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Fun-Toy: Handtraps and ritual monsters based on toys X3


Elsim

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This was an experimental archetype, This archetype is currently fixed at least for this post, Especial thanks to Eshal for his review, time to the next post in a different category :3

 

 

Monsters

 

 

Fun-Toy Cleric

 

Light - Level 2 - Spellcaster/Effect - 1000 ATK / 0 DEF

 

Effect: If this card is on your field, graveyard or deck: This card is treated as a normal monster. If your opponent declares direct attack: you can discard this card then revelate a "Fun-Toy" card from your hand; Negate the attack, then end the battle phase, and if you do, your opponent gains 1000 life points.

 

 

Fun-Toy Excutioner

 

Dark - Level 2 - Zombie/Effect - 1000 ATK / 0 DEF

 

Effect: If this card is on your field, graveyard or deck: This card is treated as a normal monster. If your opponent activates a magic or trap card: you can discard this card then revelate a "Fun-Toy" card from your hand; Negate the activation and destroy that card, if you do, you lose 1000 life points.

 

 

Fun-Toy Dragon

 

Fire - Level 2 Dragon/Effect - 1000 ATK / 0 DEF

 

Effect: If this card is on your field, graveyard or deck: This card is treated as a normal monster. If any number of normal "Fun-Toy" monsters are destroyed by a card effect: you can discard this card then revelate a "Fun-Toy" card from your hand; Until the end of turn if a "Fun-Toy" monster is destroyed, destroy all monters your opponent controls with 2000 or more ATK.

 

 

Fun-Toy Ship

 

Water - Level 2 - Machine/Effect - 1000 ATK / 0 DEF

 

Effect: If this card is on your field, graveyard or deck:this card is treated as a normal monster. When any number of normal "Fun-Toy" monsters would be destroyed: you can discard this card then revelate a "Fun-Toy" card from your hand; Until the end of turn if any number of "Fun-Toy" monsters are destroyed special summon that many normal "Fun-Toy" monsters from your deck in face-up attack position, and if you have six or more monsters in your graveyard you can also special summon from your graveyard.

 

 

Fun-Toy Griffin

 

Wind - Level 2 - Winged-Beast/Effect - 1000 ATK / 0 DEF

 

Effect: If this card is on your field, graveyard or deck: This card is treated as a normal monster. If a normal "Fun-Toy" monster battles: you can discard this card then revelate a "Fun-Toy" card from your hand; during the rest of this turn your opponent takes any battle damage instead of you.

 

 

Fun-Toy Knight

 

Earth - Level 2 - Beast-Warrior - 1000 ATK / 0 DEF

 

Effect: If this card is on your field, graveyard or deck: This card is treated as a normal monster. If a normal "Fun-Toy" monster you control battles: you can discard this card; before the damage step your opponent's monsters attack becomes 0 until the end of turn.

 

 

Ritual Monsters

 

 

Fun-Toy King

 

Earth - Level 4 - Warrior/Ritual/Effect - 2000 ATK / 0 DEF

 

Effect: This card must be ritual summoned and can't be summoned by other ways. If this card is ritual summoned; this card is treated as a level 2 normal monster but it's effects remain active. While this card is in your side of the field normal monsters you control aren't affected by monster card effects your opponent controls. While this card is in face-up attack position this card can't be tributed or destroyed by battle. If your opponent would activate a monster effect: You can discard this card then revelate a "Fun-Toy" card from your hand; negate the activation then banish that card.

 

 

Fun-Toy Queen

 

Water - Level 4 - Fairy/Ritual/Effect - 2000 ATK / 0 DEF

 

Effect: This card must be ritual summoned and can't be summoned by other ways. If this card is ritual summoned; this card is treated as a level 2 normal monster but it's effects remain active. While this card is in your side of the field normal monsters you control aren't affected by spell card effects your opponent controls. While this card is in face-up attack position this card can't be tributed or destroyed by battle. If your opponent activates a spell card: you can discard this card then revelate a "Fun-Toy" card from your hand; negate the activation then banish that card.

