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[Finished]AGM Archetype Design Contest #1! (Boss Phase)


Draconus297

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So, it's been brought to my attention that the monthly Deck Challenges I've been doing make it hard to bring new members into the AGM. Tinkerer (the other judge of this contest) suggested a kind of "trial run" challenge, where prospective members could show off their card design chops for review by the group.

 

Ergo, this contest.

 

Like a regular AGM archetype, this will revolve around an archetype in the Archetype Game thread, selected for its ability to check for the strengths and weaknesses of someone's card design.

 

There is a 100-Point entry fee per person, as well as a base pot of 5000 Points, just in case the winner isn't particularly interested in becoming a member of a semi-Legacy (Links aren't a thing in the AGM, but Cyberse-Type is, and we use a mix of old and new OCG) format group.

 

This contest will come in four distinct card-making "phases", which will occur over the course of a week each. During each "phase", a contestant will make a piece of the archetype which indicated at the bottom of the post after the contest begins. Each phase will be graded separately at the end of its respective week, and as parts of a whole at the end of the contest.

 

Any questions or concerns can be addressed to myself and/or Tinkerer, either via PM or in the Archetype Generator Meta thread proper.

 

[spoiler= Current Pot]

5500 Points!

 

 

 

[spoiler= Rubric]

Literacy (25 points): Did you read and understand the prompt? Here I judge whether you gave the prompt what it asked for, ignoring your creative elements.

Creativity (25 points): Did you play jump-rope with the prompt? This is where I see if you did anything fun or unexpected, or used gameplay mechanics or stats in an interesting way.

Balance (20 points): Is each card functional without being broken? Here I check each individual card/section in a vacuum, ignoring what other cards can do with them. Basically, "does this archetype break the game/do literally nothing without help?"

Interactivity (20 points): Do dumb things happen when this archetype has help? Here I'll check existing AGM archetypes, as well as accepted Konami cards/generics to see if you've accidentally created something utterly stupid. I'll be generally lenient here, but let's just say we had to refuse Recurring Nightmare in the AGM for a reason.

OCG (10 Points): Because this is a Legacy group, you can use Arc-V-style card text, or you can use VRAINS-style card text, but either way, I'd better not see "may". It's here that I'll be a bit of a text fascist, so . . . be forewarned.

 

Each judge will submit their totals separately, so you're really being judged out of 200.

 

 

 

Current Phase: 4

Prompt for this phase: Create a set of bosses (1-2) for the Arachne Pirate archetype! Hint: typically, a boss is best defined by their protection (Ulti-Falcon), ability to stop your opponent's plays (CDI), or sheer raw force and ferocity (King of the Skull Servants).

 

Arachne Pirate

Spider pirates; that's all you need to know. Oh wait, the original laddie be wantin' more words.

 

Archetype of WATER Insects that, as their name implies, focus on piracy and looting the opponent's resources with extreme ease. They're not that powerful (think of Majespecter stats), but what they do, they are extremely proficient at it. Unless the opponent can handle multiple direct attacks and losing their resources, it's going to be a long day for the opponent as they struggle with resource deficits.

 

For this phase, you're not making any bosses or ED presence, so just focus on creating a solid Main Deck monster lineup.

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Welcome all!  A prompt has been decided on and the contest should open up with the information and requirements soon.

 

A grammar tip in case you want to utilize this in the archetype: the AGM pseudo-Legacy format also has a zone for banished cards.  If you want to reference it, it is simply called the "Banished Zone".

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Phase 1 begins!

 

You have until Tuesday, July 4th to create and submit your submission!

 

Recommendations regarding possible things that you can use as a guidebook for this contest:

[spoiler= AGM WATER and Insect support]

Aggressive Trench Leviathan

WATER - Level 9 - Sea Serpent/Effect - ?/?

Cannot be Normal Summoned/Set. Cannot be Special Summoned, except from your hand by banishing all WATER monsters in your Graveyard (min. 2). This monster's effects cannot be negated, except by this monster's own effect. This monster's original ATK and DEF are equal to the number of WATER monsters in the Graveyard x1000. During each of your End Phases, send cards from the top of your opponent's Deck to the Graveyard equal to the number of WATER monsters in your Banished Zone (Cards and effects cannot be activated at this time). Your opponent cannot use monsters of a Level/Rank equal to the number of your banished WATER monsters for Fusion, Synchro, or Xyz Material. During your opponent's Standby Phase, they can declare that they will activate no cards or effects during their turn to negate this card's effects until their 2nd Main Phase.

 

The Living Hurricane

WATER - Level 8 - Aqua/Effect - 800/800

Cannot be Special Summoned. Once per turn, during either player's turn, you can discard 1 monster from your hand: Increase this monster's ATK and DEF by 200 times the Level of the monster discarded for this effect. If a card(s) is discarded: Place 1 Debris Counter on this card. Debris Counters cannot be removed from this card. This monster can declare a number of attacks per Battle Phase equal to the number of Debris Counters on this card.

 

Yuki Onna of the Hot Springs

FIRE - Level 8 - Aqua/Effect - 2800/2350

This monster's Attribute is also always treated as WATER. Cannot be Normal Summoned/Set. You can Special Summon this monster from your hand by banishing 1 WATER and 1 FIRE monster from your Graveyard. If this monster inflicts Battle Damage, you can Special Summon 1 FIRE or WATER monster from your Graveyard in Defense Position. Once per turn, you can select and activate 1 of the following effects:

●Destroy a number of Spell/Trap Cards on the field up to the number of WATER monsters in your Graveyard, then increase your Life Points by by 800 for every card destroyed this way.

