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[Sakura AGM] Hearts Riding Club (20/20)

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#1
Flash Flyer - Sakura

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Hearts Riding Club
This is another of those two-part archetypes- think Kozmos with Psychic and Machine, or Dragunity with Winged Beast and Dragon. Notably, like the latter, it's a master/rider dynamic, with Spellcasters that ride and tame their Beast of choice. However, it combines a bit of the style of both- the Spellcaster "masters" can Tribute themselves on a Quick Effect to snatch the Beasts from your Deck, or get them out of your hand/Graveyard. Then, the Beasts all float, and they carry a Majespecter clause while their specific rider is on the field (ie, If you control "Hearts Riding Club - Quick Caster", this monster cannot be destroyed or targeted by cards or effects.), and often carry some method of protecting all the riders on the field, either by attracting attacks, negating effects that target the riders, or by carrying some quick destruction. However, if for whatever reason you get an incompatible rider/beast pair out, or if you know your opponent will be able to crack your board, the Spellcasters are Tuners, and their Synchros are surprisingly pretty generically good, if awkward to make outside HRC (requiring Spellcaster Tuners, Beast non-Tuners, or both).

 

Main Deck

 

Extra Deck

 

Spell/Trap Cards

 

Side notes

 

So yeah, CnC this.

Reps/likes given to those who critique properly under the AC.


Edited by Flash Flyer - Sakura, 18 October 2017 - 05:28 PM.
My FIRE Synchro up.

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#2
Flash Flyer - Sakura

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Going to bump this so it doesn't get pushed by any new stuff that comes around later. Will be updating it later with the stuff I said I need to add on to complete this. 


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#3
Flash Flyer - Sakura

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Stuff that was done this time around.

  • Added the Level 6 WIND Synchro [yes, it has a transliterated Chinese name like the Main Deck rider/beast combo] and Level 1 rider (FIRE). Also modified Xiangfeng's effect text to say the correct name; I originally named it Zephyr, but changed it and forgot to synchronize the naming in the effect. (It is corrected now)
  • Modified the Synchro Summon effects on the riders (least their [2] effects).

Last stuff to be added will be the Level 5 FIRE Synchro, and I guess some last-minute S/T cards to give them some other options [though the Archetypes these were supposed to draw from technically have a low backrow count themselves]. Might need to make some fixes on existing stuff when the last stuff comes around, because I do have some concerns about a few of them.


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#4
Dova

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Just quickly on the MD monster's protection effects; seems a little too specific, yet generic, for my taste. The demand suggested just tying it to the name, and I feel that's less clunky, if more restrictive, in regards to the card's names. I mean, it potentially allows for further archetypal growth, but if you're going to make it that specific, I would suggest simply using the name restriction.

Palomino has your basic attack prevention, but only the weaker kind, where you can't lock down your opponent. Fortunately, this is balanced by its own protection, forcing your opponent to Raigeki or something similar in order to get around it. Simple enough, even with its stats.

Prancer is more offensive with its stats though, and also in its on battle-destruction effect. Yes, it is only OPT, but it is non-targeting, and it works with any Hearts Riding Club monster you control. Combines nicely with the speed present in the riders.

Fēnghǎiwān (almost tried typing that) has some destruction protection in lieu of the targeting protection, and I guess works nicely with the slightly better stats. The attacking directly...eh, doesn't mesh well with Prancer, and I don't really see why to have it at all, as the archetype doesn't seem to want to Saitama the opponent that much. Probably could replace it with another effect, that, while it doesn't have to completely support the archetype, it shouldn't have to hurt it either.

Honōtora has protection, and, while some of your Hearts Riding Club may have targeting protection, the riders don't, allowing for a sort of dual-protection to go on. Good idea.

Haruyo and Ruby cover the bases with Beast specific swarming, from all the normal locations. Synchro Summoning in hand is a nifty trick, requiring you either to use the Tribute effect on the field, or Synchro effect in the hand. Shame the swarming doesn't combine with said Synchro summoning, but at least you have the player being forced to choose what route they want to take. Considering how archetypal this archetype is, I'm not seeing many potential splashes.

Xiāngfēng and Akane, on the other hand, have the added benefit of working in the GY, not the hand, meaning you can use them, then apply their effect. Again, they have swarming, if not perhaps a little more powerful...interesting. I would suggest putting the L4 or lower restriction on the above cards, giving more reason to tribute them and buffing them just a tad, as these cards have the more powerful GY effect.