 

 

Fun-Toy Joker

 

Dark - Level 4 - Fiend/Ritual/Effect - 2000 ATK / 0 DEF

 

Effect: This card must be ritual summoned and can't be summoned by other ways. If this card is ritual summoned; this card is treated as a level 2 normal monster but it's effects remain active. While this card is in your side of the field normal monsters you control aren't affected by trap card effects your opponent controls. While this card is in face-up attack position this card can't be tributed or destroyed by battle. If your opponent activates a trap card (this includes counter traps): You can discard this card then revelate a "Fun-Toy" card from your hand; negate the effect then banish that card.

 

 

Fun-Toy Imagination Overlord

 

Light - Level 12 - Beast/Ritual/Effect - 6000 ATK / 0 DEF

 

Effect: This card can only be ritual summoned, the special summon of this card can't be negated. All monsters in the field are treated as level 2 normal monsters but its effects remain active and can be activated. While this card is in face-up attack position: This card can't be sacrificed or destroyed. If your opponent special summons a monster: You can discard this card then revelate a "Fun-Toy" card from your hand; Your opponent can't special summon monsters with 2000 or more ATK unitl the end of turn.

 

 

Spells

 

 

Fun-Toy Church

 

Ritual Spell

 

Effect: Ritual Summon a "Fun-Toy" ritual Monster from your hand by sacrificing monsters from your hand or field whose total levels are equal or higher than the ritual monster's level. If you have 3 or more "Fun-Toy" monsters in your graveyard with different attributes you can banish this card from your graveyard: Add 2 "Fun-Toy" monsters and a "Fun-Toy" ritual spell from your deck to your hand But your opponent gains 3000 life points.

 

 

Fun-Toy Fortress

 

Ritual Spell

 

Effect: Ritual Summon a "Fun-Toy" ritual Monster from your hand by sacrificing monsters from your hand or field whose total levels are equal or higher than the ritual monster's level. If this card is in your graveyard you can banish it, if you do: Special summon any number of "Fun-Toy" normal monsters from your deck in face up attack position, but lose 1000 life points for each one (This is a quick effect).

 

 

Fun-Toy Wall

 

Ritual Spell

 

Effect: Ritual Summon a "Fun-Toy" ritual Monster from your hand by sacrificing monsters from your hand or field whose total levels are equal or higher than the ritual monster's level. If this card is in your graveyard and you only have normal monsters in your graveyard you can banish it: Draw a card for each attribute among the cards in your graveyard, then banish cards from your hand until you have 5 cards in your hand.

 

 

Fun-Toy Castle

 

Field Spell

 

Effect: Ritual monsters in your field and hand are treated as "Fun-Toy" monsters, "Fun-Toy" normal monsters gains 1000 atk also if a "Fun-Toy" monster would leave the field for an opponent's card effect destoy it instead. Once per turn you can activate one of this effects:

 

Ritual summon a "Fun-Toy" ritual monster from your hand by banishing monsters in your graveyard whose levels are equal to the ritual monster's level.

 

Send a "Fun-Toy" normal monster from your deck to your graveyard, you can activate the effects of that monster as it were in your hand until your next standby phase.

 

 

Name: Fun-Toy Chest

 

Continuous Spell

 

 

Effect: When this card is activated add all banished cards to it's owner's hand. While this card is face-up on the field you can ritual summon "Fun-Toy" ritual monsters From your graveyard. if this card is removed from the field shuffle your graveyard in your deck.

 

 

Fun-Toy Magic Book

 

Quick-Play Spell

 

Effect: If you control 3 "Fun-Toy" ritual monsters and neither player has banished cards: banish all cards in your opponent hand, field and graveyard but you can't activate card effects during the rest of this turn. Add your opponent's banished cards to his/her hand during the next standby phase.

