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[Written] Eleetch Archetype [12/?]


BANZAI!!!!

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A Synchro Archetype for a 5ds fic i'm writing. Figured this would be a good way to get some feedback.

 

Blood-sucking bugs in fancy gilded age clothing. Insert your own 1% jokes here.

 

 

[spoiler= Eleetch Monsters]

 

Eleetch Tuxquito

level 1 DARK

Insect/Tuner

Once per turn: you can target 1 face-up monster on the field; halve its ATK (rounded up to the nearest 100) and its level (if it has one, rounded up), and if you do, this card gains ATK and Levels equal to the amount deducted, until the end of this turn.

300/400

 

Eleetch Socialice

Level 2 DARK

Insect/Effect

If this card is in your hand or GY: you can equip this card as an equip card to a monster your opponent controls. A monster equipped with this card loses 500 ATK, and has its level decreased by 2 (if it has one). You can only use this effect once per turn. This card gains a level for each "Eleetch" equip card on the field.

1000/400

 

Eleetch Bed Butler

Level 4 DARK

Insect/Effect

When your opponent summons a monster(s): you can special summon this card from your hand, and if you do, the summoned monster(s) loses 1000 ATK. When the summoned monster(s) leaves the field: destroy this card. If this card is equipped to a monster: that monster loses 300 ATK and its level is decreased by 3 (if it has one).

1500/400

 

Eleetch Tsetsnob

Level 3 Dark

Insect/Effect

Negate the effect of a monster equipped with this card. When your opponent's monster declares an attack: you can discard this card; negate the attack and end the battle phase, and if you do, you can equip 1 "Eleetch" monster from your hand or GY to a monster on the field.

600/400

 

Eleetch Heiressfly

Level 2 Dark

Insect/Tuner

You can use "Eleetch" monsters equipped to monsters on the field as synchro material for a synchro summon involving this card. You can destroy 1 "Eleetch" equip card on the field; special summon this card from your hand. You can only use this effect of "Eleetch Heiressfly" once per turn.

1200/400

 

Eleetch Fancflea

Level 1 Dark

Insect/Effect

During your main phase, you can normal summon 1 "Eleetch" monster, in addition to your normal summon or set. When you normal summon this card: you can equip 1 "Eleetch" card in your hand to a monster on the field. A monster equipped with this card loses 300 ATK and has its level decreased by 1 (if it has one).

0/400

 

Eleetch Blackfly Queen Victoria

Level 6 DARK

Insect/Synchro/Effect

1 "Eleetch" Tuner + 1 or more non-Tuner monsters.

"Eleetch" cards in your spell/trap zones cannot be destroyed by card effects. "Eleetch" monsters you control gain ATK equal to the total ATK lost by monsters as a result of "Eleetch" card effects. If this card is equipped to a monster: Negate that monster's effect and its ATK and DEF become 0.

2100/400

 

Eleetch Tick Tycoon Jondee

Level 5 DARK

Insect/Synchro/Effect

You can shuffle any number of "Eleetch" monster cards in your GY into your deck, and if you do, draw an equal number of cards. You can equip an "Eleetch" monster in your hand or GY to a monster on the field. You can only activate each of these effects once per turn. If this card is equipped to a monster: Negate that monster's effect and its ATK and DEF become 0.

1900/400

 

 

[spoiler=Eleetch Spells/Traps]Eleetch Contagion Plasmodium

Continuous Spell

If there are no "Eleetch" equip cards on the field, destroy this card. Your opponent takes damage equal to the combined ATK of all monsters they control during each of their standby phases. You can only control 1 "Eleetch Contagion" card.

 

Eleetch Contagion Trypanosoma

Continuous Spell

If there are no "Eleetch" equip cards on the field, destroy this card. During the second standby phase after this card's activation: destroy all monsters your opponent controls. You can only control 1 "Eleetch Contagion" card.

 

Eleetch Contagion Borrelia

Continuous Spell

If there are no "Eleetch" equip cards on the field, destroy this card. Monsters your opponent controls cannot attack or change their battle positions. You can only control 1 "Eleetch Contagion" card.

 

Eleetch Gala

Spell

Destroy an "Eleetch" equip card you control; add 1 Insect-type monster with 400 DEF from your deck to your hand. You can only activate 1 "Eleetch Gala" per turn.

 

 

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I really don't do reviews anymore, especially not Archetypes, but I thought, what the heck, I'm bored so I'll give go. Sorry for being rusty.

