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Conquerors: Regents of Battle


BGMaxie

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Greetings, it's been awhile since my last creation. This time I bring a new mostly-boss centered Deck with very unique gimmicks. Since Elemental Lords, Monarchs, D-Rulers, True Draco became a thing, I sorta decided to jump in too (it happened after getting the models for the cards).

 

Perhaps these guys should do the talking.

 

[spoiler=The Conquerors]

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You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4 and its original ATK and DEF become 1800. If your opponent controls a Tribute or Special Summoned monster and you control no monster in the Extra Monster Zone: You can banish 1 DARK monster from your Extra Deck; Special Summon this card from your hand into that Zone. If this card is sent to the GY: You can add 1 "Conqueror" monster from your Deck to your hand. You can only use this card's name effect once per turn. If this card is Special Summoned it gains these effects: 
*Once per turn: You can target 1 monster on the field; banish it. This card cannot attack during the turn you use this effect.
*Once per turn: You can pay 1000 LP; you can Normal Summon 1 "Conqueror" monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
 
Note: The first of the Conquerors and their leader. He sets up one of the common grounds for the Deck here, for starters Qli-like NS effect, nothing too special there. The second effect is the one you may wanna take note however. Conquerors can get themselves out to the Extra Monster Zone for shenanigans!! Doing so requires a bit of setup and a "cost" from the Extra Deck. Furthermore when they are SS they get their full power. Yomi has banish ability and can bring more of the party to dance. And when they are gone, they plus in other ways, so even in their weakened form they will be helpful.
 
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You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4 and its original ATK and DEF become 1800. If your opponent controls a Tribute or Special Summoned monster and you control no monster in the Extra Monster Zone: You can banish 1 LIGHT monster from your Extra Deck; Special Summon this card from your hand into that Zone. If this card is sent to the GY: You can add 1 "Conqueror" Spell/Trap Card from your Deck to your hand. You can only use this card's name effect once per turn. If this card is Special Summoned it gains these effects: 
*If a "Conqueror" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
*"Conqueror" monsters you control cannot be targeted by your opponent's card effects.
 
Note: This one is kinda the opposite of Yomi. She searches backrow instead, and plays it more defensively by providiing in protection. She has solid stats too, so that's a benefit. She will get things working.
 
dY7U7iU.png
You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4 and its original ATK and DEF become 1800. If your opponent controls a Tribute or Special Summoned monster and you control no monster in the Extra Monster Zone: You can banish 1 FIRE monster from your Extra Deck; Special Summon this card from your hand into that Zone. If this card is sent to the GY: All monsters your opponent currently controls lose 500 ATK and DEF. You can only use this card name's effect once per turn. If this card is Special Summoned it gains these effects: 
*At the start of the Damage Step, if this card battles an opponent's monster with higher ATK than this card; it gains 800 ATK.
* Once per turn, if this card destroys an opponent's monster by battle: You can inflict damage to your opponent equal to half its original ATK.
 
Note: This one packs more of a punch. He's the strength of the group and he means business with that. He can grow stronger if he faces something stronger and if he destroys something he will burn you. Pretty standard for a FIRE monster. He can also weaken the opp's monsters so they can finish the job.
 
6BRo3FU.png
You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4 and its original ATK and DEF become 1800. If your opponent controls a Tribute or Special Summoned monster and you control no monster in the Extra Monster Zone: You can banish 1 WATER monster from your Extra Deck; Special Summon this card from your hand into that Zone. If this card is sent to the GY: You can draw 1 card. You can only use this card's name effect once per turn. If this card is Special Summoned, it gains these effects:
*Once per turn: You can target 1 Spell/Trap card on the field; destroy it.
*Once per turn, when any player's monster declares an attack: You can negate the attack.
 