 

 

Fun-Toy Bright

 

Normal Spell

 

Effect: Special Summon a "Fun-Toy" ritual monster from your hand (this special summon is treated as a ritual summon) by tributing a "Fun-Toy" normal monster you control, it cannot attack this turn and your opponent gains 2000 life points. You only can activate one "Fun-Toy Bright" per turn.

 

 

Traps

 

 

Fun-Toy Armory

 

Continuous Trap

 

Effect: You can only activate this card If you control a "Fun-Toy" ritual monster. While this card is face-up on the field; "Fun-Toy" cards you control can't be destroyed by card effects (Except this one) and if you would lose life and/or your opponent would gain life points by a card effect you lose no life points instead and/or your opponent gains no life points instead.

 

 

Fun-Toy Illusion

 

Continuous Trap

 

Effect: You can only activate this card during your opponent's standby phase by sending 3 "Fun-Toy" ritual spells with different names from your deck to your graveyard. When a "Fun-Toy" monster you control battles; it gains 4000 atk during the damange step only and neither player takes battle damange of the battles involving it until the end of turn.

 

 

Fun-Toy Soul

 

Continuous Trap

 

Effect: To activate this card send 6 "Fun-Toy" normal monsters with different attributes from your deck to the graveyard. Once per turn you can destroy one "Fun-Toy" monster you control to activate one of the following effects:

 

Special summon 2 "Fun-Toy" normal monsters from your graveyard.

 

Add one "Fun-Toy" banished spell to your hand.

 

Draw a card.

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Couple things before I review the archetype (if I may)

 

Typically the setup for stats and other info is ATTRIBUTE - Level - Type/Subtype(s)- ATK/DEF

 

 

Here's an example of this.

 

Fun-Toy Cleric

LIGHT - Level 2 - Spellcaster/Effect - 1000 ATK/0 DEF

Effect: If this card is on your field or GY: This card is treated as a Normal Monster. If your opponent declares a direct attack: you can discard this card; negate the attack, then end the Battle Phase, and if you do, your opponent gains 1000 LP

 

This setup saves space and adds readability to the card if it doesn't have a picture. I'd rather you put the post in this fashion before I review the archetype so that it's a bit easier to understand, but if you don't that's fine.

There's also Official Card Grammar to consider (OCG), but considering you're new and this is posted in Casual Card Design that's fine for now. There's a post made by Zaziuma that can help teach if you if you so desire to learn: https://forum.yugiohcardmaker.net/topic/322020-ocgpsct-thread-writing-your-card-properly/

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Couple things before I review the archetype (if I may)

 

Typically the setup for stats and other info is ATTRIBUTE - Level - Type/Subtype(s)- ATK/DEF

 

 

Here's an example of this.

 

Fun-Toy Cleric

LIGHT - Level 2 - Spellcaster/Effect - 1000 ATK/0 DEF

Effect: If this card is on your field or GY: This card is treated as a Normal Monster. If your opponent declares a direct attack: you can discard this card; negate the attack, then end the Battle Phase, and if you do, your opponent gains 1000 LP

 

This setup saves space and adds readability to the card if it doesn't have a picture. I'd rather you put the post in this fashion before I review the archetype so that it's a bit easier to understand, but if you don't that's fine.

There's also Official Card Grammar to consider (OCG), but considering you're new and this is posted in Casual Card Design that's fine for now. There's a post made by Zaziuma that can help teach if you if you so desire to learn: https://forum.yugiohcardmaker.net/topic/322020-ocgpsct-thread-writing-your-card-properly/

 

There is no specific way that a member needs to post cards, and you cannot ask them to post them a certain way.

 

In the future, please give a proper review of member's cards or else there will be warn increases given out. 

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Couple things before I review the archetype (if I may)

 

Typically the setup for stats and other info is ATTRIBUTE - Level - Type/Subtype(s)- ATK/DEF

 

 

Here's an example of this.