 

Eleetch Tuxquito, okay, so how does halving odd number work? Does it round up or down? You can't have a monster with 1.5 Levels. The card itself is interesting, a nice Tuner with the ability to changes Levels like that could be pretty good, but you don't have many Synchros to work with, would have hoped for at least one other one, guessing you're doing that in the future, so it will be better later.

 

Eleetch Socialice, I'm not here to rate your PSCT, though using the word attach is a bit strange, since that's normally for Xyz Monsters, just say that you equip it instead. Anyway, card is good for the Arachetype as a whole, equipping from the GY for free though I am not too sure about, but as I don't think your Archetype is overall broken, I guess it isn't a huge deal.

 

Eleetch Bed Butler, the way you worded this makes it sound like it only works if exactly 1 monster is Summoned, is that the case? Otherwise, the self destruction should be reworded to say that all the monsters should leave the field. I can give you PSCT for it if you want. Anyway, card is not bad and boost Queen a lot too, which is nice. Also, the equip wording shouldn't have that colon, it activates while its equipped, though that should be a Continuous Effect like the others.

 

Eleetch Tsetsnob, I don't really know about this, it's a clearly better Swift Scarecrow in every way, probably would change it a bit to make it only work in Eleetchs in some way, its not a broken card, but I still feel like it shouldn't just be able to end the Battle Phase so easily.

 

Eleetch Heiressfly, interesting Tuner again, I like the idea of using the equips to Synchro with, makes them have more purpose, though a bit iffy about it being allowed to be generic, while they aren't exactly Inzektor, I still feel that some restriction to that would be nice.

 

Eleetch Fancflea, quite like this card, makes the equip gimmick alive the most I feel, and the extra Normal Summon's great too. Not much else to say, good stuff.

 

Eleetch Blackfly Queen Victoria, I like this boss a lot, protection for Equips, boosting ATK, great equip effect. The reason I like it is that it can become strong, but it is only as strong as there are monsters to lower ATK with, so it'll run out eventually, making it easier to take if you don't play safe and keep some monsters around. I wonder why you chose not to make it lower Levels as well, would be nice to do, but I guess you have your reasons.

 

Eleetch Contagion Plasmodium, the first wording sounds like a maintenance cost, so it probably shouldn't activate. Now this card sounds quite a bit powerful, while you need equipped cards to make it work, you have options to only lower by 300, so it's not a big deal overall, since you can easily burn your opponent out with 3 of these up at once while your opponent sits with a huge field of monsters. That could be a problem, I would either change it to only have 1 out at once, make it burn a specific monster, the equipped monster would make sense, or maybe something else. That being said, there are no searchers in this Archetype, so it cannot be an easy OTK, but still, I have issues with it.

 

Eleetch Contagion Trypanosoma, same wording issue as the other one, strangely not as big of a deal as the above card for me, since destroying the monsters will remove your equips and destroy this card first of all, and it will also lower Queen's ATK so they can make something new and run over it. I don't know if it's super fair, but your opponent still has ways to deal with this where Plasmodium can easily kill them outright.

 

Overall, I feel that it can be seen as kind of weak due to their lack of searching and monsters who are all quite different and only work with 1 of their other cards well. There are quite good things here too though, and while they will probably have a hard start, if you get things going, they can prove tough. I have issues with some of them as I said, and while you can do what you want in terms of theme for all I care, Insect/DARK equip based have been done before, so wish you would have at least changed them to another Attribute, even if I like the idea of Insects that are rich, don't know how that works, but YGO is a weird game, so whatever.

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I appreciate the feedback.

 

Made most of the changes you recommended, though I don't know the newest OCG well so my wordings probably aren't that good.

 

Also added a second synchro and a couple more spells. The deck has a search spell, but its cost requires the deck to set up beforehand and so I don't think it's become too explosive.

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As an aside, I'd like to mention that, given context, this thread would make much more sense in the casual multiples section. This isn't meant as a slight to the design, merely that they are made for a fic, with no respect toward the current game, and no design notes to speak of.

 

Anyway, time to power through these.

 

Tuxquito: The reduction of ATK and levels to boost itself is an interesting mechanic, if nothing else, but doesn't really seem to fit the rest of the archetype. Since the effect is spell speed one, its options in the field of disruption are minimal, and to be used to gain levels for synchro summoning limits your own plays based on whatever the opponent is using. In my opinion, the biggest issue with this card is that any monster it can target, it can destroy in battle, and considering that it is searchable by cards like one for one, where arf thou, and idk something probably searches for insects, it just fills that role a little too well, especially considering I doubt that was your intent with it.