●Destroy a number of monsters on the field up to the number of FIRE monsters in your Graveyard, then inflict 400 damage to your opponent for every card destroyed this way.

 

Servant Gnat

LIGHT - Level 3 - Insect/Effect - 800/1000

If this monster would be used as Ritual Tribute for the Summon of a Ritual monster that names a Ritual Spell Card in its card text, this monster can be treated as the entire Tribute. If this monster is Tributed, you can send 1 Insect-Type monster from your Deck to the Graveyard: Draw 2 cards. During either player's Standby Phase, if this card was banished last turn, you can Special Summon this monster from the Banished Zone. You can only activate each effect of "Servant Gnat" once per turn.

 

Bident Beetle

EARTH - Level 9 - Insect/Ritual/Effect - 2850/2550

Must be Ritual Summoned using "Weapon Altar of Insects", and cannot be Summoned by other ways. If this monster battles your opponent's Beast-Warrior-Type or Warrior-Type monster, this monster gains ATK equal to the opposing monster's ATK, also the opposing monster's effects are negated until the end of the Damage Step. You can banish 2 Insect-Type monsters in your Graveyard to target 1 card on the field, except "Bident Beetle": While this card is face-up on the field, that target cannot be destroyed or targeted by other card effects, but its effects are negated during the Battle Phase.

 

Eternal Battleship USS-HI1207

WATER - Level 10 - Machine/Effect - 3000/2800

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 WATER monsters from your hand or Graveyard, and cannot be Special Summoned by other ways. Your opponent cannot target another WATER monster you control for attacks. When this card is destroyed by an opponent's card: You conduct your next Battle Phase twice.

 

Warrior Princess Akasagarbha

WATER - Level 7 - Warrior/Ritual/Effect - 2700/900

You can Ritual Summon this card by discarding a Ritual Spell and Tributing monsters form your hand or side of the field whose Levels equal exactly 7. Once per turn, if you activate a Ritual Spell card or Ritual Summon a monster (including this monster), you can draw 1 card. There can only be 1 face-up "Warrior Princess, Akasagarbha" on the field at a time.

 

Pond-Forming Elephant

EARTH - Level 5 - Beast/Effect - 2200/1000

If this card is Normal Summoned, you can Special Summon 1 level 6 or lower WATER monster from your hand or Deck. If this card is sent to the Graveyard, you can add 1 "Pond-Loving Elephant" from your Deck to your hand.

 

Pond-Loving Elephant

EARTH - Level 2 - Beast/Tuner/Effect - 200/2000

If you control a WATER monster, you can Special Summon this card from your hand. If this card is sent to the Graveyard for the Synchro Summon of a WATER monster, you can Special Summon 1 "Pond-Forming Elephant" from your hand or Graveyard.

 

Captain Gagagigo

WATER - Level 8 - Warrior/Fusion/Effect - 2950/2950

1 WATER monster + 1 Warrior-type monster

You can also Fusion Summon this card by sending the above materials you control to the Graveyard. Once per turn, during your Main Phase 1, you can Special Summon 1 level 4 or lower monster from your hand. If you do, you cannot conduct your Battle Phase this turn.

 

Steam Sylph

WATER - Level 6 - Fairy/Fusion/Effect - 1600/2300

1 WATER monster + 1 FIRE monster

If this monster destroys your opponent's monster by battle, increase your Life Points by double the original ATK of the destroyed monster. If this effect resolves, increase the ATK and DEF of all monsters you control by 100 times their Level/Rank. During either player's turn, you can Tribute this face-up monster: You take no damage, and cards you control cannot be destroyed (this is a Quick Effect, and its effect remains in effect until the End Phase).

 

Dweller in the Deep

WATER - Level 7 - Sea Serpent/Fusion/Effect - 2450/1900

1 WATER monster + 1 Level 5 or lower monster

Cannot be targeted for attacks or card effects. A monster destroyed by battle with this card is banished face-down instead of being sent to the Graveyard. This card gains 100 ATK for every card banished face-down.

 

Suicune the Aurora Kirin

WATER - Level 7 - Aqua/Synchro/Effect - 2000/2600

1 Tuner + 1 or more non-Tuner WATER monsters

During your Standby Phase: This card gains 300 ATK/DEF. If this card destroys an opponent's monster: You can discard 1 card, then target 1 monster your opponent controls; halve its ATK/DEF. Once per turn: You can gain 300 LP for every monster you currently control. This card cannot attack the turn you activate this effect.

 

Numerix-031: The Marching Tide

WATER - Rank 3 - Aqua/Xyz/Effect - 1500/1300

3 or more (max. 5) Level 3 monsters

Once per turn, you can detach 1 Xyz Material from this card to select and activate 1 of the following effects:

●Increase the ATK of all monsters you control by 200.

●Increase your Life Points by the ATK of the monster you control with the lowest ATK.

●Add the detached Material to your hand instead of sending it to the Graveyard.

 

Numerix-067: Crystal Ice Queen

WATER - Rank 5 - Aqua/Xyz/Effect - 2550/2550

2 Level 5 WATER monsters

Cannot be destroyed by card effects. Once per turn: You can detach 1 Xyz Material from this card to target 1 card on the field; destroy it. If this card attacks or is attacked: You can detach 1 Xyz Material from this card; this card gains 300 ATK and DEF.