 

Fun-Toy Cleric

LIGHT - Level 2 - Spellcaster/Effect - 1000 ATK/0 DEF

Effect: If this card is on your field or GY: This card is treated as a Normal Monster. If your opponent declares a direct attack: you can discard this card; negate the attack, then end the Battle Phase, and if you do, your opponent gains 1000 LP

 

This setup saves space and adds readability to the card if it doesn't have a picture. I'd rather you put the post in this fashion before I review the archetype so that it's a bit easier to understand, but if you don't that's fine.

There's also Official Card Grammar to consider (OCG), but considering you're new and this is posted in Casual Card Design that's fine for now. There's a post made by Zaziuma that can help teach if you if you so desire to learn: https://forum.yugiohcardmaker.net/topic/322020-ocgpsct-thread-writing-your-card-properly/

Thanks for the tip :3

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 Review


 


Monsters:


 


Fun-Toy Cleric


Interesting that you made it treated as a Normal Monster in your deck, which I would assume is for stuff like Rescue Rabbit and Unexpected Dai, which could potentially help for some Xyz and/or Link Summons. This kind of Battle Trap is a bit tricky, as maybe having this many exist in the game could lead to some abuse later on, so I do recommend on having a condition along with it, like having to reveal another "Fun-Toy" in your hand so your opponent has a chance to play around it, leading to a bit more interactivity between players. I don't understand why you have the opponent gaining LPs though since that would make it typically worse than cards like Swift Scarecrow and Battlefader.


 


Fun-Toy Executioner


Essentially the same card but you lose LPs instead. I'd rather have it do things a bit more differently than Fun-Toy Cleric, but for now, this is fine.


 


Fun-Toy Dragon


I would make it 3 or more in your GY for consistencies sake, but honestly, I don't understand the synergy between this and the other Fun-Toy monsters, other than the fact that you can get a lot of monsters from your deck when your opponent activates Raigeki. 


 


 


Fun-Toy Ship


Can't you just say "they're not destroyed" rather than making it that complicated? Also "face-up Attack Position" sounds pretty brutal considering that it doesn't stop the opponent from attacking. Looking at Griffin I see sense in it, but not enough to force you into a particular battle Position.


 


Fun-Toy Griffin


This card has a lot of potential for the character of the archetype, but I feel Gusto does this better. Instead, their boss monster has this effect, and then several of the monsters float. This means that you can keep running your monsters into the opponent, continuously getting Gustos from your deck and then running them into your opponent's monsters. You could probably improve on that formula, but in this case, it's just a better version of Cleric and Executioner, which is a bit repetitive. 


 


 


Fun-Toy Knight


Wait, wouldn't the effect not save your monster? You're essentially stopping any further damage you're taking. It also means this card is useless if any of your monsters are in Defense Position. You also keep saying "Normal 'Fun-Toy'" which rather is redundant considering how all of these monsters are Normal Monsters, or it completely takes away the idea that you might be able to even out whatever advantage you lost by discarding the card. After reading the rest of the cards I get having all of the cards treat your monsters as if they were Normal Monsters, but I think that's just hindering the deck a little too much.


 


 


Ritual Monsters (Wait what?)


 


Before I read these, there is a good reason that "Pre-Preparation of RItes" was made. Considering how these cards work, and the fact that they have no Graveyard effects, have low levels and support the idea of having "Normal Monsters" with hand effects. This would mean you're losing several of your playmakers without any way of reviving them as far as the monsters go. You also don't have any searchers as of yet or a real way of drawing them.


 


 


Fun-Toy King


 


Earth - Level 4 - Warrior/Ritual/Effect - 2000 ATK / 0 DEF


You can Ritual Summon this card with any "Fun-Toy" Ritual Spell. If Ritual Summoned this way, it is treated as a level 2 Normal Monster. While this card is on the field, Normal Monsters you control are unaffected by your opponent's monster effects.This card cannot be destroyed by battle or tributed.


