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[Written] Cyberdark Support [5/5]


VCR_CAT

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Because I see -so many people- making their own customs for the deck that don't at all address the problems of the theme, I wanted to really make some o' my own stuff. So here we-a go.

 

Cyberdarkness Core

Level 1 - DARK

Dragon / Effect

This card, or any monster this card is equipped to, can be used as a substitute for any 1 "Cyberdark" Fusion Material whose name is specifically listed on the Fusion Monster Card. You can Fusion Summon 1 "Cyberdark" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, including this card. You can also use at most 1 "Cyberdark" monster in your Deck as Fusion Material, except "Cyberdarkness Core". You can banish this card from your GY; immediately after this effect resolves, Normal Summon 1 "Cyberdark" monster from your hand. You can only use 1 "Cyberdarkness Core" effect per turn, and only once that turn.

ATK 800 / DEF 800

 

Cyberdark Wyvern

Level 5 - DARK

Machine / Fusion / Effect

2 "Cyberdark" monsters

Once per turn; you can equip 1 Level 3 or lower Dragon monster from your GY to this card. (You can only equip 1 monster at a time to this card with this effect.) This card gains ATK equal to the original ATK of the monster equipped to it this effect. Once per turn: You can send 1 card equipped to this card to the GY; make this card gain 800 ATK and DEF. While this card is in your GY: You can target 1 "Cyberdark" monster you control with no cards equipped to it; equip this card, from your GY, to that target. Monsters equipped with this card by its effect gain 2000 ATK. You can only use this effect of "Cyberdark Wyvern" once per turn.

ATK 800 / DEF 800

 

Cyberdark Swarm

Quickplay Spell

Pay 1000 LP; Special Summon 1 "Cyberdark" monster from your Deck, then return that monster to your hand at the end of the turn. You can only activate 1 "Cyberdark Swarm" per turn.

 

Devouring Cyberdarkness

Normal Spell

Reveal 1 "Cyberdark" Machine monster in your hand and discard 1 Dragon monster from your hand; draw 2 cards. You can only activate 1 "Devouring Cyberdarkness" per turn.

 

Cyberdark Control

Continuous Trap

You can only activate 1 "Cyberdark Control" per turn. Once per turn: You can target 1 "Cyberdark" Machine monster you control; equip 1 Level 3 or lower Dragon monster from your GY to that target. That target gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card is destroyed by an opponent's card effect: You can target 1 "Cyberdark" Spell in your GY; add that target to your hand.

 

 

 

 

There's too many bases that need to be covered with this dang archetype, so I tackled as many issues as I could. Of note, there's two interactions I should point out that may not be too obvious: Swarm's summon effect is meant to make the field spell a bit better, as it gives an avenue to put a Cyberdark dragon into your hand for use while also getting a Cyberdark on the field. As well, Wyvern's effect is a bit of a subtle way to take advantage of how the level 3 dragon Cyberdarks float when sent to the grave as equips. Of course "Devouring Darkness" isn't a "Cyberdark" card because, honestly, while they need really good support, that's a little TOO good.

 

 

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Alright I'm seeing a couple of things here

 

The Wyvern is great. We should've had something like this along with Cyberdarkness Dragon, considering Future Fusion is the only reason it works at all.

 

The Core should've been a level 2 Dragon. 3 Machines and 3 Dragons would be nice

 

My problem is with the Spells/Traps. I understand some simple Spells would be helpful, but I'd rather have things that are a bit more swingy and interesting, and maybe even a throwback to the time they're from.

 

Cyberdark Destruction

Normal Spell

Discard all "Cyberdark" cards in your hand. Draw an equal amount of cards to what you discarded +1. If this card is in your graveyard, except the turn it was sent there, you can banish this card and "Cyberdark" monsters from your graveyard for the Fusion Summon of a "Cyberdark" fusion monster. You can only activate each effect of "Cyberdark Destruction" once per turn.

 

Cyberdark Charge

Normal Spell

Banish 1 card in your GY: Add 1 machine-type "Cyberdark" monster from your deck to your hand. You can banish this card from your graveyard to send 1 Dragon-type "Cyberdark" monster from your deck to the GY.

 

I think these would be better for the Archetype as cyclers, and add a bit more utility to the deck. Honestly, that Continuous Trap should've been the field spell. Whoever made the Cyberdark dragons did great, but the field spell was definitely made by someone else.

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I will also give out my opinion since I've made some Cyberdark cards before. Anyway......

 

1) I guess this is fine.

 

2) I'm not sure what to think of this card. Its eff make it so it can gain permanent ATK in a regular basis but to make that work consistently is gonna require several turns. The equip from GY eff is also something I'm not sure how to rate, I mean it will make nearly any Cyberdark into something huge. True enough it is counterbalanced by the fact it won't be able to equip anything else but jumping from 800 to 2800 is a lot.

 

3) I made a similar card but it gave two options, one to SS from the Deck, the other to Equip from the Deck, GY, etc. It could have that bonus added.

 

4) Basic draw card, this is fine.

 

5) Tbf you could change this for Equip 1 Level 4 or lower monster and it would make things less bricky and still not broken at all. The whole Level 3 or lower Dragon thing is stupid and there should be room to avoid that as much as possible.

 

Save for the Fusion, these fellas are fine.

