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[AGM] Blistersmiths - Self-Burning for Fun and Profit!


Tojin

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Bumbling level 1 FIRE Warriors that appear more like apprentices than fully-fledged blacksmiths. Under a plethora of different conditions, you take damage. You Summon a certain one, you get burned. A certain one gets sent to the Graveyard, you get burned. One battles, you get burned. The worst part is, that's all to the monster effects: self burn.

 

However, they have a single absurd field spell that does 1 of 2 things: you can transfer burn to your opponent for a turn, or if you took no damage since your last MP2, it Rekindling's any number of Blistersmiths from the Graveyard to go into R1s.


The traps are the works that these foolish smiths craft. Surprisingly, they are quite good at preventing damage, selling for high prices (gaining LP), and melting down to be refined into something else (floating into another trap). All of them have the effect: "if you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard" to help mitigate their awful monsters.

 

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Honestly, I don't have much of an intro for these guys. It's late and I'm tired. And besides, between the title, the prompt, and the cards, you should be able to get the theme of the archetype pretty quickly. However, I did change them from the prompt a bit: instead of only self-burning, they now have mandatory effects that have burn damage as a cost. This prevents them from being absolutely awful, while still keeping in the spirit of the prompt, if not the letter.

 

Oh, and the naming scheme is mythological blacksmiths for the monsters, and mythological weapons for the traps. I tried to go with some lesser-known ones, which is why we have Kladenets instead of Excalibur. :p

 

[spoiler=Monsters (10)]

Blistersmith Ogun

Level 1

FIRE

Warrior/Effect

400/200

When this card is Summoned, take 400 damage, and if you do, add 1 “Blistersmith” Spell/Trap card from your Graveyard or banished zone to your hand.

 

Blistersmith Völundr

Level 1

FIRE

Warrior/Effect

500/50

When this card is Summoned, take 500 damage, and if you do, add 1 “Blistersmith” monster from your Deck to your hand.

 

Blistersmith Masamune

Level 1

FIRE

Warrior/Effect

100/800

When this card is Summoned, take 400 damage, and if you do, Special Summon 1 “Blistersmith” monster from your hand, except “Blistersmith Masamune”.

 

Blistersmith Vulcan

Level 1

FIRE

Warrior/Effect

1000/0

Cannot be destroyed by battle. Once per turn, if this battles an opponent’s monster, take 500 damage, and if you do, Special Summon 1 “Blistersmith” monster from your Graveyard.

 

Blistersmith Goibhnu

Level 1

FIRE

Warrior/Effect

300/500

Once per turn, when a “Blistersmith” Trap card is destroyed: take 500 damage, and if you do, Set 1 “Blistersmith” Trap card from your Deck with a different name from the destroyed card.

 

Blistersmith Gofannon

Level 1

FIRE

Warrior/Effect

900/0

Once per turn, when a “Blistersmith” card you control is sent to the Graveyard, take 450 damage and banish 1 “Blistersmith” card from the Graveyard, and if you do, inflict damage to your opponent equal to the total number of “Blistersmith” cards in your Graveyard and on your field x200.

 

Blistersmith Tvastar

Level 1

FIRE

Warrior/Effect

600/600

Once per turn, when a Spell/Trap card is activated, take 300 damage, and if you do, equip 1 "Blistersmith" Trap card from your Deck to an appropriate target you control.

 

Blistersmith Kothar-wa-Khasis

Level 1

FIRE

Warrior/Effect

700/200

If this card is Special Summoned, take 350 damage, and if you do, add 1 “Blistersmith” card from your Deck to your hand.

 

Blistersmith Agastya

Level 1

FIRE

Warrior/Effect

0/1000

Once per turn, when a monster you control is equipped with a “Blistersmith” Trap card: take 500 damage and target that card, and if you do, it gains 1000 ATK and inflicts piercing damage as long as it’s equipped with a “Blistersmith” Trap card.

 

Blistersmith Hephaestus

Level 1

FIRE

Warrior/Effect

800/200

When this card is Summoned, you can take 400 damage and target 1 Spell/Trap card on each side of the field: destroy them.

 

[spoiler=Spell (1)]

Blistersmith Smythical Foundry

Field Spell

During either player’s turn, you can activate this effect: This turn, any effect damage you would take is inflicted to your opponent instead. During your Main Phase 2, if you took no damage this turn, you can Special Summon as many “Blistersmith” monsters from your Graveyard as possible, but banish them during the End Phase. You can only activate 1 “Blistersmith Smythical Foundry” effect per turn, and only once that turn.