 

Numerix-070: Yukiko, the Swordmistress

WATER - Rank 4 - Warrior/Xyz/Effect - 1500/3000

2 Level 4 monsters

While this card has a WATER monster as an Xyz Material, this monster's original ATK and DEF are switched. Once per turn: You can detach 1 Xyz Material from this card; switch control of 1 monster you control with 1 monster your opponent controls (your choice). When control of this face-up card on the field shifts to your opponent: You can target 1 card on the field; banish it.

 

Serpentempest

WATER - Rank 4 - Reptile/Xyz/Effect - 100/100

3 Level 4 monsters of the same Type

Once per turn, you can detach 1 Xyz Material from this card to target 1 Special Summoned monster on the field, except "Serpentempest": Increase this monster's ATK and DEF by that monster's ATK. This monster can attack all Special Summoned monsters your opponent controls, once each. If this monster destroys your opponent's Special Summoned monster by battle, increase this monster's ATK and DEF by 800. If your opponent controls no Special Summoned monsters at the start of your Battle Phase, destroy this monster, and you take damage equal to this monster's ATK when it was destroyed.

 

Beloved Child of the Yuki Onna

WATER - Rank 3 - Aqua/Xyz/Effect - 2000/100

2 Level 3 WATER monsters

If you would take damage, you can increase your Life Points by that amount, instead. Once per turn, you can detach 1 Xyz Material from this card: Inflict 500 damage to both players for each WATER monster on the field. If this monster is destroyed while your LP are higher than your opponent's, you can Special Summon 1 Rank 4 WATER Xyz monster from your Graveyard or Extra Deck, using this monster as Xyz Material.

 

Yuki Onna of the Deep Blizzard

WATER - Rank 4 - Aqua/Xyz/Effect - 2300/1800

2 Level 4 WATER monsters

Once per turn, you can detach 1 Xyz Material from this card to add 1 WATER monster from your Deck to your hand. During the End Phase, if an Aqua-Type monster was sent from the field to the Graveyard this turn, you can select and activate 1 of the following effects:

●Add 1 Level 6 or lower WATER monster from your Graveyard to your hand.

●Special Summon 1 Aqua-Type monster from your Graveyard.

 

Revitalization Spring

Continuous Spell

Monsters with 1800 or less original ATK gain 800 ATK. If you destroy your opponent's monster by battle, you can draw 1 card. If your opponent destroys a monster(s) you control, except by battle, you can draw 1 card. You can only activate each effect of "Revitalization Spring" once per turn.

 

Pity for the Mermaid

Normal Spell

Select and activate 1 of the following effects:

● Target up to 2 of your banished WATER monsters; add them to your hand.

● Banish 1 Level 4 or lower WATER monster from your Deck, and if you do, add 1 monster with the same name from your Deck to your hand.

 

Call for Family

Normal Spell

Pay 1000 LP and target 1 Level 4 or lower monster you control: Special Summon 1 monster from your Deck with the same Level, Type, and Attribute as the target, but with a different name. The Summoned monster has its effects on the field negated, also it cannot be used as Material for the Summon of a Fusion, Synchro, or Xyz monster until the End Phase.

 

Storm Surge

Quick-Play Spell

Special Summon 1 Level 4 or lower WATER or Thunder-Type monster from your hand. A monster Summoned by this effect has its ATK and DEF doubled.

 

Weapon Altar of Insects

Ritual Spell

This card is used to Ritual Summon "Bident Beetle". You must also Tribute monsters from your hand or side of the field whose total Levels equal exactly 9. You can discard this card to add 1 Ritual monster from your Deck to your hand. While this card is in your Graveyard, you can banish 1 Insect-Type monster from your Graveyard: Add this card to your hand.

 

Micro Reinforcement

Normal Trap

Pay 500 LP; Special Summon 1 Level 2 monster from your Deck in face-down Defense Position.

 

Flat Level 4

Normal Trap

Both players Special Summon 1 Level 4 monster from their hand or Deck, if possible. You can banish this card from your Graveyard: Special Summon 1 Level 4 monster from either player's Graveyard.

 

Cross-5-r

Normal Trap

Both players can Special Summon 1 Level 5 monster from their hand or Graveyard.

●If neither player Special Summons a monster by this effect: Both players discard their hand, then draw 1 card.

●If only one player Special Summons a monster by this effect: The player that did not Summon a monster takes 1000 damage.

●If both players Special Summon a monster by this effect, both players draw 2 cards.

You can only activate 1 "Cross-5-r" per turn.

 

Birth of the Hydra

Quick-Play Spell

Add 1 monster with 1000 ATK and 0 DEF from your Deck to your hand. If you control a face-up "Sorcery Hydra" monster when this effect resolves, you can also add 1 Reptile-Type monster from your Deck to your hand. You can only activate 1 "Birth of the Hydra" per turn.

 

In Defense of the Queen

Quick-Play Spell

Destroy 1 face-up Insect-Type monster you control: Target and destroy up to 2 card(s) your opponent controls. During your Standby Phase, if you control 2 or more "Hell Stinger" Continuous Trap Cards, you can add this card from your Graveyard to your hand, but if you do, take 500 damage. You can only activate each effect of "In Defense of the Queen" once per turn.

 

Nimble Angler.

Nimble Manta.

Nimble Sunfish.

Howling Insect.

Doom Dozer.

Golden Ladybug.

Bachibachibachi.

