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[Finished]AGM Archetype Design Contest #2! (Extra Deck Phase)


Draconus297

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Exactly. I just wanted to clarify that monster that equip stuff (without appropriate clause) won't get the effects of Union monsters that affect their equipped monsters, which actually matters balance-wise.

 

K. Just making sure. 

 

Also are Catman and Aman going to put in their entries? Otherwise, only 1 of us isn't getting anything and I can only imagine how much that would suck psychologically.

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Sorry for the late entry!

 

[spoiler=Entry]Salamander Crypto

FIRE / Level 4

[ Reptile / Union / Tuner / Effect ]

1500 / 0

 

Once per turn, you can either: Target 1 Fairy monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 300 ATK, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. For the Fusion or Synchro Summon of a "Salamander" monster, you can use this card that was equipped by its own effect as material. If there are less cards in your GY than your opponent's GY, then you can treat this card as a Level 1 monster for the Synchro Summon of a FIRE monster. Once per turn (Quick Effect): You can send this equipped card to the GY; Special Summon 1 Fairy "Salamander" monster from your hand, and add 1 Reptile "Salamander" card from your deck to your hand.

 

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Salamander Paracelsus

FIRE / Level 2

[ Fairy / Effect ]

300 / 400

 

When this card is Normal or Special Summoned; You can Special Summon 1 "Salamander" monster from your hand or GY. When a "Salamander" monster is equipped to this card by its own effect; You can inflict damage to your opponent equal to the current ATK or DEF (whichever is higher) of 1 Level 2 Fairy monster you control.

 

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Salamander Rhya

FIRE / Level 5

[ Reptile / Union / Tuner / Effect ]

2000 / 0

 

Once per turn, you can either: Target 1 Fairy monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card cannot be targeted by card effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. For the Fusion or Synchro Summon of a "Salamander" monster, you can use this card that was equipped by its own effect as material. If there are less cards in your GY than your opponent's GY, then you can treat this card as a Level 1 monster for the Synchro Summon of a FIRE monster. Once per turn (Quick Effect): You can banish this card from your GY; Shuffle up to 3 FIRE monsters from your GY into your deck, then draw 1 card.

 

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Salamander Cellini

FIRE / Level 2

[ Fairy / Effect ]

100 / 500

 

If you control a FIRE monster: You can Special Summon this card from your hand. When a "Salamander" monster is equipped to this card by its own effect; You can Special Summon 1 Fairy "Salamander" monster from your deck with its effects negated, OR: You can equip 1 Reptile "Salamander" monster from your deck or GY to a "Salamander" card you control. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except for "Salamander" monsters. You can only activate both effects of "Salamander F2" once per turn.

 

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Salamander Hyno

FIRE / Level 6

[ Reptile / Union / Tuner / Effect ]

2100 / 0

 

Once per turn, you can either: Target 1 Fairy monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead, also a monster equipped with this card gains the following effect.

(1) All effect damage inflicted to your opponent by this card is doubled.

If there are less cards in your GY than your opponent's GY, then you can treat this card as a Level 1 monster for the Synchro Summon of a FIRE monster. Once per turn, when a monster declares an attack: You can banish this card from your GY; Negate the attack and end the Battle Phase, then inflict 500 damage to your opponent.

 

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Salamander Horapollo

FIRE / Lv. 2

[ Fairy / Effect ]

500 / 100

 

Once per turn, when a "Salamander" monster you control is sent to the GY: You can target that monster and send this card to the GY; Special Summon the targeted monster in face-up Attack Position. Once per turn: When a "Salamander" monster is equipped to this card by its own effect; You can target one face-up card on the field; Send it to the GY.

 

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Salamander Amphi

FIRE / Level 4

[ Reptile / Union / Tuner / Effect ]

1800 / 0

 

Once per turn, you can either: Target 1 Fairy monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card cannot be destroyed by battle, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. For the Fusion or Synchro Summon of a "Salamander" monster, you can use this card that was equipped by its own effect as material. If there are less cards in your GY than your opponent's GY, then you can treat this card as a Level 1 monster for the Synchro Summon of a FIRE monster. Once per turn, you can shuffle 1 of your banished FIRE monsters into your deck: Then banish this card from your GY, and your opponent draws 1 card.