Note: Lemuria is your annoying girl here. She pops backrow and blocks attacks. Her stats are lower to compensate for being more of the pain in the ass role.
 
cPNwoNg.png
You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4 and its original ATK and DEF become 1800. If your opponent controls a Tribute or Special Summoned monster and you control no monster in the Extra Monster Zone: You can banish 1 WIND monster from your Extra Deck; Special Summon this card from your hand into that Zone. If this card is sent to the GY: You can target 1 "Conqueror" card in your GY; add it to your hand. You can only use this card's name effect once per turn. If this card is Special Summoned, it gains these effects:
* Once per turn: You can target 1 "Conqueror" monster you control; this turn it can attack your opponent directly but when it does so using this effect, the battle damage inflicted to your opponent is halved.
* Once per turn, if a "Conqueror" monster inflicts battle damage to your opponent: You can return 1 card from the field into the hand.
 
Note: This man here is sneaky and swift like the wind. If he's allowed to attack his way, the opp not only will suffer a loss of LP but also the loss of a card. This effect doesn't target so it will be a guaranteed loss. He does as many WINDs do.
 
Nu7lXCD.png
You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4 and its original ATK and DEF become 1800. If your opponent controls a Tribute or Special Summoned monster and you control no monster in the Extra Monster Zone: You can banish 1 EARTH monster from your Extra Deck; Special Summon this card from your hand into that Zone. If this card is sent to the GY: You can send 1 "Conqueror" card from your Deck to the GY. You can only use this card's name effect once per turn. If this card is Special Summoned it gains these effects:
*Once per turn: You can target 1 monster on the field; change its battle position.
*This card can attack while in Defense Position, if you do, apply its DEF for Damage Calculation.
 
Note: The Defense of the group with a solid gold shield to match that title. With a bulky defense, he can do shenanigans a-la SHS style. Also with his ability to change battle positions, very few monsters will be safe. With his EARTH powers he can make good use of the GY as well.
 
L921MQi.png
You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4 and its original ATK and DEF become 1800. If your opponent controls a Tribute or Special Summoned monster and you control no monster in the Extra Monster Zone: You can banish 1 LIGHT monster from your Extra Deck; Special Summon this card from your hand into that Zone. If this is card sent to the GY: You can Special Summon 1 "Conqueror" monster from your hand, except "Shambala the Conqueror of Lightning". You can only use this card's name effect once per turn. If this card is Special Summoned it gains these effects:
*Once per turn: You can target 1 card on the field; its effects are negated until the end of this turn.
*If a "Conqueror" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent.
 
Note: Shambala is more of the assistential help, through negation and through piercing. She can reinforce your offensive abilities, so give her a try, once she gets going there will be a lot of job that can get done.
 
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You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4 and its original ATK and DEF become 1800. If your opponent controls a Tribute or Special Summoned monster and you control no monster in the Extra Monster Zone: You can banish 1 WATER monster from your Extra Deck; Special Summon this card from your hand into that Zone. During damage calculation, if a "Conqueror" monster you control battles an opponent's monster (Quick Effect): You can send this card from your hand to the GY; the ATK of your monster becomes double its original ATK, during that damage calculation only. If this card is Special Summoned it gains this effects:
*Once per turn (Quick Effect): You can target 1 "Conqueror" monster you control; once during this turn, it cannot be destroyed by battle or by card effect.
*Once per turn, when a card or effect in the GY is activated  (Quick Effect): You can negate that effect.
 
Note: The last of the group and a lover of battle. He's different from the rest in that he works as their signature Honest/Crane-like card. That will surely pack a punch but otherwise, there is not much he does in the Grave. Otherwise he provides in disruptive support through protection and prevention. 

 

 

 

[spoiler=The Backrow]

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All "Conqueror" monsters you control gain 300 ATK and DEF. Once per turn: You can target 1 "Conqueror" monster you control in the Extra Monster Zone; place it into your Main Monster Zone. When a "Conqueror" monster is Special Summoned: You can target 1 "Conqueror" monster in your GY; Special Summon it. You can only use this card's name effect once per turn.

 

Note: A simple Field Spell. Grants them a lil boost in strength, and can move Conquerors from their privileged position in order to get more of them moving. Along with that it has a Temujin-esque revival ability. That is sure to boost your offensive a lot.