Star Boy.

 

Maybe some Shivergami or Hive Harvester cards?

 

 

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I might post about my thought process for the cards if I have the time but I probably won't

 

[spoiler=Main Deck Cards]

 

Arachne Pirate Buccaneae

WATER
Level 3
Insect / Effect
If an "Arachne Pirate" monster you control attack your opponent directly while they control a Special Summoned monster: You can Special Summon this card in Attack Position. This card can attack your opponent directly. If this card inflicts battle damage to your opponent by a direct attack: Discard 1 random card from your opponent's hand, then increase your Life Points by 300.
300 / 400
 
Arachne Pirate Swashbugler
WATER
Level 3
Insect / Effect
During your Battle Phase, you can banish this card from your Graveyard, then target 1 face-up "Arachne Pirate" you control: The targetted monster can attack twice this turn. This card can attack your opponent directly. If this card inflicts battle damage to your opponent by a direct attack: Banish 1 card from your opponent's Graveyard, then increase your Life Points by 300.
400 / 300
 
Arachne Pirate Captopod
WATER
Level 7
Insect / Effect
During your Battle Phase: You can Special Summon this card by tributing 2 "Arachne Pirate" you control. This card can attack your opponent directly. If this card inflicts battle damage to your opponent by a direct attack: You can return 1 face-up Level 3 "Arachne Pirate" you control to your hand, then Special Summon 1 Level 3 "Arachne Pirate" from your hand with a different name.
600 / 2500

 
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[spoiler=Entry]

Arachne Pirate Georbette
WATER
Level 3
Insect/Effect
Once per turn, if your opponent activates a card effect that would target one of their cards, discard 1 card; switch its target to this card. If you control 1 or more “Arachne Pirate”s, this card can attack your opponent directly.
ATK: 1300
DEF: 400
 
Arachne Pirate Tarant
WATER
Level 3
Insect/Effect
Once per turn, you can discard 1 card: Target 1 Spell/Trap card in your opponent’s GY; activate that card on your side of the field. If you control 1 or more “Arachne Pirate”s, this card can attack your opponent directly.
ATK: 1500
DEF: 200
 
Arachne Pirate Bolas
WATER
Level 3
Insect/Effect
Once per turn, you can discard 1 card: pick 1 card at random from your opponent’s hand; add that card to your hand. If you control 1 or more “Arachne Pirate”s, this card can attack your opponent directly.
ATK: 1300
DEF: 400

 

 

 

Here's mine!

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Yo, Arachne Pirates coming in hot.

 

[spoiler=Arachne Pirate Archetype ]Arachne Pirate Terror
WATER
Level 3
Insect/Effect
ATK 1200/ DEF 0
As long as you have an "Arachne Pirate" card on the field except "Arachne Pirate Terror", this card can attack your opponent directly. You can only use each of the following effects of "Arachne Pirate Terror" once per turn and only once that turn.
(1) When this card is Normal or Special Summoned: You can add 1 "Arachne Pirate" monster from your Deck to your Hand, except "Arachne Pirate Terror".
(2) When this card deals battle damage to your opponent: Your opponent discards 1 random card from their hand.
(3) When this card is destroyed by battle or card effect and leaves the field: Draw 1 card.

Arachne Pirate Ruthless
WATER
Level 3
Insect/Effect
ATK 900/ DEF 0
As long as you have an "Arachne Pirate" card on the field except "Arachne Pirate Ruthless", this card can attack your opponent directly. You can only use each of the following effects of "Arachne Pirate Ruthless" once per turn and only once that turn.
(1) When you Normal or Special Summon an "Arachne Pirate" monster, except "Arachne Pirate Ruthless": Special Summon this card from your Hand or Graveyard but it cannot attack your opponent directly this turn.
(2) When this card deals battle damage to your opponent: Send the top card of your opponent's Deck to the Graveyard, and if you do, shuffle a card of the same type from your Graveyard into your Deck.
(3) When this card is destroyed by battle or card effect and leaves the field: Banish the top card of your Deck Face-Up and add it to your Hand at the end of your 2nd Turn after this effect's activation.

Arachne Pirate Fear
WATER
Level 3
Insect/Tuner/Effect
ATK 800/ DEF 0
As long as you have an "Arachne Pirate" card on the field except "Arachne Pirate Fear", this card can attack your opponent directly. You can only use each of the following effects of "Arachne Pirate Fear" once per turn and only once that turn.
(1) If you control 2 or more "Arachne Pirate" monster(s): Special Summon this card from your Hand.
(2) When this card deals battle damage to your opponent: Target and destroy 1 set card on the field.
(3) When this card is destroyed by battle or card effect and leaves the field: Add 1 "Arachne Pirate" monster from your Graveyard to your Hand, except "Arachne Pirate Fear".

Arachne Pirate Wisdom
WATER
Level 3
Insect/Effect
ATK 600 / DEF 0
As long as you have an "Arachne Pirate" card on the field except "Arachne Pirate Wisdom", this card can attack your opponent directly. You can only use each of the following effects of "Arachne Pirate Wisdom" once per turn and only once that turn.
(1) If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand).
(2) When this card deals battle damage to your opponent: Target 1 Face-up card your opponent controls, return it to the Hand.
(3) When this card is destroyed by battle or card effect and leaves the field: Add 1 "Arachne Pirate" Spell/Trap card from your Graveyard to your Hand.