 

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Valid Entries-

 

Reptilious

Literacy: 25/25. You gave everything the prompt asked for. Ya done good.

Creativity: 22/25. The fact that you made a worthwhile once per Duel effect is exemplary, seeing a handtrap was pretty unexpected, a Madolche-esque shuffle float is really neat . . . the Fairy side of things was really creative and interesting here, but your Reptiles are a little samey. Still, I have to give you credit.

Balance: 18/20. Maybe these guys could do with some more speed, given that they are supposed to be a Synchro archetype, but you've gone right the other way and given them a really solid niche in the grind game. Pretty solid.

Interactivity: 17/20. Exactly half your Reptiles are Rekindling targets, and the other half are searchable thanks to Damp Den of the Fungal Serpents. Your Fairy lineup is completely composed of Rekindling targets, so if you do wind up with an overfilled Graveyard you can easily reduce your Graveyard to get stuff done. It works, but it might work a little too well.

OCG: 8/10

Unnecessary colon after OR -1

Flamile's last effect just fits not sound right -1

 

91/100 A-

 

.Belle

Literacy: 25/25. No goofing yet, which is a good sign.

Creativity: 25/25. Aside from the irritating one per field effects, I really like the way you handled the Tuners. Honor the Banner is the only one that doesn't play freely with others (for some reason), and the ones that do can be used with every possible support- Sorcery Hydras' 1000/0 stat gimmick, Damp Den of the Fungal Serpents, and Rekindling! The Fairies are neat, too, and I can't in good conscience dock this entry . . .

Balance: 17/20. . . . which is why it frustrates me that the archetype has such a hard time getting its feet off the ground. Nearly all of your playmakers require some degree of setup, so the archetype basically does not have a first turn play unless they open up with Foolish Burial. Damn.

Interactivity: 18/20. I really like the way you put the Reptiles together, like I said, but without a consistent theme of searchability/revivability, they end up as 1-of tech cards in other Decks and don't actually encourage much actual engine experimentation. The Fairies are really techable, though, thanks to some neat support for Level 4 Fairies.

OCG: 10/10. No faults.

+5 bonus- hidden challenge.

 

100/100 A+

 

BatMed

Literacy: 23/25. Damn, son. You were so close! The only thing that you didn't implement was the smaller GY gimmick, and I'm willing to reserve more full judgment on whether that was an intentional design choice or running out of ideas, because really this looks like a very fun archetype to play.

Creativity: 25/25. Yes, the effects of the Tuners are kinda . . . formatted, but you make up for that by making the Equip Synchro gimmick a Quick Effect. You can SYNCHRO SUMMON to EFFECT DODGE. The Fairies also have really unique effects in general, but, returning to the Reptiles, I nearly missed that they have some very strong Graveyard effects because I was so busy geeking out that half your archetype is Formula Synchron in the Main Deck.

Balance: 20/20. The slower speed in the Fairies makes sense given how unique the Reptiles are, but even then they're not molasses slow. Then, of course, Blazes is just an amazing playmaker that manages to foreshadow some possible Equip Spells, and you leave an opening for there to be Salamander backrow in general.

Interactivity: 20/20. You get a little extra speed from outside sources, and hilariously you can go into Level 4 Synchros with Soulbound Fae of all things, but I want to talk about the FIRE support. Blazing Falcon brings out your Tuners from the Deck, Flame Child searches your Tuners, we have cards to grab Level 4 Fairies . . . fun times lie ahead for these guys.

OCG: 8/10

Please read Formula Synchron -1

"Take" -1

 

96/100 A

 

Eshai

Literacy: 20/25. sigh The Equip Synchro gimmick was outright stated to be on the Reptiles, yanno. Beyond that, good job, duder. It works.

Creativity: 21/25. The effects here have the basis of some unique things for a Synchro archetype- The Treeborn Frog revival for a Tuner, Pyrebelly being "Deckthin- the movie, the game", and I have to commend you on the Tuners looking a lot like the Guardian equips at a squint. It's just that the Fairies are . . . kinda boring. The GY shuffle is neat, and helps you maintain advantage, but there's just no flavor here.

