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[Sakura AGM] Dragon Firefighter (12/12)

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#1
Flash Flyer - Sakura

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"Think Ally of Justice . . . except better. And dragons.

Specifically, this archetype is WATER Dragons designed completely to fight FIRE archetypes, mostly by killing off the more popular tactics and design details of FIRE archetypes. They achieve this by not only getting battle boosts and lockdown tactics against FIRE monsters, but also by OPT blocking Normal Spells (like, say, Rekindling) and a few effects that slaughter anything with 1000 or less DEF (most FIRE monsters in general, especially if they want to use Rekindling).
They really, really like their Xyz Summon, and their Xyz monsters can stack atop one another freely (think somewhere between the Galaxy-Eyes ED engine and Zoodiac in intent, and more the former in speed- they mostly do it to keep a boss with mats on the field at all times).
Because of their design, they do their job very well, and can even kill the occasional Deck they weren't explicitly designed to fight, like Monarchs (low DEF) or slower Fusion builds (reliance on a single Normal Spell)."

 

 

Main Deck

 

Extra Deck

 

Support cards

 

 

Design stuff

 

====

I will add more support cards later, considering there is still a bit this Archetype is lacking in at the moment.

 

With that being said, you know what to do with this.

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#2
BGMaxie

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Ok let's review.......I'm not a fan of 1 use only Decks so hopefully this does a good job in delivering since it needs to meet quite high standards.

 

1) Search is fine I guess but it should be hard OPT. 1000 DEF works I guess given most Level 4 or lower monsters with significant ATK values have low DEF. 3rd eff is ehh, hopefully there are ways to exploit this.

 

2) Spell Negator is too strong of an eff for such a basic monster, and the conditions are too low.

 

3) Draw eff is fine, Trap negator is not, same reasons as above.

 

4) This one is fine, tho I would like to add "cannot target others except "Fenfang" so as to prevent annoying Diva-esque locks from being too easy.

 

5) This one is fine.
 

6) This is fine too.

Extra Deck

1) Given how the monster works like, you might as well slap "2 Level "Firefighter Dragon" monsters". Monster is fine but it has no business being Archetype locked to use its effects.

2) Same here, no business with archetype lock AND omni negator on a basic Level 4 monster is way too powerful. It should be toned down.

Add notes: The term you seek is "Once per turn, you can also Xyz Summon "card name" by...." otherwise you can overlap each one ad infinitum.

Spells

1) Should say "During your Main Phase: You can add 1......." overall fine.

2) You should also add an Advanced Heraldry Art option on this card.

3) This is fine but rather bland imo.

I do not understand why this is sold as anti-FIRE. It really is not such a thing despite a few of them doing so. They are just an ordinary Spam to Xyz Deck. Remove the anti-FIRE and they still work as any Xyz Deck. If it had more treat your opp's monster and FIRE to trigger add bonuses from your monsters that could work, but they do not and then again anti-specific threats make for limited concepts that never really shine outside very punctual niches and thus do not see any light beyond the dark from meme-land. Not to mention some effs are busted considering the requirements.

The theme needs an overhaul to actually sell as a concept, balance some effects and set itself apart from mundane ideas.

5/10



#3
Flash Flyer - Sakura

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Due to the prompt, it's supposed to be the equivalent of Ally of Justice (but for FIRE); go ask Draconus why he wrote it like this. As I mentioned somewhere, the Xyz are supposed to be the Catastor-esque stuff and hit everything else except FIRE. That being said, I am aware that they need a card that forces the opponent to be FIRE, which I will get to later.

 

Engine is admittedly meh; I did consider giving it an effect that prevents your stuff from being chained to, but then it's going over the top.

 

Xyz had their requirements made Archetype-specific (so the other restriction is redundant), and effects modified (well, Tsunami got Blaze/Diamond's 2 effects, which I'm telling self isn't making them good.)

 

Note on Azumi that the FIRE weakening effect is connected to the general drop effect. If it's a FIRE monster, then you can halve its ATK; otherwise it just drops by a set value. Same goes for the first Xyz. (You have a choice in what you want to do)

 

======

Also, I did say that there's a lot this Archetype needs to do to work properly; including making the opponent FIRE for everything to work.


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#4
SnowBunny

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Archetypes against 1 attribute are pretty unique and interesting, because they punish your opponent for playing that attribute. Ally of Justice was pretty much a big failure since there was no cohesion between the card, but this one seems to be a lot better, and easier to set up. Well, time to review. :)

 

Azumi: The adding effect should definitely be a HOPT or just when it is summoned. The second and third effects are pretty good in terms of balancing it.

 

Blaze: Solid effect for setting up, also it can't be missed like if it was on its summon.

 

Diamond: It just seems like a bit much, but if you are going for it, at least make it HOPT also.

 

Fēnfāng: Another good effect for setting up, also should be HOPT so you don't just spam summon from the graveyard if you have more than 1 Fēnfāng on the field.

 

Kihei: Pretty good if you want to Xyz Summon with it. The second effect should be for rank 4, for the lvl 8 dragon decks.

 

Renkō: Both effects are good. The banishing definitely balances it, but you should word it differently like, when it is detached from that Xyz monster after using that effect. The second effect is good if you want to summon during your opponent's turn.

 

Captain Bàofēngyǔ: The second effect is kinda meh, idk what your are getting at with -1200 atk, maybe just make so it loses half its atk?

 

Captain Tsunami: Just negating a normal spell/trap is weak, other than that it is good.

 

Headquarters: Pretty good field spell, recovers and lets your keep xyz material. You should just change in its effect from academy to headquarters.

 

Backup: The first effect to attach 2 is too op, it should on attach 1.

 

Transport Engine: Pretty good, so your opponent cannot do anything when you attack.

 

Definitely needs a little work, but the finished product would be pretty good, and it isn't 100% only against fire monster decks.



#5
Flash Flyer - Sakura

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Tsunami used to be full on negation, and burned if the opponent got a FIRE monster negated. I suppose I can just change it to general Spell/Trap negation, and then redirect the original monster negation / burn to a third Xyz Monster. 

 

For Baofengyu's effect, a 1200 drop is usually half of a monster's ATK on average (or close to half on common bosses at worst). Against smaller monsters, it'll neuter them completely; larger monsters get into kill range. 

 

====

But yeah, this is supposed to be a better Ally of Justice (well, they're backed up by generic Dragon supports so that helps them out, but the drawback is that FIRE isn't a common Attribute now.) There will be some support cards to force everything to be FIRE, but the other effects at least give you something to work off of if you fight everything else. Oh hell, Catastor's the only AoJ that did anything outside LIGHTs. 

 

The forced FIRE card will likely be another Spell Card or an Xyz boss; we'll have to see how things work out.


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#6
Flash Flyer - Sakura

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Not much of an update after a week, but yeah, added a new Xyz that forces the opponent to be FIRE (which then makes the entire Archetype work on prompt); also fixed Tsunami's effect to hit S/T in general (yeah, it sort of breaks the prompt a bit and negation, but I may have to break from the prompt a bit to make this actually work).

 

In terms of future updates, I think some more backrow would be in their best interest (either to keep recycling them as needed or deal more damage to the opponent once their monsters are forced to be FIRE), plus an overall boss monster that can Rank-Up and incorporate multiple effects from the existing stuff. Probably will add a Trap or something, plus other supports. (I am still considering a card to prevent chaining, which would probably help them not get sniped).

 

====

Yeah, I think I should've went with another idea that doesn't require the opponent to be a certain Attribute, but since it's already up, might as well try to make it work; otherwise call it complete and move on (and maybe do legacy supports at a later time).


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