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Hyper D.D.s (New Archtype)


rotomington

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So I've created a Yu-Gi-Oh custom card league at my college and wanted to know how I could balance these cards. Their main gimmick is banishing cards from the top of your deck and shuffling them back for certain effects. All the monsters allow you to banish cards to Special Summon them.

 

[spoiler=Cards]

MONSTERS

 

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Hyper D.D. Crow

Light / Winged Beast / Level 1

100 ATK / 0 DEF

You can banish the top card of your deck to Special Summon this card (from your hand). You can banish this card from your hand to banish 1 card on the field.

 

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Hyper D.D. Dark Ruler

Dark / Warrior / Level 8

1000 ATK / 700 DEF

This card cannot be Normal Summoned/Set. This card can only be Special Summoned by Banishing the top 10 Cards of your deck. This card gains 200 ATK and DEF for each of your Banished cards. When your opponent Summons a monster, You can banish the top 3 cards of your deck. If you do, Reduce that monster's ATK to 0.

 

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Hyper D.D. Dark Sprite

Dark / Fairy / Tuner / Level 1

You can Special Summon this card (From your hand or Banished Zone) by banishing the top card of your deck.

 

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Hyper D.D. Dragon

Light / Dragon / Level 4

ATK 900 / DEF 400

You can banish the top 4 cards of your deck to Special Summon this card (from your hand). This card gains 200 ATK and DEF for each of your banished cards. Once per turn, you can shuffle 1 of your banished cards into your deck, if you do, destroy 1 monster on the field.

 

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Hyper D.D. Lich

Light / Fiend / Level 6

ATK 0 / DEF 3000

You can banish the top 6 cards of your deck to Special Summon this card (From your hand). You can banish the top 5 cards of your deck to draw a card. You can only activate the effect of "Hyper D.D. Lich" once per turn.

 

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Hyper D.D. Pheonix

Light / Winged Beast / Level 4

ATK 800 / DEF 300

You can banish the top 4 cards of your deck to Special Summon this card (from your hand). This card gains 200 ATK and DEF for each of your banished cards. Once per turn, you can shuffle 1 of your banished card into your deck, if you do, destroy 1 Spell/Trap on the field.

 

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Hyper D.D. Rocket

Light / Machine / Level 8

ATK 100 / DEF 0

You can banish the top 8 cards of your deck to Special Summon this card (from your hand). This card gains 300 ATK and DEF for each of your banished cards. You can tribute this card, if you do, shuffle all banished cards into your deck and inflict 300 damage for each card shuffled this way. You can only activate the effect of "Hyper D.D. Rocket" once per turn.

 

(Card and effect don't match up yet)

 

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Hyper D.D. Sage

Light / Spellcaster / Tuner / Level 1

ATK 0 / DEF 0

You can Special Summon this card (From your hand) by banishing the top card of your deck. You can Shuffle this banished card into your deck to add 1 "Hyper D.D." Monster to your hand.

 

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Hyper D.D. Sprite

Light / Fairy / Level 6

ATK 300 / DEF 200

You can banish the top 4 cards of your deck to Special Summon this card (from your hand). This card gains 200 ATK and DEF for each of your banished cards. Once per turn, You can shuffle 2 banished cards into your deck, if you do, Special Summon 1 Level 4 or lower "Hyper D.D." from your deck.

 

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Hyper D.D. Vision

Light / Fiend / Level 1

ATK 0 / DEF 0

You can banish the top card of your deck to Special Summon this card (from your hand). When your opponent activates a monster effect, you can banish this card from your hand and if you do, negate the effect and destroy that monster.

 

SPELLS

 

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Hyper D.D. Castle

Spell / Field

Each time a card is banished, gain 300 Life Points. You can pay 500 Life Points to Special Summon 1 of your banished "Hyper D.D." Monsters.

 

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Hyper Destruction

Spell / Quick-Play

Banish the top 3 cards of your deck. Destroy 1 card on the field.

 

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Hyper Different Dimention

Spell / Continous

Any card sent to the graveyard is banished instead

 

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Hyper Draw

Spell / Normal

Banish the top 4 cards of your deck. Then, Draw a card.

 

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Hyper Lighting

Spell / Normal

Activate only if you have 10 or more Banished cards. Destroy all monsters on the field.

 

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Hyper Portal

Spell / Normal

Banish 2 cards from your hand. Add 1 Level 4 or Lower "Hyper D.D." from your deck to your hand.

 

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Hyper Rebirth

Spell / Equip

Target 1 of your banished "Hyper D.D." Monsters. Special Summon that target and equip this card to it. It's effect is negated and it cannot attack. If this card is destroyed, destroy the equipped monster

 

TRAPS

 

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Hyper Collision

Trap / Counter

Activate only if your opponent declares an attack. Negate the attack. After Activation, You can banish the top 5 cards of your deck to set this card face down.