Balance: 20/20. They're a good core, and at this rate In excited to see what Synchro/Fusion monsters you give these guys in Phase 4, because really that will make or break this build.

Interactivity: 18/20. You were so goddamned close. Maybe you were trying to avoid a R4 engine with your Fairies, because Nymph not being Level 4 really just confuses me. Still, your Tuners are very generic, your Fairies don't restrict you very hard in the AGM, good job.

OCG: 9/10

"Damage calculation" is never given an "s" -1

+5 bonus - hidden challenge

 

93/100 A-

 

Catman (-10 for severe lateness: circumstances considered)

Literacy: 25/25. Gave me everything I asked for.

Creativity: 25/25. Granting effects, Deck Summons out the anus, high-Level Tuners . . . you're definitely a creative little cat, I'll give you that.

Balance: 13/20. I can't even say you were close. Horapollo's bog-standard OPT clause literally accomplishes nothing because the effect sends it to the Graveyard, Cellini is easy R2 fodder plain and simple, Crypto is stupidly effective at cycling through most of your Deck . . .

Interactivity: 17/20. Well . . . outside support doesn't break the archetype any harder, and a few of your effects are decently generic.

OCG: 5/10

Always always ALWAYS capitalize "Material" -2

That equip clause doesn't work the way you think it does -1

Cellini refers to itself as "Salamander F2" -1

Horapollo's OPT does nothing whatsoever -1)

 

75/100 C

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Fair on the literacy (I did it on purpose for design reasons), but was I really hit that hard on the lv 3 Fairy? I did that for the Synchros so you could make Trish and the Synchros a lot easier. I figured the Deck wasn't going to need as many Xyz monsters, and even then you could easily make Rank 3s if you had Pyrebelly or Fae, which could easily get out a lv3. The only card that cared was Fae and she would probably rather stick on the field with other Salamanders, and there isn't going to be any Rank 4 Salamanders.

 

Also what would've made the Fairies more interesting? Would it have been better to add more variable numbers or different methods of returning cards from the GY to the Deck? Looking back on it now I probably should've made more unique GY to Deck effects.

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Nymph being a Level 3 was the primary hit for Interactivity, but it was the support hodgepodge on the Reptiles that was the other dock. Because your stuff is mildly more splashable, I didn't address it directly, but . . . yeah, also, Nymph being Level 3 made it so it wasn't generically searchable, and the card losing the ability to be searched plus its general lack of utility compared to your other Fairies made it redundant design.

 

More utility, maybe more name flavor, a monster that isn't just "way to equip plus a bog standard effect stapled to a GY shuffle". I gave BatMed more credit on a repetitive effect text, for example, because he used an effect you don't see much of- Quick Effect Synchro Summon- plus some marginally rarer floating effects, like destruction protection for your whole board.

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How many Spell Cards do we need to write? I wrote four for the time being.

 

[spoiler=Cards]Salamandera Incantation - Conroboro

Quick Play

 

Special Summon 1 "Salamander" monster from your GY. You can banish this card from your GY, except the turn this card was sent to the GY; Shuffle up to three "Salamander" cards from your GY or hand into your deck, then draw 1 card. You can only activate each effect of "Salamandera Incantation - Conroboro" once per turn.

 

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Salamandera Incantation - Cantio

Spell

 

Target 1 "Salamandera Incantation" card in your GY; this card's effect becomes the targeted card's effect until this card leaves the field, then shuffle the targeted card into your deck. You can banish this card from your GY, except the turn this card was sent to the GY; Add 1 "Salamandera Incantation" card from your deck to your hand. You can only activate each effect of "Salamandera Incantation - Cantio" once per turn.

 

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The Forbidden Forest of the Salamanders

Field Spell

 

All FIRE monsters you control gain 400 ATK. Once per turn: When a "Salamander" monster you control is destroyed by battle or card effect; You can activate one of the following effects.

(1) Special Summon 1 "Salamander" monster from your GY with a lower level than the destroyed monster.

(2) Draw 1 card.