 


(reworded it a bit for an example of what OCGrammar is) Wait you can't discard these monsters to Special Summon your other Ritual Monsters? That is the opposite of synergy. You're forcing the player into situations where they may be able to pull off some Ritual Summons without losing more than 2 cards in the process. Sure, there's some Kaiju Protection, but at the sake of consistency, this isn't worth it. I understand the treated as a Normal Summon in the deck now though. Advanced Ritual Art may be able to use deck materials, but that isn't an excuse to make these cards this terrible. Nekroz at least gives the Ritual Monsters the ability to discard themselves for a search of some kind if you brick with them.


 


 


Fun-Toy Queen


So I'm guessing the next one is for Traps, but why do they need to be unaffected? Sure having all 3 of them on the field makes them really good, but how would you even do that? Although I guess with this you're going for Advanced Ritual Art A LOT, as having 3 of them in your hand would essentially make you invincible. That's alright, but designing them to be able to do this deviates the deck from Surviving with hand traps into a draw engine similar to Exodia. That only hampers your ability to make a consistent archetype. If you give them a lot of searching stuff, it becomes really broken, but if you don't it becomes nearly useless.


 


 


Fun-Toy Joker


I figured as much. Same problems as the before mentioned. 


 


Fun-Toy Imagination Overlord


Let me get this straight. This card is invincible. This card doesn't even use a Ritual Spell to Summon it, just an effect similar to BLS - Envoy of the Beginning, but with that cost at the same time being CRAZY. I Suggest that this card be nerfed or just not exist, as the card doesn't exactly resonate with what the deck is. I'd also rather not make this card Divine unless it's for the God card Field Spell.


 


Spells


 


Fun-Toy Church - Ritual Spell


6 or more in your GY is a very bold claim. Unless you add a mega foolish burial to this deck I would rather it be 3 or more. The shuffling cards back into your deck is fine in itself, but considering the win condition of the monster and how close you'd be to Summoning it, it's a bit bizarre how you designed this card.


 


Fun-Toy Fortress - Ritual Spell


ANY amount? Sure with the Soul Charge requirement, but seriously ANY AMOUNT. That is a bit amazing, but I would rather make this a Quick Effect on just a card on its own rather than a banish effect. Nice idea.


 


Fun-Toy Wall - Ritual Spell


O.O Yeah you're really relying on deck thinning for this deck. This is a "tier" level effect but at the same time not very synergistic with what your deck is trying to do. Fun-Toy Chest


 


 


Fun-Toy Castle - Field Spell


Field Spell Ritual Summoner is a good idea, but seriously the discard cost at the end kinda broke my heart. It seems you're doubting the current meta of the game. It is fast and furious. Don't hold back.


 


 


Fun-Toy Chest - Continuous Spell


... Why. I understand that the Traps banish but this isn't even archetype-specific. This card would be used as a tech in the side deck for against GY or Banish heavy decks.


 


 


Fun-Toy Magic Book - Quick-Play Spell


 


This is a cool card. I like this idea of being able to send hand traps from your deck. That is something I haven't seen before and is probably the holy grail of archetype hand trap ideas. This is what the archetype should be REVOLVED around. Completely. This effect is just too good for something like this.


 


 


Fun-Toy Bright - Normal Spell


 


I've mentioned it before, but seriously why do you have this out of place Normal Monster clause running rampant in this archetype. If you lost the requirement of "Normal Monster" after already being archetype specific, this is a sign of desperation. Just lose the Normal Monster clause and make your own version of Advanced Ritual Art. It's not necessary. If you really wanted to take the hard route though, you could make these all Gemini/Effect monsters, give them the hand trap abilities to begin with and then some additional effect they could have by Normal Summoning them.