Arachne Pirate Curse
WATER
Level 6
Insect/Effect
ATK 2400 / DEF 1600
This card can only be Special Summoned if all Face-up monster(s) you control are WATER-type. You can Special Summon this card from your Hand or Graveyard by Banishing 2 "Arachne Pirate" monster(s) from your Field or Graveyard. You can only use each of the following effects of "Arachne Pirate Curse" once per turn and only once that turn.
(1) Special Summon 1 "Arachne Pirate" monster from your Banished Zone but it cannot declare an attack this turn.
(2) Send 1 "Arachne Pirate" monster from your Field to the Graveyard: Destroy 1 card your opponent controls.
(3) When this card leaves the Field: Add 1 "Arachne Pirate" Spell/Trap card from your Deck to your Hand.

 

 

 

[spoiler=Theme and Combo of the Archetype](1) The Archetype works as a Level 3 Special Spam deck capable of making a lot of robust plays and can swarm the field easily if summoning is not altered or stopped by other cards.
(2) The Archetype is capable of functioning as a pseudo OTK Deck if the opponent allows the swarm to take place as direct damage of 2500-3000 per turn (not counting extra deck monsters) is possible with the right cards in hand and support power of the Deck
(3) The Main Deck monsters are fully capable of spamming the field and have effects that complement each other.
(4) Terror is your consistency play-maker, searches combo pieces, disrupts resources and lets you draw on pop.
(5) Ruthless is your special summon spam and you want it in your hand or grave to go off on both turns. Allows disruption and semi gold sarcophagus on pop.
(6) Fear is another easy way to flood the field while being a tuner for synchro plays. Disruption and Graveyard recycle for damage and pop.
(7) Wisdom is your Tefnuit clone and helps start the plays and main play-makers. It bounces and acts as spell/trap recycle improving consistency.
(8) Curse is your archetype boss and is very easy to summon after your combos are done and it basically summons itself for 1 banish due to it's effect of SS from Banished Zone. It provides dual turn disruption and is never a dead card as it is a free search on leaving the field. It has a type restriction to prevent engine flooding.
(9) The whole archetype is very capable of putting pressure and making very strong boards and their effects have a hard OPT to prevent broken shenanigans on both player's turns.

 

 

[spoiler=Arachne Pirate Flavor](1) The naming scheme of these pirates are based off on common qualities of an individual or traits associated with their personalities. Curse is the mysterious leader, Terror strikes terror in enemies, Fear paralyzes the prey, Wisdom is the strategist and Ruthless is the cold blooded loot and killer.
(2) The theme of this contest was to disrupt and waste off the opponent's resources while capitalizing on their own and this archetype excels at that. They attack directly and bring real pain on enemies on activating and disrupting their plays and even if they are dead, their effects live on.
(3) The entire archetype need at-least 1 "Arachne Pirate" card on the field except themselves to attack directly which showcases the power of numbers when it comes to pirates.
(4) The Pirates are powerful but their restrictions prevent them from going overboard.
(5) They have both XYZ as well as Synchro mechanics to play with and i designed them keeping in mind the amount of potential extra deck freedom i can have with them.

 

 

[spoiler=Synergies](1) Pond-Forming Elephant and Pond-Loving Elephant can form a Water spam core with them to enable more field presence and more synchro fodder and combos.
(2) Numerix-031: The Marching Tide can be easily summoned off the combo pieces and can be used to furthur burn the opponent, increase attack for stronger direct attacks or get monsters recycled in hand.
(3) Beloved Child of the Yuki Onna gives the archetype to gain benefit of LP and liberty in designing future supports and spell/traps that can increase LP instead for powerful effects with Yuki Onna.
(4) In Defense of the Queen is the best combo card with this designed archetype and should be run at a minimum of 2 or 3 in my opinion, You not only disrupt your opponent in either player's turn and make them go -2 but the destruction effect of the main deck monsters allow you to get pluses for free furthur showcasing the pirate theme.

 

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Wow, didn't expect all of us to make a set of Lv.3 monsters, here's my entry

 

[spoiler=Entry']

Arachne Pirate - Navy Huntsman

WATER - Level 3 - Insect/Effect - 400/900

If your opponent adds a card(s) to their hand (except during the Draw Phase or the Damage Step): You can banish 1 of those cards until the end of the next turn, and if you do, Special Summon this card from your hand, and if you do that, inflict 400 damage to your opponent. If this card is Normal Summoned, or is Special Summoned by the effect of an Insect monster: You can add 1 "Arachne Pirate" monster from your Deck to your hand, except "Arachne Pirate - Navy Huntsman". Monsters you control cannot activate their effects during the turn you activate this effect, except WATER monsters. You can only use each effect of "Arachne Pirate - Navy Huntsman" once per turn.

 

Arachne Pirate - Indigo Wolf

WATER - Level 3 - Insect/Effect - 600/700

If you control an Insect monster: You can Special Summon this card from your hand, and if you do, inflict 600 damage to your opponent. If this card is sent to the GY while you control a WATER monster: You can banish 1 random card from your opponent's hand until the end of the next turn. You can only use each effect of "Arachne Pirate - Indigo Wolf" once per turn.

 

Arachne Pirate - Teal Grass

WATER - Level 3 - Insect/Effect - 1000/300

This card can attack directly. If this card battles an opponent monster while you control another WATER Insect monster: You can banish that monster until the end of the next turn (without applying damage calculation). At the end of the Battle Phase, if this card inflicted battle damage to your opponent: You can Tribute this card; Normal Summon 1 Level 6 "Arachne Pirate" monster from your hand without Tributing. It cannot be destroyed by battle or card effects until the end of the next turn. You can only use each effect of "Arachne Pirate - Teal Grass" once per turn.

