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Beckondark


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[spoiler=Show Monster Cards]
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LIGHT
Level 1
Spellcaster/Tuner
ATK:100
DEF:100
When this card is Normal Summoned: You can add 1 "Beckondark" card with a different name from your Deck to your hand. If this card is sent from your hand to the Graveyard: You can destroy 1 monster on the field.

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DARK
Level 6
Fiend/Effect
ATK:2500
DEF:0
Once per turn: You can pay 500 Life Points to target 1 monster you control; it gains 500 ATK. While there is a face-up LIGHT monster on the field: You can Special Summon this card in face-up Defense Position.

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DARK
Level 1
Spellcaster/Effect
ATK:0
DEF:0
While you control a face-up LIGHT or DARK monster: You can Special Summon this card from your hand. If this card is sent to the Graveyard for the Synchro Summon of a LIGHT or DARK: You can add 1 Level 1 monster with the same Attribute from your Graveyard to your hand, except "Beckondark Forsaken".

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DARK
Level 1
Spellcaster/Effect
ATK:500
DEF:0
You can pay 500 Life Points; Special Summon this card from your hand. You can banish this card from your Graveyard; add 1 "Beckondark" card with a different name from your Graveyard to your hand. You can only activate this effect of "Beckondark Veil" once per turn.

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DARK
Level 6
Spellcaster/Effect
ATK:2000
DEF:0
You can discard 1 card; Special Summon this card from your hand. When this card is Normal Summoned: You can Special Summon up to 2 "Beckondark" monsters from your Graveyard, but they cannot attack, their effects are negated, and they are banished during the End Phase.

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LIGHT
Level 1
Spellcaster/Tuner
ATK:0
DEF:500
If this card is Normal Summoned: You can Special Summon 1 "Beckondark" monster with a different name from your hand or Graveyard. While you control no monsters: You can discard this card; Special Summon 1 "Beckondark" monster with a different name from your Deck. You can only activate 1 of these effects of "Beckondark Angel" once per turn. If this card is sent from your hand to the Graveyard (except by its own effect): You can draw 1 card.





[spoiler=Show Spell Cards]
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Quick-Play Spell Card
Banish 1 LIGHT and 1 DARK monster from your Graveyard; draw 2 cards. You can only activate this effect of "Beckondark Penumbra" once per turn.

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Continuous Spell Card
While this card is face-up on the field, all LIGHT monsters can be treated as DARK monsters and all DARK monsters can be treated as LIGHT monsters. Once per turn: You can target 1 "Beckondark" monster you control and declare a Level between 1 and 8; that monster's Level becomes the delcared Level until the End Phase.

 

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Field Spell

If you successfully Synchro Summon a LIGHT or DARK monster: You can excavate the top 5 cards of your Deck, and if 1 of them is LIGHT or DARK monster, add it to your hand. Otherwise, place it on the bottom of your Deck. You can only activate this effect of "Castle of Damnacht" once per turn. Once per turn: You can shuffle 1 of your banished LIGHT or DARK monsters into your Deck to target 1 monster you control; it gains 500 ATK and DEF.





[spoiler=Show Trap Card]
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Continuous Trap Card
Once per turn: You can shuffle 1 of your banished LIGHT or DARK monsters into your Deck; draw 1 card. If a LIGHT or DARK monster you control would be targeted for an attack or by an effect: You can change the target to another monster you control. If this card leaves the field: You can Special Summon 1 "Beckondark" monster from your hand.





[spoiler=Show Synchro Monster Cards]
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DARK
Level 8
Fiend/Synchro/Effect
ATK:0
DEF:2800
1 LIGHT Tuner + or more non-Tuner DARK monsters
This face-up Attack Position monster cannot be destroyed by battle. Your opponent takes any Battle Damage you would have taken from battles involving this card. You can pay 1000 Life Points to target up to 2 "Beckondark" monsters in your Graveyard; Special Summon them, and if you do, you can decrease this card's Level by up to 2. You can only activate this effect of "Hoarseman of Eternal Slumber" once per turn.

