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Into the Chainmaelstrom (Written)

- - - - - Ritual Tribute Tribute Summon Pyro Earth

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#1
fearen

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Hello everyone. Here's an archetype I've been working on for a while. And by "working on" I mean "hastily making then deleting when I don't like it", but I digress or whatevs. Anyways, I'm pretty happy with how it is now, considering the flimsy ideas that I started with. So without further ado, here it is.

 

So yeah, this is a ritual archetype, among other things. Although the ritual package is sorta small, I feel like it's kinda important to introduce these first.

Ritual Monsters and Ritual Spells

 

The second bit of the archetype is the effect monsters, which introduces the tribute summon mechanics.

Effect Monsters

 

There are no traps for the archetype, so the spells attempt to cover that role. They're probably the most important part of the archetype, and they get more powerful when cheated out on the opponent's turn.

Spells

 

So ye, that's the archetype. Opinions would be neato.



#2
fearen

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bump lmao



#3
fearen

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bumppp



#4
Dova

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I must say I like it when people post potential combos/uses of there cards. I mean, I'm too lazy to do it most of the time, but it is helpful and demonstrates not only motivation but research. I would normally look at the MD monsters first, but seeing how they required the Rituals to come out mostly...time for something different!

 

Unsure of the wording of the last effect on Sel, but it works. I must say I always enjoy it when I see Ritual with non-field effects which aren't Nekroz, so nice original idea there! As for balance, I would suggest HOPT on the first effect, but a cursory glance over the rest of the cards leaves the second effect fine as is.

 

Royal Guards...protection effect is quite good. Dunno how I feel about the SS2 destruction. Perhaps remove either the quick-play nature, give it HOPT, or make it target? Feel free to use any one of those as you see fit. Glad this one is active in the grave at least, but I hope some more are active in the hand to an extent.

 

Earth Chant on Ket? I'm also worried about that first effect, considering this is an interesting reversed Ritual/MD archetype. I might a condition requiring you to control another face-up Chainmaelstrom card, but that might be debuffing it a bit too much. Alternative is giving it a cost of some kind. Tribute effect is basically a search in today's meta, and I hope in this archetype, so seems fine.

 

While the exactly less than effect on the spells is original, I dislike it. Probably a personal thing, but I just feel it doesn't fit well with monsters having the same levels as the main cards. I mean, Cullpact is fine, as you get to tribute your opponent's monster as well if yours don't fit the bill. Shame it doesn't work on Xyzs, but you've got what you've got, I suppose, and adding it could be a bit much. Fullpact is a bit weak compared to the other spells, and, although I would suggest leaving it, I would also suggest giving it a Graveyard effect. So that you can mill one of your spells too. Lullpact is fine, but Nullpact...combined with Ket's effect, that could be a major problem. I would suggest effect negation rather than attack prevention, as your Ritual monsters aren't going to be able to do much attacking.

 

Ooh, Soldier can make Ket active in the hand. What fun. Quick glance ahead at the effect makes it seem that you haven't really done much with the activation during your opponent's turn (or just when you're not supposed to) of spells, other than this card and the first of the Rituals. Perhaps ditch that concept entirely, as the monster effects are lacking, and just focus more on the tributing aspect? Yes, normal spells, but would it hurt to make them quick-play and perhaps nerf?

 

Arbiter is good. Fast and gives you draws. Nothing to say here, other than perhaps make the on-tribute effect a little less generic.

 

Ves is meh. Why add monsters to my hand when I can leave them in my graveyard and use their in grave effects? I would suggest replacing it with a search from the Deck. SS is less of a problem in this regard, as it gives you proper field presence.

 

Yes, Raelvi can search, but no reason to have two searchers. After all, you're not exactly keeping cards in the Graveyard. In othe news, Raelvi is fine.

 

Okay, nevermind. Activation during either player's turn is vital for the S/T. But..why? Is it just another mechanic you wanted to throw in, or does it have some lore meaning or connection? Although I am warming up to the idea just a little. Chainmael essentially gives you a way to tag out monsters, activate any of your select spells during either player's turn, and a reason to leave Chainmaels in the Graveyard.

 

Nothing much to say on the last four, other than they do really rely on the during either player's turn at the moment. Making them quick-play would cause them to become too generic, so that's not an option. Perhaps go a little more detail in that regard in the monsters, to give it the attention it probably maybe deserves? Also, unsure if vortex works, but I'll get back to you on that.

 

One interesting mechanic and an interesting style of play: Using Rituals to get to the main deck monsters. Unusual, but it's grown on me. Some flaws here and there, but mostly pulled off well. Nice work!



#5
fearen

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First off, thanks for the great review. I've made all the easy changes, like adding HOPTs on some of the monsters and making Ves a full search, but I'm still thinking about how I want to change the rest of them. I think that I agree with you on the exactly less than thing and the change you suggested to nullpact, and I think I'll make the last 4 spells do a bit more to stand on their own. I'm just not sure what to change yet.

 

As for the spell activation effects, I had thought that there were enough with 3 Sels, 3 soldiers, and 3 chainmaelstroms, especially considering how much the archetype can recycle. I also think that vortex definitely doesn't work the way I have it worded, so I have a bit of work to do.

 

Again, thanks for the review. I'm going to try to work out some of the kinks in the archetype.

 

Edit: Okay I've changed the spells to be more powerful and noteworthy in general and implemented the nullpact change. I am changing the rituals to all be less than by any amount on the level requirements, and with that change, I think that all of the rituals are powerful enough as is.

 

Edit 2: Minor changes. Swapped level requirements of Fulllpact and Cullpact.






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