 

Arachne Pirate - Azure Recluse

WATER - Level 6 - Insect/Effect - 800/1800

You can Normal Set this card without Tributing. During damage calculation, if this card battles: You can inflict 800 damage to your opponent, and if you do, this card gains 800 ATK and DEF, during that damage calculation only. If your opponent takes damage from an Insect monster (either by battle or from its effect): You can Special Summon 1 "Arachne Pirate" monster from your hand or GY, except "Arachne Pirate - Azure Recluse". You can only use each effect of "Arachne Pirate - Azure Recluse" once per turn.

 

Arachne Pirate - Cerulean House

WATER - Level 6 - Insect/Effect - 1000/1600

Your opponent cannot target this Normal Summoned card for attacks or card effects. During each End Phase, if you control another "Arachne Pirate" monster: You can return up to 2 banished cards to the Graveyard and inflict 500 damage to your opponent for each card returned. If this card is sent to the GY: You can banish this card and 1 other Insect monster from your GY; Special Summon 1 "Arachne Pirate" monster from your hand or Deck, except "Arachne Pirate - Cerulean House". You can only control 1 "Arachne Pirate - Cerulean House".

 

Arachne Pirate - Blue Widow

WATER - Level 6 - Insect/Effect - 1300/1300

This Normal Summoned card is unaffected by your opponent's card effects. If this card is Summoned by an effect of a WATER Insect monster, or when this card attacks: You can banish 1 random card from your opponent's hand until the end of the next turn. If a WATER Insect monster is Special Summoned: You can inflict 1300 damage to your opponent. You can only use each effect of "Arachne Pirate - Blue Widow" once per turn.

 

Arachne Pirate I created is an archetype that was made of spiders of various type. They are extremely proficient at looting opponent's resources through temporarily banishing their cards, and at directly attacking; swiftly inflicting their ATK in a form of effect damage to your opponent without having to solely rely on battle (though some still do). In addition, being the pirates, they always move and operate in group. This archetype can bring out multiple of their weak members with ease and is able to outnumber and overwhelm their stronger opponent.

 

The archetype consists of Level 3 and 6 WATER Insect monsters. The 3s are enabler that help swarming the field while the 6s require normal summoning to access their protection and unlock their true potential. In term of synergy, the deck spam a lot of Level 3 and WATER monsters, so Beloved Child of the Yuki Onna who gains benefit from a number of WATER monsters, as well as R4 it floats into are solid toolbox. Cerulean House also has an effect that let you return 2 banished cards to the Graveyard, so it mitigates USS-HI1207's cost and allow that large boss to be summoned more often. In addition, the archetype also has access to semi-generic supports like Storm Surge

 

 

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I'm sorry for posting this late, I didn't realize we were gonna end before midnight at my timezone. :(

If you're still accepting entries, here's mine.

 

[spoiler=Entry if not too late]Tetragnath, Weaver of the Arachne Pirates

Level 3 ~ WATER ~ Insect/Effect

1000/0

Once per turn, if your opponent adds a card(s) to their hand, except during the Draw Phase: You can activate this effect; Your opponent discards that card(s) unless they activate the following effect.

• Until the end of your next turn, WATER monsters you control with 1900 or less ATK can attack directly. You can only activate this effect of this card's name once per turn.

 

Latrodek, Poison of the Arachne Pirates

Level 3 ~ WATER ~ Insect/Effect

1000/500

If this card attacks, cards and effects in either players' GY cannot be activated until the end of the Damage Step. Once per turn, if this card attacks directly and deals battle damage: You can banish 1 monster from your opponent's GY face-down, then, you gain LP equal to its Level/Rank x 200.

 

Theraphos, Might of the Arachne Pirates

Level 3 ~ WATER ~ Insect/Effect

1200/1200

During the Battle Phase, this card is unaffected by your opponent's monster effects. Once per turn, if this card attacks directly and deals battle damage: You can target 1 monster your opponent controls; destroy it, then gain LP equal to its Level/Rank x 200.

 

Silkbeard the Arachne Pirate Captain

Level 4 ~ WATER ~ Insect/Pendulum/Effect

1100/500

Scale 3

While the difference between your Pendulum Scales is 1 or 0, you can Pendulum Summon WATER or Insect monsters with Level/Rank equal to this card's Pendulum Scale.

~

You can destroy 1 card in your Pendulum Zone, and if it is an "Arachne Pirate" card, you can return it to the hand, also, place this card in your Pendulum Zone. You can only activate this effect of this card's name once per turn. Once per turn, if this card attacks directly and deals battle damage: You can activate this effect; banish 1 card at random from your opponent's hand until their next End Phase, then declare a number 1-3, they draw that many cards.

 

Arachne Pirate Queen Mothership

Level 4 ~ WATER ~ Insect/Pendulum/Effect

900/2000

Scale 4

While the difference between your Pendulum Scales is 1 or 0, you can Pendulum Summon WATER or Insect monsters with Level/Rank equal to this card's Pendulum Scale.

~

You can destroy 1 card in your Pendulum Zone, and if it is an "Arachne Pirate" card, you can return it to the hand, also, place this card in your Pendulum Zone. You can only activate this effect of this card's name once per turn. During the Battle Phase, this card is unaffected by your opponent's Spell/Trap cards. If this card attacks directly and deals battle damage: You can target 1 Spell/Trap your opponent controls; destroy it, then gain 800 LP.