 

Socialice: Okay, so you can just equip this from your graveyard (or hand) for free. Yeah, it has hard OPT, but considering how the archetype requires having the equip cards for various effects, this just feels like free value. More on that later.

 

Bed Butler: So, it is a strange form of hand-trap, that doesn't actually net any advantage, rather it simply reduces atk. Hell, if the monster is removed from the field, it destroys itself, so that discounts the idea of using it as material for ED summons. It reduces atk by a bit, and reduces the level greatly when equipped to a monster, though it lacks no effect to do that itself, instead relying on other cards to make it happen (when there are vastly better options in the deck to equip).

 

Tsetsnob: okay, so this card is ridiculous. Zazi mentioned it was better than swift scarecrow, but didn't elaborate on just how much better it was. This works with any attack, rather than just a direct attack, so it could be used to protect one's own monsters. Then, it can equip an eleetch to a monster on the field. Considering that its own equip effect is VERY good (negating the target's effect) this means it could just be used on its own. Negate an attack, end the battle phase, negate an effect. All for one card. Much of the archetype may be weak overall, but this card is just bonkers.

 

Heiressfly: this is one of the examples of some really haphazard design. This card directly works against itself. The way to summon it (aside from just normal summoning/using an outside effect) requires you to destroy one of your equip cards, but then its purpose (synchro summoning with equip cards) goes directly against this. By using its summoning effect, it makes itself weaker. It helps that you basically get a free +1 each turn from socialice, but that only hurts it from a design standpoint.

 

Fancflea: this is another card that works against itself. Its first effect allows you an additional normal summon, and the second allows you to equip something from hand. The issue with this is that both of these effects are pulling from the same resource. This means that if you want to equip a monster, you will be less likely to be able to utilize the additional summon, and vice versa. Furthermore, since both of these effects pull from the hand, they aren't generating any form of advantage, forcing you to already have everything you need before starting your plays. Finally, it had what I'm assuming all non-tuners to: an effect for when it is equipped. This one is so much lower impact that I can't help but wonder why it is included, beyond completeness.

 

Queen Victoria: okay, so here is the first boss you included. She doesn't seem to be too difficult to summon, beyond the difficulty in doing much of anything with this deck, but I immediately see an issue. She stops Heiressfly from working. Yes, summoning heiressfly is less important after performing a synchro summon, but this just feels like a blatant oversight. You included a card that requires the destruction of equips, and then your boss stops equips from being destroyed. What is it supposed to stop? MST? The atk gain effect feels clunky, if nothing else. You are pretty much guaranteed a boost of 500 to each monster, due to socialice, but that boost is gone once the equipped monster is destroyed. Boosting the entire team doesn't do much good when the boosts fade away as you clear the opposing board. Her effect when equipped is very powerful, but requires multiple copies before you are really getting much out of it.

 

Tycoon Jondee: okay, first off, you left out the synchro materials, so I recommend fixing that. Second off, what the god damn hell is this card. That first effect is absolutely ridiculous. You will routinely be able to draw 2-3 cards off of it, if not more. Card draw is a powerful thing, and though the archetype as a whole is horrid at generating card advantage, you shouldn't put it all onto one effect like that. Furthermore, if you had anything left, or drew into something, you can then equip it, but honestly this part doesn't even matter because the first effect is absolutely insane.

 

Plasmodium: What was your plan with this card? The archetype has a huge subtheme of reducing the atk of the opposing monsters, yet this single card wants them to stay high so as to increase burn damage. Furthermore, it triggers at the worst time possible, and the common effects of requiring an equip and only being allowed to have one contagion push this card from confusing to awful.

 

Trypanosoma: what? So, if you have an equip, you can activate this, so that at your next standby phase, you can get a raigeki? Why against are you only allowed to have one of these mediocre continuous spells at a time? This could be completely generic and still be bad.

 

Borrelia: completely stopping attacks with just one card is a bit silly, especially considering tsetsnob does it so well already. Silly craziest part is that it is still so easy to out that it doesn't really accomplish anything.

 

Gala: so, you have to destroy one of the equips (lol queen Victoria) to search for one of these monsters or... Aztekipede, I guess..? Searches at a -1 and has hard OPT, honestly this card is just awful.

 

As a final note, you should probably mention on the cards that levels can't go below 1, because the rules kinda get funked once a monster is level 0.

 

So yeah, I know these are for a fic, but you posted them in advanced cards and asked for feedback, so there you have it.

 

EDIT: it seems this is now in casual multiples. If was there the whole time, my mistake

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