 

[spoiler=Traps (11)]

Blistersmith Magnum Opus - Sharur

Normal Trap

Equip this card to a face-up monster you control. It gains 500 ATK. When the equipped monster destroys a monster by battle, you can activate one of the following effects:

  • Gain LP equal to the DEF of the destroyed monster.

  • Destroy 1 card your opponent controls.

If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard.

 

Blistersmith Magnum Opus - Fragarach

Normal Trap

Equip this card to a face-up monster you control. It gains 700 ATK. Thrice per turn, when you take damage, you can inflict half of that damage to your opponent. If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard.

 

Blistersmith Magnum Opus - Dainsleif

Normal Trap

Equip this card to a face-up monster you control. It gains 1000 ATK and must attack each battle Phase, if able. When this card is sent to the Graveyard, you can add 1 “Blistersmith” Trap Card from your Deck to your hand. If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard.

 

Blistersmith Magnum Opus - Arrow of Brahma

Normal Trap

Equip this card to a face-up monster you control. The equipped monster gains 400 ATK and inflicts piercing damage. When the equipped monster inflicts battle damage, gain LP equal to the damage inflicted. If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard.

 

Blistersmith Magnum Opus - Joyeuse

Normal Trap

Equip this card to a face-up monster you control. It gains 600 ATK. Once per turn, you can target 1 monster on the field: gain LP equal to its ATK, then, if the equipped monster is equipped with at least 3 “Blistersmith” Trap cards, you can destroy the targeted monster. If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard.

 

Blistersmith Magnum Opus - Ame-no-nuhoko

Normal Trap

Equip this card to a face-up monster you control. It gains 500 ATK. When the equipped monster destroys a monster by battle, you can add 1 “Blistersmith” card from your Graveyard to your hand. If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard.

 

Blistersmith Magnum Opus - Kladenets

Normal Trap

Equip this card to a face-up monster you control. It gains 400 ATK. Once per turn, you can inflict damage to your opponent equal to the ATK of the equipped monster. If you do, only 1 monster you control, except the equipped monster, can attack this turn. If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard.

 

Blistersmith Magnum Opus - Hrunting

Normal Trap

Equip this card to a face-up monster you control. It gains 700 ATK. You can destroy this face-up card: Special Summon 1 “Blistersmith” monster from your Graveyard. You can banish this card from your Graveyard: Add 1 “Blistersmith” Trap card from your Deck to your hand. If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard.

 

Blistersmith Magnum Opus - Nægling

Normal Trap

Equip this card to a face-up monster you control. It gains 900 ATK. When the equipped monster battles an opponent’s monster, after damage calculation, you can destroy this card and target up to 3 “Blistersmith” cards in your Graveyard, except this card: add 1 to your hand and shuffle the rest into your Deck. You can banish this card from your Graveyard: Add 1 “Blistersmith” Trap card from your Deck to your hand. If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard. You can only activate 1 effect of “Blistersmith Magnum Opus - Naegling” per turn, and only once that turn.

 

Blistersmith Magnum Opus - Dyrnwyn

Normal Trap

Equip this card to a face-up monster you control. It gains 800 ATK. When the equipped monster destroys another monster by battle, inflict damage to your opponent equal to the destroyed monster’s ATK. If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard.

 

Blistersmith Magnum Opus - Pashapatastra

Normal Trap

Equip this card to a face-up monster you control with 2500 or more ATK. It gains 1000 ATK. Once per turn, you can banish this card and 4 other face-up “Blistersmith” trap cards you control: send all cards on the field to the Graveyard. You cannot Special Summon monsters the turn you activate this effect. If you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard.

 

[spoiler=Extra Deck (2)]

Blistersmith Ilmarinen

Rank 1

FIRE

Warrior/Xyz/Effect

1200/1800

2 Level 1 monsters

While this card has Xyz Material, if you would take effect damage, you can make that damage 0. Each time you lose Life Points from the effect of a “Blistersmith” card, gain 500 LP. Once per turn, you can detach 1 Xyz Material from this card to target 1 monster your opponent controls and 1 monster you control: swap the ATK scores of the targets, until the End Phase.

 

Blistersmith Tubal-Cain

Rank 1

FIRE

Warrior/Xyz/Effect

2000/1000

3 or more “Blistersmith” monsters

While this card has Xyz Material, if you would take effect damage, you can make that damage 0. Once per turn, you can inflict damage to your opponent equal to the number of face-up “Blistersmith” cards you control times X00, where X is the number of Xyz Materials attached to this card, then detach 1 Xyz Material from this card.