 

 

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Meh, it's 1 AM. Technically Friday. Here's my set of grades-

 

Reptilious

Literacy (25 points): 19 points. While there's obviously understanding of how a resource-killing archetype would work here, the options to do so are rather limited (discards and Grave banishing), but one of those two is prone to make the opponent plus, and the other is stupidly slow. On top of it all, it was outright said that bosses were not going to be part of Phase 1.

Creativity (25 points): 10 points. Very simplistic, very basic, and offered nothing of value the prompt didn't explicitly ask for, although a monster that can be SS'd from your hand during the Battle Phase is pretty friggin' neat.

Balance (20 points): 15 points. It can pull off some pretty fun combo plays if you open up absurdly well, but it's so damned slow. Also, it can make your opponent plus by setting their Graveyard for them. Just kinda meh.

Interactivity (20 points): 16 points. This was kinda tricky, but I realized that, by having a member who can banish itself, you can tweak the walking floodgate Aggressive Trench Leviathan to block Decks that work based on a specific Level/Rank, and two Level 3s that Summon each other make for an easy Numerix-031 or Beloved Child. Then, you have cards like Revitalization Spring, Pity for the Mermaid, Call for Family, and Storm Surge as solid options. To boot, I couldn't find a single degenerate combo in this version of the archetype.

OCG (10 Points): 6 points.

●If an "Arachne Pirate" monster you control attack your opponent directly -1

●"tributing" not capitalized -2

●2 "Arachne Pirate" you control -1

(66/100)

 

Cognis

Literacy (25 points): 20 points. Um, low stats, dude. 1500 is damned powerful for a Level 3. Aside from that, top notch.

Creativity (25 points): 20 points. Discard to steal? Yes please, that's pretty neat. Still, though, it's copy-pasted across the archetype, rather than each one doing something interesting plus a thing.

Balance (20 points): 14 points. Confiscation from the hand is one thing, but taking an opponent's generic S/T from the Graveyard, both on a simple OPT discard . . . holy degeneracy, Batman!

Interactivity (20 points): 8 points. No. This is horrifying. Shivergami hybrid builds (basically Fabled plus Dark World, but WATER) will go plus when they go plus, and there's probably some kind of X-Saber-esque hand kill loop there as well. Couple that with being able to drop essentially a 3K Level 3 from your hand (oh hai Storm Surge) and you've got a recipe for disaster. Also, Hurricane OTK wasn't a Deck I expected to see support here, but hey.

OCG (10 Points): 8 points

●Switch its target to this card -1

●pick -1

(70/100)

 

Aman Indra

Literacy (25 points): 22 points. Congratulations, everyone, we have someone who knows how to read! However, friendly reminder that Phase 1 was to have no bosses.

Creativity (25 points): 22 points. While there is some obvious copy-pasting being done, making the repetitive text a little dull to read, the effects themselves are pretty interesting and give the archetype some actual flavor.

Balance (20 points): 20 points. Very solid, and I can see the consistency gaps obviously meant to be filled by S/T later down the line. Very well done.

Interactivity (20 points): 18 points. The thing here is, most WATER support isn't super easy to abuse, and yet this archetype uses it as a defined core to build itself around. Some abuse to be had (oh hai Hell Stinger support card getting work in), but nothing too absurd. Although, funny enough, as-is Arachne Pirates and Hell Stingers make a pretty solid mixed Deck, like a modernized HAT.

OCG (10 Points): 0 Points, too many errors.

(82/100)

 

.Belle

Literacy (25 points): 23 points. Technically speaking, you only have one member who outright direct-attacks at the moment. That said, you gave the prompt what it asked for, so I really can't penalize you too heavily. Well done. Hey look, we have someone who can READ!

Creativity (25 points): 25 points. Bra-frickin'-vo. Burn damage for the original ATK is a very interesting interpretation of the prompt, and an Omega-like hand stun effect isn't something you see much of. Top marks.

Balance (20 points): 15 points. Ehhhh. They're interesting and solid, don't get me wrong, but when the AGM has made Aromas into a competent fighting force against an archetype like this you know that your archetype is kinda slow. I'd have loved to give you more, but most of your Summon ability is confined to topdecks of certain monsters, and it's pretty easy to brick with 3 different Level 6 monsters without a Special Summon or consistency boost effect. Essentially, good, but it could be so much better.

Interactivity (20 points): 18 points. Well done. There's a special kind of Deck that can give itself doubled Battle Phases several turns in a row, and with "Soul-Burning Battlefield" (a generic Field Spell), it is entirely possible to get 4 Battle Phases in a single turn, and then set up to do it again next turn. It's an archetype like this that gets enablers banned, and I mean that in the best way. Very well done, and the dock is only because I worry that a future AGMyugioh.net or something will be loaded with frustrating Arachne Battleship OTK Decks.

OCG (10 Points): 9 points

●can attack directly -1

(Normal Set is rare, but technically correct, given "The Winged Dragon of Ra")

(90/100)

 

Octosquid

Literacy (25 points): 20 points. The resource murder is there, as well as a focus on direct attacking, but the problem is that it's difficult to enable it thus far. This score may be revised in Phase 2 or 3 (or, if you're a damned maniac, 4), but as for now your grasp of the concept seems tenuous.