 


Traps:


 


Fun-Toy Armor - Continuous Trap


No one would run this card. It would get in the way of Ritual Summoning. It's also a Trap.


 


Fun-Toy Illusion - Continuous Trap


See Fun-Toy Bright


 


Fun-Toy Soul- Counter Trap


Interesting, but not really a fit for this archetype.


 


 


WELL, THAT TOOK A LONG TIME.


 


Jokes aside this took more than the time I wanted it to, but whatever the 2+ hours of my life are already gone now.


There are a lot of problems here, but I think I understand what you're trying to do enough to give you some constructive advice:


 


- This deck is a Hand-Trap Normal Ritual Turbo Banish Recycle Archetype. But Seriously I would trim it down to 


Hand-Trap Ritual Turbo. Ignore the Normal Monster and most of the Recycling you were trying do so that you can focus on what makes the archetype interesting.


 


- Make more diverse hand traps. They don't all have to be battle. Make a couple of them into searching effects, or have some negate your opponent's cards. To make them not too generic and a bit more skill based to play I also recommend giving them all conditions where you have to reveal another "Fun-Toy" monster in your hand. It would add anticipation to your opponent's plays, and also mean that hand management would matter a lot more than it usually would. 


 


- If you could, I would rather you have the LV 2 "Fun-Toy" monsters Special Summon themselves rather than discard themselves. You could give them all Honest's effect where they could be returned to your hand during your turn for reuse, and protect them during your opponent's turn would be a goal that you could strive for. 


 


- If you want the Advanced Ritual Art so badly, make 1 for the archetype, but not by quoting the card word for word. Maybe add a condition, similar to Shadoll Fusion where you can use materials from your deck if your opponent controls Special Summoned monsters. 


 


- Give the Ritual Monsters Hand Trap effects, have your Ritual Cards be able to Special Summon them from the hand or graveyard, and lose the "it cannot be sacrificed/tributed" clause. It's clunky, especially since Ritual Summoning tributes monsters. 


 


- Give the Field Spell Fun-Toy Magic Book's Quick Effect. It would help a lot for the consistency.


 


- Give the deck a consistent searcher. This is very important, as most if not all archetypes today have at least 1-2 searchers. You could give the ability to a hand trap, or simply put it on the Field Spell after redesigning it with the Magic Book effect, but you should add one.


 


Sorry if I acted as if the setup was mandatory. It was just advice on organizing cards. Sakura pls don't hurt me.


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 Review

 

Monsters:

 

Fun-Toy Cleric

Interesting that you made it treated as a Normal Monster in your deck, which I would assume is for stuff like Rescue Rabbit and Unexpected Dai, which could potentially help for some Xyz and/or Link Summons. This kind of Battle Trap is a bit tricky, as maybe having this many exist in the game could lead to some abuse later on, so I do recommend on having a condition along with it, like having to reveal another "Fun-Toy" in your hand so your opponent has a chance to play around it, leading to a bit more interactivity between players. I don't understand why you have the opponent gaining LPs though since that would make it typically worse than cards like Swift Scarecrow and Battlefader.

 

Fun-Toy Executioner

Essentially the same card but you lose LPs instead. I'd rather have it do things a bit more differently than Fun-Toy Cleric, but for now, this is fine.

 

Fun-Toy Dragon

I would make it 3 or more in your GY for consistencies sake, but honestly, I don't understand the synergy between this and the other Fun-Toy monsters, other than the fact that you can get a lot of monsters from your deck when your opponent activates Raigeki. 

 

 

Fun-Toy Ship

Can't you just say "they're not destroyed" rather than making it that complicated? Also "face-up Attack Position" sounds pretty brutal considering that it doesn't stop the opponent from attacking. Looking at Griffin I see sense in it, but not enough to force you into a particular battle Position.