Crimson Glory...wow. Winda clause, probable protection from targeting, and HOPT Mimicat? Only thing keeping this card somewhat balanced is the unorthodox requirements; I don't know if any deck can easily bring this creature out. As it is, its probably fine, as you can only use one combination to properly bring it out.

 

Sacred Flyer has basic targeting protection, and swarming from your hand or GY. Neato, especially as this card has its own form of non-targeting non-destruction removal. To be honest, considering this lacks the Spellcaster requirement, it's not that hard to get out in a basic Beast deck these days. Just activate Obedience School, then Normal Summon a monster to bring the total levels beyond 6. I would suggest making the last effect target to balance that out, as adding the Spellcaster requirement nerfs it a little too much.

Dàxiāngjùfēng is a little weaker when compared to the other two, but its lack of protection is balanced by the fact that it can non-target shuffle all cards your opponent controls. Man, what an effect. Returning to Obedience School earlier, this card provides easy turn 2 plays for Beast decks, so perhaps...target? I dunno how to fix that, in all honesty. Perhaps make it a little less generic in terms of what card you shuffle for yourself?

 

Academy has a search -> summon effect, which I don't like...if only for flavour purposes. It provides no protection, so despite it being simple, it works. Not much else to say, really.

 

Drive adds to the virtually untouched battle portion of the archetype, but still doesn't make Fēnghǎiwān useful. Even the battle damage increasing effect might convince you NOT to use it. No HOPT is fine, as the first effect can't really stack in any shape or form, so good as is.

 

Special Bond doesn't do very much for a Tribute cost. It's not bad...I just don't see it being used with the protection granted by most other cards. Might make a side, depending on what kind of deck you go up against, but there are better sides. Adding targeting would be too much, prevent most forms of removal...I don't know what to do here either.

 

Supremacy is your mandatory counter. Good as is, as the Synchros are easy to get out (relatively).

 

Decent archetype, but a few cards seem a bit too much, especially the bosses. I will talk about the FIRE Synchro when you post it.


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#5
Flash Flyer - Sakura

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Yeah, I think I may have to make some of the bosses target instead of letting them freely hit whatever. Would technically still accomplish the same thing, except opponent has more ways of countering them. The WIND Synchro can be changed to just hit a set area instead of everywhere (including the banished area) and would still be sufficient enough.

 

Idea for Haruyo/Ruby is to let you revive the bosses (oh wait, Ruby's the only one that can let you revive them; Haruyo only grabs them from the Deck which limits you to the Level 4s.). May need to shuffle some of their effects around (well, among the four of them anyway). 

 

I'll look at fixing Fenghaiwan (would be nice if Chromebook had easier access to accented letters and stuff). I admit that the idea of that one is to let one of your bosses get a guaranteed hit on the opponent, even if they do somehow hit over 3000. Could look into weakening the opponent instead stat-wise. 

 

Drive's intended to stop the opponent from chaining hand traps / backrow / Grave triggers, because yeah, those do come up often (least from what happened on practice matches on YGOPro). Bond kinda sucks, yeah; might remove the Tribute cost, but even then. Maybe let it banish to revive something too.

 

===

As for the deviation from using specific names, I was going to add on other Tuner techs that could be used (which would mean other riders [in reality, one animal isn't solely linked to a single rider]), but at the same time, if the opponent plays DNA Transplant (uh, does anyone bother with that anymore?) or something, you're screwed. Also would prevent me from having to make another Beast (animal) to go with the new additions and risk making duplicates of already existing stuff. Chances are that I won't, and the name thing would be better. 

 

(Yes Draco, I can read the prompt, but modified it so thing actually works and not relying on a specific name; especially if Konami gets stupid and bans a certain member for whatever reason.)

===

 

Don't think anyone can bring out Crimson Glory except these (idk if anything in AGM can, least without a hybrid build anyway). Other two are semi-generic on their own. Level 5 may be like that too, but I'll have to see what to give it to fit thematically with the rider/beast combo. (Will be a tiger-based member since the beast itself is, yeah, one of them)

 

I did think about adding Level 5/6 members to fill the Attributes that I didn't do (WATER and DARK); thematically would be the top riders in the academy, but thinking that would result in overlap in effects. Maybe in legacy design, I'll consider it (or someone in this club does it). 