 

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Salamandera Incantation - Confundo

Spell

 

Fusion Summon 1 FIRE monster using face-up "Salamander" monsters you control as Material. If you control less cards in your GY than your opponent; You can also banish cards in either player's GY as Material. When a "Salamander" monster you control would be destroyed by battle, except the turn this card was sent to the GY: You can banish this card from your GY; Negate the attack and end the Battle Phase. You can only both effects of "Salamandera Incantation - Confundo" once per turn.

 

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[spoiler=Spells]

wM2VTQh.png

 

You can only activate 1 "Salamander Ignition" per turn. Activate 1 of these effects.

● Target 1 "Salamander" Fairy monster in your GY; Special Summon that target.

● Discard 1 "Salamander" Reptile monster; draw 2 cards.

bDCilJB.png

 

Equip only to a "Salamander" monster. The equipped monster gains 600 ATK. During your Main Phase, if you did not Synchro Summon a monster this turn: You can send this equipped card to the GY, then target 1 "Salamander" Fairy monster you control; equip 1 "Salamander" Reptile monster from your hand or GY to that target. You can only use this effect of "Salamandera Jewel" once per turn.

 

qD9JakR.png

 

"Salamander" Synchro monsters you control gains 300 ATK and 200 DEF, also they cannot be targeted by your opponent's card effects. During your opponent's Main Phase, if you control no Synchro monsters (Quick Effect): You can target 1 "Salamander" Fairy monster you control; equip 1 "Salamander" Reptile monster from your Deck to that target. You can only use this effect of "Salamanderland" once per turn.

 

 

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[spoiler=Entry]
Premonition of the Holy Flame
Normal Spell
Send the top 3 cards of your Deck to the GY; add 1 "Salamander" card from your Deck or GY to your hand. During this turn's End Phase, if you have more cards in your GY than your opponent's: Discard 1 card. You can only activate 1 "Premonition of the Holy Flame" once per turn. If a "Salamander" Fairy monster you control is targeted for an attack or by a card effect: You can banish this card from your GY; negate that attack or effect.

Salamander Ascension
Normal Spell
Send 1 "Salamander" monster from your Deck to the GY, then you can apply this effect.
• Fusion Summon 1 "Salamander" Fusion Monster from your Extra Deck, banishing monsters from your field or GY as Fusion Materials.
If your opponent controls a Special Summoned monster: You can banish this card from your GY, then target 1 "Salamander" Fairy monster in your GY; Special Summon it. You can only use 1 "Salamander Ascension" effect per turn, and only once that turn.

Prayer of the Holy Flame
Continuous Spell
When this card is activated: Send the top 4 cards of your Deck to the GY, then inflict 300 damage to your opponent for each "Salamander" card sent to the GY this way. If you have less cards in your GY than your opponent's, inflict 800 damage for each card instead. Each time a "Salamander" card that was originally monster is placed in your Spell/Trap Zone, monsters you control immediately gain 200 ATK and DEF. During your Main Phase or Battle Phase (Quick Effect): You can Fusion Summon 1 "Salamander" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion materials. You can only use each effect of "Prayer of the Holy Flame" once per turn

Protection of the Holy Flame
Quick-play Spell
Target 1 Fairy monster you control; equip this card to it. If the equipped monster would be destroyed, destroy this card instead. If this card is sent to the GY while you control a FIRE monster: You can add 1 "Protection of the Holy Flame" from your Deck to your hand. If you control a face-up "Salamander" card in your Spell/Trap Zone, you can add 1 "Salamander" card instead. You can only use this effect of "Protection of the Holy Flame" once per turn.

Salamander Sanctuary
Field Spell
FIRE Fairy monsters on the field gain 300 ATK and DEF. Once per turn: You can activate 1 of the following effects.
• Send the top 2 cards of your Deck to the GY, and if you do, Special Summon 1 "Salamander" monster from your hand or GY in face-up Defense Position.
• Target 3 cards in your GY; shuffle them into the Deck and draw 1 card. You must control a "Salamander" monster to activate and to resolve this effect.
• If you have less cards in your GY than your opponent's: Fusion Summon 1 "Salamander" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion materials. Then, you can equip 1 "Salamander" Reptile monster from your hand or GY to it.