 

Fun-Toy Griffin

This card has a lot of potential for the character of the archetype, but I feel Gusto does this better. Instead, their boss monster has this effect, and then several of the monsters float. This means that you can keep running your monsters into the opponent, continuously getting Gustos from your deck and then running them into your opponent's monsters. You could probably improve on that formula, but in this case, it's just a better version of Cleric and Executioner, which is a bit repetitive. 

 

 

Fun-Toy Knight

Wait, wouldn't the effect not save your monster? You're essentially stopping any further damage you're taking. It also means this card is useless if any of your monsters are in Defense Position. You also keep saying "Normal 'Fun-Toy'" which rather is redundant considering how all of these monsters are Normal Monsters, or it completely takes away the idea that you might be able to even out whatever advantage you lost by discarding the card. After reading the rest of the cards I get having all of the cards treat your monsters as if they were Normal Monsters, but I think that's just hindering the deck a little too much.

 

 

Ritual Monsters (Wait what?)

 

Before I read these, there is a good reason that "Pre-Preparation of RItes" was made. Considering how these cards work, and the fact that they have no Graveyard effects, have low levels and support the idea of having "Normal Monsters" with hand effects. This would mean you're losing several of your playmakers without any way of reviving them as far as the monsters go. You also don't have any searchers as of yet or a real way of drawing them.

 

 

Fun-Toy King

 

Earth - Level 4 - Warrior/Ritual/Effect - 2000 ATK / 0 DEF

You can Ritual Summon this card with any "Fun-Toy" Ritual Spell. If Ritual Summoned this way, it is treated as a level 2 Normal Monster. While this card is on the field, Normal Monsters you control are unaffected by your opponent's monster effects.This card cannot be destroyed by battle or tributed.

 

(reworded it a bit for an example of what OCGrammar is) Wait you can't discard these monsters to Special Summon your other Ritual Monsters? That is the opposite of synergy. You're forcing the player into situations where they may be able to pull off some Ritual Summons without losing more than 2 cards in the process. Sure, there's some Kaiju Protection, but at the sake of consistency, this isn't worth it. I understand the treated as a Normal Summon in the deck now though. Advanced Ritual Art may be able to use deck materials, but that isn't an excuse to make these cards this terrible. Nekroz at least gives the Ritual Monsters the ability to discard themselves for a search of some kind if you brick with them.

 

 

Fun-Toy Queen

So I'm guessing the next one is for Traps, but why do they need to be unaffected? Sure having all 3 of them on the field makes them really good, but how would you even do that? Although I guess with this you're going for Advanced Ritual Art A LOT, as having 3 of them in your hand would essentially make you invincible. That's alright, but designing them to be able to do this deviates the deck from Surviving with hand traps into a draw engine similar to Exodia. That only hampers your ability to make a consistent archetype. If you give them a lot of searching stuff, it becomes really broken, but if you don't it becomes nearly useless.

 

 

Fun-Toy Joker

I figured as much. Same problems as the before mentioned. 

 

Fun-Toy Imagination Overlord

Let me get this straight. This card is invincible. This card doesn't even use a Ritual Spell to Summon it, just an effect similar to BLS - Envoy of the Beginning, but with that cost at the same time being CRAZY. I Suggest that this card be nerfed or just not exist, as the card doesn't exactly resonate with what the deck is. I'd also rather not make this card Divine unless it's for the God card Field Spell.

 

Spells

 

Fun-Toy Church - Ritual Spell

6 or more in your GY is a very bold claim. Unless you add a mega foolish burial to this deck I would rather it be 3 or more. The shuffling cards back into your deck is fine in itself, but considering the win condition of the monster and how close you'd be to Summoning it, it's a bit bizarre how you designed this card.

 

Fun-Toy Fortress - Ritual Spell

ANY amount? Sure with the Soul Charge requirement, but seriously ANY AMOUNT. That is a bit amazing, but I would rather make this a Quick Effect on just a card on its own rather than a banish effect. Nice idea.