 

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Hyper End

Trap / Normal

Activate only if you control no cards and have 20 or more cards in your Banished zone. Banish all cards on your opponent's field. Then shuffle all banished cards into the deck and each player gains 100 Life Points for each of their cards shuffled this way.

 

SYNCHROS

 

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Hyper D.D. Dark Vision

Dark / Fiend / Synchro / Level 5

ATK 0 / DEF 0

"Hyper D.D. Dark Sprite" + 1 "Hyper D.D." Monster
This card gains 400 ATK for each of your banished cards. You can banish the top 6 cards of your deck to banish all other cards on the field. This card cannot attack the turn you activate this effect and You can only activate the effect of "Hyper D.D. Dark Vision" Once per duel.

 

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Hyper D.D. Rainbow Singularity

Light / Fiend / Synchro / Level 9

ATK 1500 / DEF 2000

1 "Hyper D.D." Tuner + 1 or more Non-Tuner Monsters
This card cannot be destroyed by card effects. This card gains ATK equal to the number of your banished cards x300. If this card is destroyed, banish the top 10 cards of your deck.

 

(Again, Card does not match text)

 

Thoughts? Any Balance Adjustments?

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okay i'm gonna start first with the Main Deck monster for now since there's so much card that you presented here. ok so all of them has built-in Special summon effect that can be triggered by banishing certain number of cards from your deck which can help to mill the deck so it has chance be more consistent, also used for fuel to activating some other effects it may had. from this point i'm actually has concern on how generic this gimmick//effect on your cards...there a quite number card that actually over-powered due to how generic it is (we get to this later)

 

Crow: so basically a better clone of D.D Crow. it cannot aid Chaos-built due to how its effect works but it still a non-targeting, non-destruction removal of your choice that can be triggered any time as long its on your turn which powerful as hell mind you(might as well i steam-out that: even Struggling Battle the Banish-face down board wipe is still fair due to number of reason...and 1 of those reason is your opponent still can choose what he could save)

Ruler: as once being a Macro player i can tell that this guy is way too easy for its investment. so at minimum it will gain 2000 (3000) and another 600 (3600) to become absolute beater....all jam-packed on this extremely cheap cost as banish 10 (Pot of Desire wanna have a word with you) well it doesn't have immunity...but you can just couple it with some negation (some of your next cards can already do that) and its a 3600+ beater out of nowhere. yeah i don't really agree with it

Dark Sprite: straight forward the most over-powered Tuner ever. it has dual self summon (one in particular is basically nearly limitless summon as per deck allow)that doesn't have any HOPT on it. so you can spam Synchro or Link interchangeably like crazy as long as your link point justify (which could be way easy since Link Monster in a way has more and less have equal spamming strategy as synchro)

Dragon: yeah has that same problem as Ruler. with addition of near-equally cheap [shuffle 1 (which can be anything...even a card you actually needed) among cards that can self mill more] non-target removal (albeit destroy) its only saving grace that it exclusively triggered on your turn only

Lich: DEF kinda too huge for basically a combo of draw and further deck thinner. its basically a consistencies assurance on legs

Phoenix: yep Dragon pair. same problem

Rocket: you know that D.D Dynamite its once a legit win-con right. this card does exactly the same with added bonus of recycle which ca be easily dumped again for summoning fuel

Sage: im actually kinda ok with this. because this is the only card that design to exclusively take advantage of the gimmick//effect (search effect) rather than go "ultra generic"

Sprite: another potential beater. this time it has direct tutor from deck which i personally said could be a no no. sure its archetype locked but it basically can summon any member that is not a nomi

Vision: a hand trap that basically solemn strike that not putting you on the killing range. yeah...not that really acceptable

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I have a few Ideas on how balance these. Also gonna remove their this card gains attack for each banished card (Except ruler and maybe rocket)

 

Crow

Either make it target or (the more harsh option) remove the summon effect and make it have to banish from the field. Either way, it's getting a once per turn.

 

Ruler

Give it ? ATK and reduce it's attack gains. Also, make it so that it gains attack from face up banished cards only. No longer a massive beater, but still strong

 

Dark Sprite

Banish a card from your hand instead.

 

Dragon

Make it shuffle 1 "Hyper D.D." Monster into your deck. Or make it's cost shuffling it from the banished zone into the deck. Again, getting a once per turn

 

Lich

Nerf it's DEF and make it's cost either bigger, or from your hand/graveyard.

 

Pheonix

Same as dragon. nuff said. Will probably make it the one I don't choose for dragon

 

Rocket

Once per duel, and max 10. It can still kill, but not as effectively. Also gonna give it the same nerfs as ruler

 

Sage

Looks good apparently.

