate and destroy that card. So don't worry about cards like raigeki, dark hole and mirror force. He also has a nice 4000 Atk and Def. Last but definately not least he has a win condition. if he has 20 or more counters on him: BOOM you win. This means that your opponent has to either beat this guy by battle, or he/she has to keep throwing effects at him until he has 1 counter left.




[spoiler=Mech'eresha - Hellspawn apocalypse]Dchpxw9.jpg

Someone ask for a nuke? Well here he is. Mech'eresha destroys all cards but himself when he is summoned. Then he gets counters from those cards and becomes stronger. If this card would get made he would be the new OTK card.




[spoiler=Boyi - Hellspawn conduit]Unpu1mf.jpg

Boyi is a card you might want to protect well. since he can give ALL your Hellspawns one counter every turn.




[spoiler=Yiferidi - Hellspawn executioner]IUQlx45.jpg

Pretty versatile card, destroy a monster and put a counter on any hellspawn you have.
And you can remove a counter from him to deal extra damage.




[spoiler=Zenidon - Hellspawn dragon king]dCIkH38.jpg

This is the strongest synchro of the archetype. He is unnafected by card effects.
if you use him late game he has a huge amount of counters. and you can force your opponent to attack him.
as a final touch he brings back a Yewuha when he leaves the field.



[spoiler=Hellscape]O5824l6.jpg

Hellscape is the hellspawn field spell. it counts as a Hellfire spell so it can be used with Arami.
Hellscape just keeps you swimming in counters, nuff said.



[spoiler=Hellspawn gateway]skDxXKM.jpg

Hellspawn gateway allows you to trade in one of your weaker monsters for one of your stronger monsters,
or you can use it to bring out a tuner you need.




[spoiler=Hellfire explosion]CF12KXb.jpg

Basicly a controllable raigeki that is unnafected by trap effects.



[spoiler=Hellfire flare]FoXNG9e.jpg

Can be used to make cards like Zenidon or Mech'eresha a lot stronger or if you need to summon your boss monsters.
You do take damage if you use it though.




Hope you guys like the archetype and please tell me what you think.

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OMG...

i think these are awesome..i like them i like the dragon the most:)

i like them because i think they great combos with each other, i also think they are balanced and the artworks are genius:)

Well done:) but this is my opinion...

Thanks! I have had these in my mind for a long time now haha. great to hear that you think they are balanced and that you think they would work well together.

All of the spells and traps that i have yet to make are going to focus on moving and adding the counters so that they really work well together.

And yeah i like the dragon too. I really like dragons so this archetype just had to have at least one haha! :P:P:P 

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nice!

Hellscape looks op a bit with its 4 effect XD (too much hellfire counter)

i think would be better if : u get counter in your Stand by Phase--thats ok, and +100Atk; ..only these effects // with the other 2 effect looks op for me:)

The other cards are balanced i think...so they are ok:)

Thanks! Yeah you're right Hellscape is a bit too OP i'm gonna take a look at that.

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Hey I got your message and I've got to say from what I can tell you put a lot of work into this hell spawn archetype I would totally use this archetype. Its a crazy thing though I was planning to make an angel archetype after the Sin archetype and then I see your hellspawn archetype its hilariously ironic.About your archetype a counter clearer would really mess someone up if your using this deck but barely anyone uses that card. These cards are fire I love it ;) I'd also like to thank you for your feedback on my archetype I'll defintnetley make some changes according to the suggestions you made. For your archetype I feel like your lacking in the trap department if you added some traps that would complete this killer deck. I like the hell fire counter idea do you think that maybe for some of the cards you can change its effect so that as long there is a hell-spawn counter anywhere on the field it won't be destroyed? Maybe that d make them too OP. I'd also like to see more variations of spell cards using hell fire counters,like maybe an equip spell that increases atk and def based on the amount of counters on the field I don't know just a suggestion. Ive gotta say Boyi-the hell spawn conduit is my favorite cuz it makes for great support of the other cards. Anyways thx for reviewing my topic Ill make some of those changes you suggested cant to see more hellspawn cards. 

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Hey I got your message and I've got to say from what I can tell you put a lot of work into this hell spawn archetype I would totally use this archetype. Its a crazy thing though I was planning to make an angel archetype after the Sin archetype and then I see your hellspawn archetype its hilariously ironic.About your archetype a counter clearer would really mess someone up if your using this deck but barely anyone uses that card. These cards are fire I love it ;) I'd also like to thank you for your feedback on my archetype I'll defintnetley make some changes according to the suggestions you made. For your archetype I feel like your lacking in the trap department if you added some traps that would complete this killer deck. I like the hell fire counter idea do you think that maybe for some of the cards you can change its effect so that as long there is a hell-spawn counter anywhere on the field it won't be destroyed? Maybe that d make them too OP. I'd also like to see more variations of spell cards using hell fire counters,like maybe an equip spell that increases atk and def based on the amount of counters on the field I don't know just a suggestion. Ive gotta say Boyi-the hell spawn conduit is my favorite cuz it makes for great support of the other cards. Anyways thx for reviewing my topic Ill make some of those changes you suggested cant to see more hellspawn cards. 

Thanks man! Yeah i put a lot of thought into them. and you're right they still need traps. I think most of the traps are going to be based on negating attacks and effects at the cost of Hellfire counters. Or bringing back your monsters after paying counters. I like your idea for  equip spell, im gonna work on that as well. Can't wait to see your angels. How funny would it be if they would be kinda like the rivals of the Hellspawn. Can't wait to see them!

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