 

Fun-Toy Wall - Ritual Spell

O.O Yeah you're really relying on deck thinning for this deck. This is a "tier" level effect but at the same time not very synergistic with what your deck is trying to do. Fun-Toy Chest

 

 

Fun-Toy Castle - Field Spell

Field Spell Ritual Summoner is a good idea, but seriously the discard cost at the end kinda broke my heart. It seems you're doubting the current meta of the game. It is fast and furious. Don't hold back.

 

 

Fun-Toy Chest - Continuous Spell

... Why. I understand that the Traps banish but this isn't even archetype-specific. This card would be used as a tech in the side deck for against GY or Banish heavy decks.

 

 

Fun-Toy Magic Book - Quick-Play Spell

 

This is a cool card. I like this idea of being able to send hand traps from your deck. That is something I haven't seen before and is probably the holy grail of archetype hand trap ideas. This is what the archetype should be REVOLVED around. Completely. This effect is just too good for something like this.

 

 

Fun-Toy Bright - Normal Spell

 

I've mentioned it before, but seriously why do you have this out of place Normal Monster clause running rampant in this archetype. If you lost the requirement of "Normal Monster" after already being archetype specific, this is a sign of desperation. Just lose the Normal Monster clause and make your own version of Advanced Ritual Art. It's not necessary. If you really wanted to take the hard route though, you could make these all Gemini/Effect monsters, give them the hand trap abilities to begin with and then some additional effect they could have by Normal Summoning them.

 

Traps:

 

Fun-Toy Armor - Continuous Trap

No one would run this card. It would get in the way of Ritual Summoning. It's also a Trap.

 

Fun-Toy Illusion - Continuous Trap

See Fun-Toy Bright

 

Fun-Toy Soul- Counter Trap

Interesting, but not really a fit for this archetype.

 

 

WELL, THAT TOOK A LONG TIME.

 

Jokes aside this took more than the time I wanted it to, but whatever the 2+ hours of my life are already gone now.

There are a lot of problems here, but I think I understand what you're trying to do enough to give you some constructive advice:

 

- This deck is a Hand-Trap Normal Ritual Turbo Banish Recycle Archetype. But Seriously I would trim it down to 

Hand-Trap Ritual Turbo. Ignore the Normal Monster and most of the Recycling you were trying do so that you can focus on what makes the archetype interesting.

 

- Make more diverse hand traps. They don't all have to be battle. Make a couple of them into searching effects, or have some negate your opponent's cards. To make them not too generic and a bit more skill based to play I also recommend giving them all conditions where you have to reveal another "Fun-Toy" monster in your hand. It would add anticipation to your opponent's plays, and also mean that hand management would matter a lot more than it usually would. 

 

- If you could, I would rather you have the LV 2 "Fun-Toy" monsters Special Summon themselves rather than discard themselves. You could give them all Honest's effect where they could be returned to your hand during your turn for reuse, and protect them during your opponent's turn would be a goal that you could strive for. 

 

- If you want the Advanced Ritual Art so badly, make 1 for the archetype, but not by quoting the card word for word. Maybe add a condition, similar to Shadoll Fusion where you can use materials from your deck if your opponent controls Special Summoned monsters. 

 

- Give the Ritual Monsters Hand Trap effects, have your Ritual Cards be able to Special Summon them from the hand or graveyard, and lose the "it cannot be sacrificed/tributed" clause. It's clunky, especially since Ritual Summoning tributes monsters. 

 

- Give the Field Spell Fun-Toy Magic Book's Quick Effect. It would help a lot for the consistency.

 

- Give the deck a consistent searcher. This is very important, as most if not all archetypes today have at least 1-2 searchers. You could give the ability to a hand trap, or simply put it on the Field Spell after redesigning it with the Magic Book effect, but you should add one.

 

Sorry if I acted as if the setup was mandatory. It was just advice on organizing cards. Sakura pls don't hurt me.

 

thanks for your review I'll work on it :3

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