 

Sprite

Because of the nerf the whole archtype got (Not Scaling ATK) it's not so bad. But still gonna make it "add to hand" instead

 

Vision

o n c e p e r d u e l. Also, target or turn off destroy.

 

Castle

This thing is Soul Absorption + Soul Charge and then some. Either Nerf LP Gains, Make it more expensive to use and add the downsides of Soul Charge, or just use Chaos Zone instead.

 

Hyper Destruction

Twin Twisters except cheaper and has non-targeting monster destruction? Gonna have to make it target, or shuffle 3 "Hyper D.D." Monsters into your deck

 

Hyper D.D.

I don't think this needs a nerf. Make it a field spell maybe, or give it cost to activate?

 

Hyper Draw

Once per turn again, Mini Pot of Desires needs a nerf and a cost (Must have 5 Banished cards)

 

Hyper Lightning

Make it banish, that'll buff it (Make it Once per turn though)

 

Hyper Portal

This one's kinda good, balance wise

 

Hyper Rebirth

This is D.D.R. but cost free. Banish a card from your hand? or banish the top 3 cards of your deck

 

Hyper Collision

I think this one's good?

 

Hyper End

This one needs a buff, otherwise it's condition can never be met.

 

Dark Vision

I feel this guy is WAY too good, so I'll nerf his ATK boosts.

 

Rainbow Singularity

ATK nerf. Not removing the card destruction immunity, but I'll nerf it's destruction penalty

 

These good?

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Might as well that i finished my review

 

Castle: since its basically Macro deck and all i see this card could be overpowered. my personal Macro Deck built is cramming Soul Absorption which some times clog things but along side some of its main Banishing cards like Necroface in particular i can easily gain 5000+ LP in a turn. in this card case is weaker....but with the right amount of banishing you can bump your LP to 3000+ in instant making the LP investment for its 2nd effect nearly free as you can pay 500-2500 LP after to summon up to 5 monster (which basically anything but Dark Ruler) since i don't see OPT on the summon effect.

Destruction: you need to limit this card activation to somehow include other "Hyper D.D" since as per now all i see its a "free" removal that can be tech-in to other deck with no problem...like Pot of Desire, the cost don't matter

Dimension: i know that this type of deck really need Macro Cosmos, D Fissure to do most of this work (supposedly). heck, i crammed 3 copies of Banisher of the Light and 1 copy of M HERO Dark Law for this sake. but i assume we all know the true danger of indiscriminate Banish. it can easily shut down so many deck since most of strategy in yugioh is interacting with the grave that's why cards like this is mostly limited (well the monsters basically untouched barring Dark Law since the have their own hassle). in my stand point you can changed it only to affect your Graveyard but with some built-in gimmick that you can try to achieve to temporarily affect your opponent grave too

Draw: there a reason Pot of Desire is so popular. in fact arguably since this card banish less than Desire it improve your deck consistencies instead being a properly punishing cost. and just like most of your cards this card scream "im generic, you don't need to built Hyper D.D deck... just built other deck using me"

Lightning: just a plain old Dark Hole... not even searchable by its own deck and require another investment (granted is a rather cheap in this deck but the point still stand). just run regular hole then

Portal: well at least this is not generic. sadly its mildly outclassed by it own fellow Sage. that banish 2 really hurts

Rebirth: hmmm its a free summon i give you that. doesn't really have much going on other than the synchro play. yeah probably ok

Collision: Scrap Scarecrow eh? while banishing 5 or less card can be consider an consistencies booster in the stand point of this card its way to expensive. the fact that it only stopping 1 attacks per turn for all that hassle. as a Macro player i rather make the infamous attack lock that is Gravekeeper's Servant and any Omni-Banish (Macro, etc) (well you can spell lock too with Tyrant Tantrum)

End: Game Reset effect is hardly fair even the ones that also help your opponent. especially if your deck can draw or alter its consistencies with ease. banish 20 arguably easy in this type of deck

Dark Vision: the dual drawback is over the top yet understandable. though i have concern that a merely Level 5 synchro has better attack gain potential than the rest of the bosses

Singularity: i supposed this can go as per your own suggestion. but i can't helped seeing Dark Ruler as more proper boss than this or Dark Visions

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  • 2 weeks later...

Holy is this even an archetype

 

There is a reason Metaphys's only card that banishes from the top of the deck is Ragnarok, and that all of the cards in the banished zone have time restrictions for their effect activations.

 

For starters, too many cards. Thin down the herd and increase the quality of that tiny herd so the archetype makes sense.

 

The Spells/Traps are ALL generic. These would be banned, limited, or screwed. They have no limitations and are rather easy +1s or completely unnecessary.

 

The Synchros are overkill, but also unsupportive of what the archetype is going for. You don't need them.

 

So I'm going to make my version of the archetype so that it isn't completely broken. Probably going to be something along the lines of Cardians where they are left with little of their deck for just a couple monsters.

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