 

========

And yeah, thanks for the review. (Just have to update everything, and then let Draco do his thing later)


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#6
Eshai

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I get the type specification for the cannot be destroyed by card effect but attribute too? I would make it cannot be destroyed by battle or card effect for that kind of condition, usually. Considering how the members can cycle themselves around for different ones makes it weird for me. You essentially get into a position where 1 of them is protected of your choice, which is kinda pointless considering you're doing it for the level of the tuner rather than the protection of the Club cubs.

I would rather make it just Spellcaster Tuner and remove the attribute condition.

I also think if the Synchro AND Tuners are going to be that conditional on what they can summon, the Tuners should just be able to Synchro Summon any beast monster.

I think giving them a bit more utility in the extra deck won't break the meta considering it's the same kind of condition that the Crystron tuner's have.

Here's just a couple nitpick. Nothing important or anything but better to say it than not:
- I think Graveyard got replaced by GY.
- The field Spell is a bit TOO versatile in it''s searching capabilities, but that doesn't matter to much comparing it to Union Hanger.
- If Konami is trying to get rid of jargon text, why do we have to say monster after the type restriction? Am I going to have a Beast Spell in the future of Yugioh? This isn't about the archetype but the fact Konami hasn't gotten rid of this bothers me.

I have no other problems with how the archetype works. It's pretty well made in general.

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#7
Flash Flyer - Sakura

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I get the type specification for the cannot be destroyed by card effect but attribute too? I would make it cannot be destroyed by battle or card effect for that kind of condition, usually. Considering how the members can cycle themselves around for different ones makes it weird for me. You essentially get into a position where 1 of them is protected of your choice, which is kinda pointless considering you're doing it for the level of the tuner rather than the protection of the Club cubs.

I would rather make it just Spellcaster Tuner and remove the attribute condition.

I also think if the Synchro AND Tuners are going to be that conditional on what they can summon, the Tuners should just be able to Synchro Summon any beast monster.

I think giving them a bit more utility in the extra deck while not breaking the meta considering it''s the same kind of condition that the Crystron tuner's have.

Here's just a couple nitpick. Nothing important or anything but better to say it than not:
- I think Graveyard got replaced by GY.
- The field Spell is a bit TOO versatile in it''s searching capabilities, but that doesn't matter to much comparing it to Union Hanger.
- If Konami is trying to get rid of jargon text, why do we have to say monster after the type restriction? Am I going to have a Beast Spell in the future of Yugioh? This isn't aboUT the archetype but the fact Konami hasn't gotten rid of this bothers me.

I have no other problems with how the archetype works. It's pretty well made in general.

 

I could probably change it to remove the Attribute thing on the Beasts (to be fair, two of them are thematically themed on horses, one is reindeer-themed and other is tiger if the name wasn't obvious). It will break the prompt again, but sometimes you have to deviate from it to make stuff work. (Then again, there's not too many good Spellcaster Tuners here besides Effect Veiler or something).

 

For what it's worth, letting you summon any Beast Synchro instead of the rider combo forms wouldn't really kill anyone. Least you get some access to Team Unicorn aces (which would thematically fit in here to an extent) and I guess Leo, Sacred Keeper of the Tree or something. By extension, the Level 1 Tuner wouldn't need to wait for me to make the Level 5 FIRE form to be live. (Or in general, just make them less Archetype dependent on their bosses. Would be nice if Konami made more Beast Synchros, but they probably dumped them in favor of their preferential Types.)

 

====

As for wording stuff and other things.

 

1. Yeah, Graveyard got replaced by GY, but it's habitual since we've been writing it like that for a long period of time. (To be fair, most of us just say Grave; GY isn't the first thing that would come as a shorthand).

 

2. The searcher is technically all-around (which yeah, is all-around and you need to run it in triples), compared to stuff like 'specters who can search everything but require three different members. I would rather not make members that are only going to serve 1 particular purpose (a Trap searcher wouldn't be of much use because I only made one Trap Card thus far).

 

3. Ask Tewart why he got rid of certain things. Same with #1, if the Series 9 text comes up in cards, then it's just habit from writing it like that for so long. It was a few more keystrokes, but adding -Type sort of eliminated ambiguity between certain Types having their thing reflected in the name.

 

====

But yeah, thanks for the review.


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