 

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Send 1 "Conqueror" monster you control to the GY; Special Summon 1 "Conqueror" monster from your Deck, but with a different name. You can only activate 1 "The Conqueror's Advance" per turn.

 

Note: Very simple one-for-one card. You replace one for another. Best use this has is changing a weak one for a stronger one. Not much to say really.

 

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You can target up to 3 of your banished monsters that were sent there from the Extra Deck; return them to the Extra Deck, then you can Special Summon 1 "Conqueror" monster from your hand or GY.

 

Note: Revival that also reloads your ammo if you need it. With this your resources in the ED will be fresh and you get one Conqueror on the field ;)

 

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Target 1 "Conqueror" monster you control; equip this card to it. It gains 700 ATK, also, it can attack all monsters your opponent controls once each. If this card is in your GY: You can banish this card, then target 1 "Conqueror" monster; until the end of this turn, it is unaffected by card effects, except "Conqueror" cards.

 

Note: In case they are a little lacking in raw power, they have this beauty to assist them. It helps them wipe boards with through sheer brutality. Otherwise it can provide a nice one-at-a-lifetime shield.

 

 

 

Hope you like them ;)

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Alright, this is my review. Hope you can improve on the archetype with this advice. 

 

Monsters

 

Yomi the Conqueror of Darkness

I’ve looked down into the monsters here and I notice something about all of them: They have A LOT of text. I don’t recommend having this amount of text on a single card, not just because of the tiny font that it prints out on the card, but because typically it means there's more complexity than depth in the card’s design. The card has 6 EFFECTS, which is just unheard of in this game. I would try to trim it down to 4, maybe losing one of the once per turn abilities. In fact, their are so many abilities here I’d just add a “You can only activate the effects of this card’s name once per turn.” restriction at the end rather than saying how many times each effect is activated. This is my example, which isn’t much shorter but it definitely makes a difference.
 

You can Normal Summon this card without Tributing, and if you do, this card’s Level becomes 4 and its original ATK and DEF become 1800. If your opponent controls a Special Summoned monster and you control no monster in your Extra Monster Zone: You can banish 1 DARK monster from your Extra Deck to Special Summon this card (from your hand) to that Zone. While this card is in your Extra Monster Zone: You can pay 1000 LP; this turn, you can Normal Summon 1 "Conqueror" monster from your hand in addition to your Normal Summon/Set. If this card is sent to the GY: you can add 1 “Conqueror” monster from your deck to your hand. You can only activate the effects of this card’s name once per turn.
 

I would prefer more to be done, like making the searching effect, not a Sangan effect but something on Ignition, or just making them all Level 4 monsters with different stat lines so you can fit more into these effects, but as something along the lines of Monarchs, Dragon Rulers, and True Dracos, I can see why you would want the archetype full of high LV monsters.

 

Eden the Conqueror of Light

Similar abilities, similar problems. The effects of these monsters themselves do not all need to be there. I would just have “While this card is in your Extra Monster Zone: “Conqueror” monsters you control cannot be targeted or destroyed by card effects during the Battle Phase” or something along those lines. This will be the last time I’ll mention the length of the card abilities. I don’t want to sound like a broken record.

 

Muspell the Conqueror of Flames

It’s a beater? I would rather just give it a simple ATK buff of 1000 to all of your “Conqueror” monsters while in the ED monster zone rather than making several abilities that manipulate stats. For the Effect Damage part, it isn’t really doing anything for the archetype, but you could keep it if you really wanted to.

 

Lemuria the Conqueror of Water

Backrow removal and Attack Negation. I would’ve conserved that Attack Negation for the EARTH monster, but whatever. This card kinda feels like filler. It does a bunch of stuff but doesn’t really do anything in particular. It feels like something you would run just because you can plus off of it a lot, rather than that it accomplishes a particular thing. I would rather it be Mobius, or maybe it could be a Gorz/Battle Fader for the archetype that can end your opponent’s turn.