Creativity (25 points): 25 points. PENDULUMS THAT SUMMON THEIR OWN SCALE? That alone would have put you rather high in this category, but then you stepped it up with a pretty unique hand-trap, as well. Bravo, Octosquid.

Balance (20 points): 15 points. How do you make something that is both worrying for its power and utterly harmless? I mean, this is very, very neat, but the fact that their effects are so unlikely to go off makes Arachne Pirates very . . . inconsistent . . .

Interactivity (20 points): 20 points. . . . Until you factor in generic AGM goodstuff. If you can consistently make Deep Blizzard (which your version of the archetype seems to do quite well), you can search your primary playmaker, and with Numerix-031 you can reuse it! I forgot to mention it in the rundown of generics, but this draft benefits super-heavily from Salvage thanks to being able to recoup 2 copies of the most necessary card in the Deck if they wind up in the Graveyard for any reason. Hydra's Egg even functions as a searcher for it if you need the consistency boost! Unexpected perfection. Well, perfection if it were written correctly . . .

OCG (10 Points): 6 points

●Your handtrap does literally the opposite of what it's supposed to -2

●"attacks directly and deals battle damage" -2

-2 for lateness

(84/100)

 

Rankings as of Phase 1 (not yet taking Tinkerer's grades into account):

Maximum this far - 100

1: .Belle, 90 points; 90% (A-)

2: Octosquid, 84 points; 84% (B)

3: Aman Indra, 82 points, 82% (B-)

4: Cognis, 70 points, 70% (C-)

5: Reptilious, 66 points, 66% (D)

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Okay, here we go:

 

"And only once that turn" is redundant and hasn't been done since 5Ds, I think, except in cases where you're only allowed to use one effect out of a list in a turn

 

"Deals" should be "inflicts"

 

"Your opponent discards" should be "your opponent must discard"

 

Never ever capitalize "hand", "turn", "field" (except in the case of Field Spell Cards) or "face-up", unless the latter is at the beginning of a sentence (ie, "Face-up monsters you control gain 200 ATK")

 

When doing things related to card type, you need to put "(Monster, Spell, or Trap)" in just after card type. It's a PSCT thing.

 

Special Summons from the hand are always optional ("you can Special Summon", or "you can X: Special Summon")

 

"Banish", itself, typically isn't capitalized unless it's at the beginning of a sentence, just like "destroy". "Banished Zone", however, is an area of play, so it is capitalized, and good on you for remembering.

 

"Set" is always capitalized, and typically so are all three words in the phrase "Spell/Trap Card".

 

Also, tacking on a reminder that Spells are due before the end of Tuesday.

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Thanks for the detailed review. Really appreciate it, though I'm a little bit iffy about my OCG being 9/10 since the part you mentioned is exactly the same as Trickstar Lilybell, a card in the newest TCG set.

 

And about balance, I won't argue since when considering only the monsters, the 2 6s are literally the enabled who can't do stuff on their own, but what if... the enablers are not only the 3s!?

 

[spoiler=Phase 2 Entry]

Journey of the Seven Seas

Normal Spell

Discard 1 card; add 1 "Arachne Pirate" monster and 1 Spell/Trap Card that lists "Arachne Pirate" monster in its card text, except "Journey of the Seven Seas", from your Deck to your hand. Quick Effect: You can banish this card from your GY; this turn, "Arachne Pirate" monsters you control gain 300 ATK, also the first time each of them would be destroyed by battle or card effect during this turn, it is not destroyed. You can only use each effect of "Journey of the Seven Seas" once per turn.

 

Azure Pedicel

Continuous Spell

WATER monsters you control with 1500 or less ATK can attack directly. If an "Arachne Pirate" monster you control is attacked, the attacking monster loses 800 ATK during that damage calculation only. When an Insect monster you control is targeted for an attack or by a card effect: You can move the targeted monster to one of your unused Monster Zone, and if you do, negate that attack or effect. You can only use the effect of "Azure Pedicel" once per turn.

 

Cerulean Pedipalps

Continuous Spell

Monsters cannot attack during the turn they are Special Summoned from the Extra Deck. "Arachne Pirate" monsters you control cannot be Tributed, except for the Tribute Summon of an Insect monster. During your Main Phase, if you have banished your opponent's card during this turn, you can Normal Summon 1 Insect monster with 1500 or less ATK in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this card is activated, or during the End Phase: You can banish 1 WATER monster from your hand or GY; Special Summon 1 "Arachne Pirate" monster from your hand or GY. You can only use the effect of "Cerulean Pedipalps" once per turn.

 

Blue Spinnerets

Continuous Spell

If an Insect monster you control attacks or is attacked, your opponent cannot activate cards or effects until the end of the damage step. When an opponent's monster is Summoned while you control a WATER Insect monster with 1500 or less ATK: You can negate the Summoned monster's effects, and if you do, it loses 500 ATK and DEF. You can only use the effect of "Blue Spinnerets" once per turn.

 

Arachne Ocean

Field Spell

Each time an "Arachne Pirate" monster is Tribute Summoned, its controller immediately draws 1 card. Once per turn, if you control an "Arachne Pirate" monster: You can discard 1 card; banish 1 random card from your opponent's hand until the end of the next turn. When the card banished this way returns to the opponent's hand, inflict 200 damage to your opponent for each card in their hand (even if this card leaves the field).

 

Gonna say in advance, the 1st and 3rd effect of the field don't start a chain ;)

 

 

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