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Alright I'm seeing a couple of things here

 

The Wyvern is great. We should've had something like this along with Cyberdarkness Dragon, considering Future Fusion is the only reason it works at all.

 

The Core should've been a level 2 Dragon. 3 Machines and 3 Dragons would be nice

 

My problem is with the Spells/Traps. I understand some simple Spells would be helpful, but I'd rather have things that are a bit more swingy and interesting, and maybe even a throwback to the time they're from.

 

Cyberdark Destruction

Normal Spell

Discard all "Cyberdark" cards in your hand. Draw an equal amount of cards to what you discarded +1. If this card is in your graveyard, except the turn it was sent there, you can banish this card and "Cyberdark" monsters from your graveyard for the Fusion Summon of a "Cyberdark" fusion monster. You can only activate each effect of "Cyberdark Destruction" once per turn.

 

Cyberdark Charge

Normal Spell

Banish 1 card in your GY: Add 1 machine-type "Cyberdark" monster from your deck to your hand. You can banish this card from your graveyard to send 1 Dragon-type "Cyberdark" monster from your deck to the GY.

 

I think these would be better for the Archetype as cyclers, and add a bit more utility to the deck. Honestly, that Continuous Trap should've been the field spell. Whoever made the Cyberdark dragons did great, but the field spell was definitely made by someone else.

 

Thanks for the feedback! There's a lot to address with Cyberdarks, and a lot to tiptoe around so I'll explain some of my thinking behind these designs.

 

Core's status as a machine was under a lot of deliberation, because I couldn't think of a way to utilize it both as an engine piece and as an equip without making it do literally everything. There was also the problem that the Dragon Cyberdark searches the machine pieces; not the dragon ones. Picking machine was a way to make such an important card easily accessible while also narrowing down its field of use. That said, with other changes to the support cards to make the cards in general more accessible, I think I've made some changes that both utilize its status as an engine piece and an equip-target that utilizes the card better. The idea is to help get OG Cyberdark Dragon into a more usable state, and how Core is now with how Wyvern works should really help in making that possible.

 

Wyvern is really the card they need to really tie everything together.

 

The problem with the spells and traps is the fact that the two dragon pieces adds a lot of consistency in getting those out, and making the spells and traps also powerful searchers or draw cards creates problems in making the deck too consistent and offering too much draw power. While I did do some changes to help shape it in that way, it's still a fine line to walk and there's a reason that I've made the cards work as they do to keep those searchers from becoming too powerful.

 

 

 

2) I'm not sure what to think of this card. Its eff make it so it can gain permanent ATK in a regular basis but to make that work consistently is gonna require several turns. The equip from GY eff is also something I'm not sure how to rate, I mean it will make nearly any Cyberdark into something huge. True enough it is counterbalanced by the fact it won't be able to equip anything else but jumping from 800 to 2800 is a lot.

 

It seems that you're missing a lot of utility that Wyvern offers, and that may be due to the fact that you're forgetting some components to the Cyberdark monsters. For starters, the equip effect is actually an OPT, meaning it can actually refresh its equips. For two, the self-equip removal is to actually properly utilize the floats attached to the level 3 Cyberdarks; making them effects that the deck can actually take advantage of, while the permanent attack boost offers incentive to use this effect while not necessarily just leaving the monster at a big disadvantage. Finally, all other Cyberdark's only equip on summon. This means that they're all one-and-dones, and losing their equip severely weakens the effect. While the 2000 boost is a lot, the restriction that it requires the Cyberdark to not have anything equipped means it can't combo with any other equips properly (outside of the continuous trap), restricting it to the respectable size of a boost. 2800 is a lot, but it's nowhere near broken status, and the boost is enough to work with Cyberdark Dragon and Cyberdarkness is get them to respectable stats for their status as bosses (3000 and 4000 respectably).

 

Finally, remember that all Cyberdark machines only gain stats from monsters equipped by their own effects; meaning the 2000 is all they get.

 

 

 

5) Tbf you could change this for Equip 1 Level 4 or lower monster and it would make things less bricky and still not broken at all. The whole Level 3 or lower Dragon thing is stupid and there should be room to avoid that as much as possible.

 

Working with the level 3 dragon area is to restrict the pool of monsters that the deck has access to using as equips. Allowing it to be something as absurdly generic as any level 4 or lower monster offers too much avenue for the card to be broken, and is generally a future proofing nightmare. Keeping it at level 3 or lower dragons is meant to be in-line with Cyberdarks in terms of flavor, but also works out to be much more balanced in the end.

 

 

 

Finally, these are the changes I've made with some notes.

  • Cyberdarkness Core - Made into a Dragon card; its status as a machine made it a little too accessible for its power level. Changed the fusion material replacement effect to apply to anything the card is equipped to as well to make a more full use of its status as a dragon.
  • Cyberdark Swarm - LP cost added, summons any Cyberdark from the deck, and adds that monster to your hand at the end of the turn. Overall improving its utility as a stand-alone card outside of its combination with the field spell, while still keeping it not as good as an outright searching spell to keep it in-line with the level 3 searchers.
  • Devouring Cyberdarkness - Now a Cyberdark card. Draw effect depends on having a Cyberdark in hand, and works off of discarding any dragon. Purpose is to help with draw power while also helping with graveyard set-up and getting plays rolling.
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