 

Zerzura the Conqueror of Storms
Similar to Lemuria. It has recovery, but it also can let you attack directly and bounces your opponent’s monsters. For this you could justify making Lemuria into a Battle Fader of sorts and then making this so that it bounces your opponent’s cards (including Spells/Traps). For the attacking directly part, it’s kinda irrelevant. We’ve seen effects like this before, and unless you're going to make an archetype around it, attacking directly is only going to do something if your opponent has low LP.

 

Dorado the Conqueror of Earth (These names need work btw.)

Defense Attacker? I like those. Foolish Burial? That’s also good, considering all of the sent to GY effects they have access to. I would make the Battle Position changing a Quick Effect to mess with your opponent, but other than that the card is pretty good.

 

Shambal the Conqueror of Lightning (The only reason they made Monarchs with similar Attributes was that they kept messing them up. This is why we have Kuraz rather than Zaborg. If you do it that's fine, just be sure you aren't making any of the cards redundant.)

Yomi has the additional Normal Summon, but this effect is when foolished so along with Dorado it’s a neat card. The Effect negation could probably be a Quick Effect for more relevance, and in compensation, I would remove the piercing.

 

Cocytus the Conqueror of Ice

Funny how you can negate your own GY effects considering how prevalent they are. I would rather it do something positive for you when it happens rather than negative for your opponent when they do it. This way the ability would synergize with the archetype as well as be a countermeasure against your opponent’s GY effects. It could even be similar to Maxx “C”, and be a draw every time something of the sort happens. I also like the Hand Trap part of it, but it seems a bit out of place. I’d rather it be a banish from your hand or GY to synergize with Dorado. If that’s too broken maybe nerf the ATK boost to 1000-1500, and maybe even make it ATK and DEF to synergize with Dorado.

 

 

Spells/Traps
 

The Conqueror's Reign

Idk if they need 300 ATK, but the moving to different zones is nice. The Special Summoning from the GY is also nice.

The Conqueror’s Advance (I really hope you actually watched My Hero Academia and thought “hey this would make a cool card” because otherwise, that picture is a crime to use)

This should REALLY be a Quick-Play. Dodge some effect targeting, activate some effects, do some stuff. Seems like that would be nice.

The Conqueror’s Return

Kinda lackluster. Also a Trap. Seriously this card wouldn’t see much play at all. You have 15 cards in the extra deck, so you’re probably going to only run 3 of each Attribute excluding the worst one anyway (just being real here). This is excluding the fact you can just Normal Summon/Set them and that you’re probably not going to run out of them anyway.

 

The Conqueror’s Might

At first, I thought this wasn’t good, but then I realized it’s 700 ATK, can attack all monsters your opponent controls, and it’s unaffected by card effects. That’s 1 way of giving a deck some power.

 

Overall, it could use work and fine tuning. You have an idea here but you aren’t really doing everything you could to synergize everything together. The deck itself has a lot of stuff going on, but that might be a problem in itself. Here are a couple of suggestions to further the deck idea.

 

- This is necessary: Focus on shortening and refining the card effects. I would at least remove 1 of the optional effects from each monster or merge those abilities into 1.

- Add the Normal Summon condition to the Field Spell and remove 1 of the 2 Special Summoned abilities from each card. One of their effects should be fine as long as you do more with them. If you don’t want to put the Normal Summon effect onto the Field Spell then I suggest just turning some of them into LV 4 monsters, which would be similar to U.A.'s where they have several high-level monsters but also 1 that can help start up their plays.

- I might make Extra Deck counterparts, preferably Link monsters. If you’re going to make a deck based on milling Extra Deck monsters then you hinder the ability for Extra Deck monsters to do anything with the banish zone in the future of designing the game.This is why they Konami doesn't typically make cards that can Extra Deck mill. Making archetype monsters to mill may solve these problems, but that depends on how much you're willing to go to edit this archetype.