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DARK
Level 7
Fiend/Synchro/Effect
ATK:2750
DEF:0
1 LIGHT Tuner + or more non-Tuner DARK monsters
When this card is Synchro Summoned: You can Special Summon 1 "Beckondark" monster from your Graveyard, and if you do, you can reduce this card's Level by that monster's Level. You can Tribute this card; change the Battle Positions of all monsters your opponent controls. Monsters effected by this effect cannot change their Battle Positions or activate their effects this turn. You can only activate this effect of "Quake, the Rumbling Terror" once per turn.

 

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LIGHT
Level 2
Fiend/Synchro/Effect
ATK:1400
DEF:0

1 LIGHT Tuner + 1 non-Tuner DARK monster
This card can be treated as a DARK non-Tuner monster for the Synchro Summon of a DARK monster. If this card destroys an opponent's monster by battle: You can Special Summon it to your side of the field as a DARK Fiend-Type monster.

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DARK
Level 12
Fiend/Synchro/Effect
ATK:3000
DEF:3000
1 LIGHT Tuner + 2 or more non-Tuner DARK monsters
Must first be Synchro Summoned. Cannot be targeted by your opponent's card effects. Once per turn: You can Tribute 1 LIGHT or DARK monster you control; banish 1 card on the field. During the End Phase of the turn this card was banished: You can Special Summon this card.

 

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Your archetype looks very promising; It's a very simple archetype that is quite easy to understand and control.

Beckondark Shaman is one of the best cards since it helps you gain advantage out of your Beckondark Priestess and Beckondark Angel, who does a similar thing, but the fact that it needs to be Normal Summoned to get the effect it doesn't help him, because almost all the time, you will Special Summon it.

Beckondark Priestess and Beckondark Angel give you an instant Level 7 Synchro so they are good.

Beckondark Forsaken is the worst main deck monster in my opinion, since his only purpose is to get the Level 8 Synchro or the Synchro tuner, but it's still alright.

Beckondark Veil is decent since it let's you recover some resources, but besides that is pretty meh.

Beckondark Fearmonger is also decent, but just because it can Special Summon itself easily, but his field effect seems pointless, since you care going to Synchro with it the minute it hits the field.

The Spells are just decent, the best being Beckondark Penumbra, for obvious reasons, and the worst being the Field Spell, since you can't search it and, since this archetype doesn't banish that much, that last effect seems pretty situational, like the Trap card.

The Synchros are good, especially the Level 8 and Level 7, but it would be better if all of them were called "Beckondark", also the Level 12 could've been a little better since it is the Boss Monster, but he is good nonetheless.

Overall: a fun looking archetype that could be a somewhat solid casual deck.

Keep creating more cool Archetypes; Hope your future ideas will surpass the ones from now!

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Your archetype looks very promising; It's a very simple archetype that is quite easy to understand and control.

Beckondark Shaman is one of the best cards since it helps you gain advantage out of your Beckondark Priestess and Beckondark Angel, who does a similar thing, but the fact that it needs to be Normal Summoned to get the effect it doesn't help him, because almost all the time, you will Special Summon it.

Beckondark Priestess and Beckondark Angel give you an instant Level 7 Synchro so they are good.

Beckondark Forsaken is the worst main deck monster in my opinion, since his only purpose is to get the Level 8 Synchro or the Synchro tuner, but it's still alright.

Beckondark Veil is decent since it let's you recover some resources, but besides that is pretty meh.

Beckondark Fearmonger is also decent, but just because it can Special Summon itself easily, but his field effect seems pointless, since you care going to Synchro with it the minute it hits the field.

The Spells are just decent, the best being Beckondark Penumbra, for obvious reasons, and the worst being the Field Spell, since you can't search it and, since this archetype doesn't banish that much, that last effect seems pretty situational, like the Trap card.

The Synchros are good, especially the Level 8 and Level 7, but it would be better if all of them were called "Beckondark", also the Level 12 could've been a little better since it is the Boss Monster, but he is good nonetheless.

Overall: a fun looking archetype that could be a somewhat solid casual deck.

Keep creating more cool Archetypes; Hope your future ideas will surpass the ones from now!

Thank you!

 

Anywho: Bump!

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