 

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[spoiler=Spells!]

Immolative Genesis
Normal Spell
Fusion Summon 1 "Salamander" monster from your Extra Deck, by banishing Fusion Material listed on it from your side of the field or your Graveyard. You can banish 2 other FIRE monsters from your Graveyard while your opponent has more cards in their Graveyard than you do: Shuffle this card into your Deck. You can only use this effect of "Immolative Genesis" once per turn.
 
Igneous Recycling
Normal Spell
You can only activate this card if you have at least 3 banished "Salamander" monsters. Shuffle all of your banished "Salamander" monsters into the Deck, then draw 1 card. You can only activate "Igneous Recycling" once per turn.
 
Smoldering Backwoods
Field Spell
If this card would be destroyed: You can shuffle 2 "Salamander" monsters from your Graveyard into your Deck instead. Once per turn, you can shuffle 1 "Salamander" monster from your Graveyard into your Deck, then activate one of the following effects depending on which player has more cards in their Graveyard:
• You: Shuffle up to 3 FIRE monsters in your Graveyard into your Deck, then inflict damage to your opponent equal to the number of cards shuffled x 200.
• Your Opponent: Special Summon 1 "Salamander" monster from your hand with the same type but different name as the shuffled monster.
 
Burning Soul of the Forest
Continuous Spell
When this card is activated: Shuffle 1 "Salamander" monster from your Graveyard into your Deck, then add 1 "Salamander" monster with the same type from your Deck to your hand. Each time you shuffle a "Salamander" monster from your Graveyard into your Deck: Inflict 200 points of damage to your opponent. You can only control 1 "Burning Soul of the Forest" at a time.
 
Molten Confluence
Quick Spell
Target 1 "Salamander" Union monster in your Graveyard; equip that target to a monster you control that would be an appropriate target for that Union monster's effect. During either player's turn, you can banish this card from your Graveyard, then target up to 3 "Salamander" monsters in your Graveyard: Shuffle those cards into the Deck, then inflict damage to your opponent equal to the number of cards returned x 300.
 
Sudden Flare
Quick Play Spell
Target 1 face-up "Salamander" monster you control: Shuffle it into your Deck, then Special Summon 1 "Salamander" monster with the same type as the returned monster from your hand or Deck. You can banish this card from your Graveyard: Shuffle up to 3 FIRE monsters from your Graveyard into your Deck, then send 1 "Salamander" monster from your Deck to the Graveyard. You can only activate each effect of "Sudden Flare" once per turn.
 

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1 minutes before the end!

 

[spoiler: Spells: 3]

Lavaspring of the Salamanders

Field - Spell

The original ATK of all Normal Summoned “Salamander” monsters becomes 2000. Once per turn, if you have fewer cards in your GY than your opponent: Send cards from the top of your Deck to the GY so you have the same number of cards in the Deck as your opponent. If this card you control would be destroyed, you can send 1 “Salamander” Equip Spell card you control to the GY instead.

 

I wanted to make a lesser That Grass Looks Greener that couldn’t be exploited by 60 card Decks, but Decks that rather go second or are a bit slower. For them, this is just a comeback card that can be searched by Terraforming. For Salamanders, this is a playmaker. Not only can it protect itself from its own effect, it can protect itself from other forms of Spell/Trap removal similarly to how the Union monsters protect their equip targets.

 

Salamander Slag

Normal - Spell

Send 1 Reptile monster from your Deck to the GY, then, if that monster in your GY is a “Salamander” Monster, you can send 1 more Fairy monster from your Deck to the GY. If a card is returned to your opponent’s Deck, you can banish this card: Send the top 3 cards of your opponent’s Deck to the GY. You can only activate “Salamander Slag” once per turn.

 

This may be a bit overkill to give this Deck a Dragon Shrine, but tbf I’m competing with SNAKE RAIN, a QUADRUPLE FOOLISH BURIAL for the archetype. Seriously you could send 1 of each of the Salamander Tuners to your GY with that kind of effect. The other effect is for if your opponent attempts to replenish their Deck, or if you use one of your own effects to return cards to their Deck. Can end up enabling some of your other cards.