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I'm just going to write a quick review for each card. Also going to apologize for not typing the diaeresis and other accents because I do not have easy access to them on Chromebook.

  • Ogun: Alright, recover the Trap Cards that reduce your self-imposed burn to 0. Banished zone currently isn't a thing, so you need to change it to "currently banished". 
  • Volundr: Searcher, so you need to run this at maximum. Also, is its DEF supposed to be 50, or you forgot another 0, and it's actually 500?
  • Masamune: You need him to set up for quick Rank 1 plays (including Illmarinen) in the early game, so yeah. It's fine.
  • Vulcan: I think you should tone down the cost of this card, since 1000 LP is going to sting hard, especially if you decide to be suicidal for whatever reason (despite the protection effect). Though I guess you need this because of the Xyz. 
  • Goibhnu: Guess it helps if you had to deal with Twin Twisters or other forms of removal, but in-Archetype, you can't really trigger this too much. You have a ton of options to set, but unlikely you'll use them all anyway. 
  • Gofannon: Basically the win condition for this Deck if you can get enough of the Traps into the Graveyard; problem is surviving long enough.
  • Tvastar: Get stuff out of the Deck for Gofannon to burn off of; also prone to triggering often because of this Archetype's need for heavy backrow and common activations.
  • Kothar-wa-Khasis: You'll need to trigger off Masamune/Vulcan or Hrunting to trigger this.
  • Agastya: Burn cost is a bit high, and the boost should probably be permanent, considering the rest of the monsters are low-powered (bar the Xyz). You can choose either one; probably the perma boost to plus off the field.
  • Foundry: You need to run this at 3, or you are screwed over hard. The Soul Charge / Rekindling effect is fine, but unless you reflect the burn via the Traps, you're not pulling this off.
  • Sharur: You're not getting the DEF thing off much (though it'll be amusing against Superheavies), but you'll like the destruction effect.
  • Fragarach: Make the opponent take half of the burn? Well, I guess that's useful.
  • Dainsleif: Well, it'll make the monsters a decent threat despite forcing you to attack every Battle Phase. Search is fine. 
  • Brahma: This one is fine; at least you're guaranteed to damage something no matter what. 
  • Joyeuse: I guess this is another way to get Goibhnu to trigger, but yeah. LP recovery is sorely necessary here because of how much self-burning this gives you.
  • Ame-no-nuhoko: Recycling from the Graveyard is fine. 
  • Kladenets: Assuming you can equip as many of the Traps as possible, the burn will be good. 
  • Hrunting: You have two options: Revive 1 of the monsters or reduce burn damage; either one helps. 
  • Naegling: At least it recycles the Traps, but it does conflict with Gofannon in terms of the burn.
  • Dyrnwyn: This one is fine; at least it'll burn if you can get rid of stuff. This + Brahma equals more pain.
  • Pashapastra: Assuming you can get this equipped to the Xyz and/or get lucky with equipping, this effectively becomes a board wipe. Then again, it does neuter you to your NS, and the Main Deck generally sucks.
  • Illmarinen: This is basically how you're not going to kill yourself via their mandatory burn. The LP restoration helps when you get burned, but yeah, only if you switch ATK stats and/or burn the mats off.
  • Tubal-Cain: See above about not getting burned. The burn helps, but I don't think you'll have more than 3 mats to increase the burn (and none of the cards here add more mats). But otherwise, it's not bad. 

====

It's a fun Deck, but unless you can deal with the mandatory burn, this is going to kill you a lot faster than you can move. The Xyz and Field Spells are a good idea, but yeah. Also realize that because the Deck is heavily reliant on Traps, stuff like Denko (if she's still being run nowadays) and Trap Stun will make this Deck dead. 

 

(And god, this took over an hour)

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Thanks for the review, Sakura! I'll address some of the things you mentioned.

 

  • Yes, Volundr's DEF is supposed to be 50.
  • Agastya's ATK boost was supposed to have the same condition as the piercing, my mistake. Fixed now.
  • What I was going for with the burn was to have it be equal to the monster's highest stat, but that does make it pretty easy to kill yourself with it, yeah. I've decided to change it to half the monster's highest stat, unless that stat is 500 or less. That ought to help some.
  • You bring up a good point about Trap Stun and the like, so because of that, I'm adding a new monster - Blistersmith Hephaestus!
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