- I would add some better names. I would add rather places of myth or your own names of places that sound cool. Here are some examples:

 

Cocytus, the Arctic Conqueror

Bacchus, Conqueror of the Sandseas

Icarus, Conqueror of the Heaven

Muspell, Conqueror of the Infernos

 
I don't really agree with the name "Conqueror" for the archetype, as the word is kinda clunky, but I don't have many ideas on changing it into something similar.
 
Overall, this archetype needs work. For the next time I would focus on a premise to follow for the abilities, like how Gladiator Beasts can switch themselves out at the end of the Battle Phase which came from Pokemon's story mode switch mechanic, or Super Quantum and how they can get their Zords and combine them together Typically I have 1-2 commonalities between the abilities and then do what I can with them to make them unique or interesting. For this deck, it has the Normal Summoning condition, the Special Summoning condition, the Foolish Burial condition, the double effect condition, and 2 effects at the end. There are a couple that deviates, but I would deviate a bit more. Maybe decrease the rules to just the Special Summoning condition and the Foolish Burial effect. This way you can do anything else you want, or even make some of them lower level to Normal Summon on their own.
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Ok let me address something first. Yes I'm painfully aware of their absurdly long text............unfortunately I could do very little to fix that without downright ruining their gimmicks and make them very meh as a result. If I started removing text their signature stunt, became nothing, and if I started taking down effs, I'd have to take down effs from everyone to preserve uniformity and they quickly become shitty. Turning both gained effs into one is also unfeasible, so..........unfortunately giant text was rather unavoidable -,- I guess removing "Tribute Summon" part may help but not by much '-'

 

Also I was pretty sure the NS w/o Tributing and the stat reduction were part of the same eff, but I guess I was wrong, duh. I also compared the effs of both Barbaros and Qli wording, and they kinda different, the first integrates both NS and stat reduction in the same one, while Qli treated them separately. Not sure why, but I guess it means it can be "compressed" after all. (Just tested now, it saves some text but the overall card still has walls of words).

 

1) Removing the banish would make him absurdly weak which is why I refused to remove it. One other thing that occured to me was mix destruction with Dark Law esque Macro Cosmos, but then I thought it would be a bit underwhelming (since destruction is easily prevented).

 

2) If I do that, then there would be no point in attempting to swarm them, since they would just be overglorified bodies. The point of being able to SS to EMZ is to make use of their SS gained abilities but with the "cost" of being "unable" so to speak to use other Bosses or be discouraged from doing so. This in a sense is a modified version of "No Extra Deck" stuff of Monarchs.

 

3) He's meant to be offensive, also 2800 ATK right off the bat is not that bad, and he can trounce many things that are bigger than him, unless they are Zarc or Chaos MAX. There is also Cocytus and Might as added help.

 

4) I thought on quick S/T removal, but quick removal is quite gross of a concept so I avoided it. Perhaps banish S/T would be a better deal? I guess it is fair since she has a weak body. Attack negation helps preserve her laifu.

 

5) Well it dwindles LP and wipes boards, so all in all a nice pack. 

 

6) Thanks. Tho I think it does the job fine as it is ;)

 

7) Quick negation is a bit tad strong. I want these fellas to be strong but try to not go overboard, if possible. GY negation is different since it is more niche and specific.

 

8) I think it is fine as it is, I mean it is meant to "freeze" your opp's GY. Battle aspect is a bit of a flavour, I mean look at all those weapons on his back '-'

 

9) Thanks.

 

10) I kinda DID. I watched the episode then saw the eight shadows and I thought "THIS IS PERFECT". Only reason I did not make this a QP was to avoid potential OTKs, a-la El Shad Fusion style.

 

11) I guess that is true, but it never hurts to have this kind of option around.

 

12) Thanks.

 

As for the names, there is a scheme here. I used mythological places/locations for the names, also to give them diversity I named each one of them from a different mythology/source. That's why I'm afraid the names are non negotiable. 

 

If I remove the Normal Condition, this Deck can brick very hard since they'll have no way to get themselves out. So it has to be there, the GY eff is to give them some use even while being in weak forms.

 

That's what I can tell you.

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