 

Lavabond Coalition

Normal - Spell

Fusion Summon 1 "Salamander" Fusion Monster from your Extra Deck, by returning to your Deck Fusion Materials listed on it from your side of the field or GY. If you have fewer cards in your GY than your opponent, you can banish this card from your GY: Select 2 monsters (1 Reptile Tuner and 1 “Salamander” non-Tuner) in your GY, return them to your Deck, and Special Summon 1 Reptile Fusion or Synchro Monster from your GY whose Level equals the total Levels of the returned monsters.

 

So I’m going to be doing Contact Fusion for the Fusion monsters, which is because the Synchros are probably going to be on the field anyway. You asked for a Miracle Fusion, but I figured Banishing might be a bit too harsh for the Deck so I made this card more like Miracle Contact. I did, however, take the hand out of the equation since I felt the Banish effect is a bit too powerful. The Banish effect is a bit situational. It’s typically a comeback effect, since these days if your opponent has more cards in the GY than you do it means you’re probably winning.

 
That was close
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oh it's Trap Phase already!

I only made 2

 

 [spoiler=Trap]

8pDsmDa.png
 

If you control a "Salamander" monster: Destroy 1 monster your opponent controls. You can target 1 "Salamander" Fairy monster you control; equip this card from your hand or GY to that target, but banish this card when that target leaves the field. The equipped monster can make a second attack on monsters during each Battle Phase. You can only use each effect of "Salamander Courage" once per turn.

 

QehSBLb.png

 

When a Spell/Trap Card, or monster effect, is activated while you control a "Salamander" monster that is equipped with a "Salamander" Reptile Monster Card: Negate the activation, and if you do, destroy it. You can target 1 "Salamander" Fairy monster you control; equip this card from your hand or GY to that target, but banish this card when that target leaves the field. If the equipped monster attacks, your opponent cannot activate cards or effects until the End of the Damage Step. You can only use each effect of "Salamander Dominion" once per turn.

 

 

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Now for some graaaades.

 

Catman

Literacy: 25/25. No complaints, you did as told.

Creativity: 18/25. It was pretty good, don't get me wrong, and your flavor was on point, just . . . this Spell support feels like it could go into just about any Deck. Cantio copying the effects of another Spell in your Graveyard was a little unexpected, but when the Spells it copies are so uninspired to begin with, I can't give more than a passing shrug.

Balance: 15/20. This one depends on what you do in Phase 4, and I might retcon it depending on how you handle your Synchro Fusion. As is, though, a Quick-Play archetypal Monster Reborn (that Cantio can duplicate, remember) is potentially really scary. Also, hi Toon Table if Contents.

Interactivity: 18/20. The thing here is that you don't exactly . . . react with anything. Library of Sanctuary is stupid here (SS3 revival of any archetypal monster is hilarious), but that's kinda dumb in general so I can't exactly count that against your Salamander cards.

OCG: 4/10

hand comes before GY in location lists (hand, field, Deck, Graveyard, Extra Deck, Banished Zone, in that order) -1

"the targeted card" is redundant, try "that target" -1

That is not how you use colons and semicolons in card text -1

Level always capitalized -1

You can only both effects of "Salamandera Incantation - Confundo" once per turn . . . first, it's "each effect", not "both effects", and second . . . read that sentence again. -2

 

80/100 B-

 

BatMed

Literacy: 22/25. You forgot to make a Miracle Fusion.

Creativity: 23/25. You did it, you madman- you actually made an Equip Spell. Not only that . . . it's good. Really good. Solid for your first turn, or if you accidentally dumped a few too many Reptiles by the late game . . . and correct me if I'm wrong on this, but this is the first time I've ever seen a Field Spell grant two different boosts to ATK and DEF. Also, Ignition having different effects depending on what you discard is kinda cool. Unfortunately . . . the Field Spell doesn't do anything innovative beyond that split boost, because while that equip-from-Deck thing is fun, it's not like you aren't already running the most consistent show in the West.

Balance: 19/20. Everything dies what it needs to, but the one docked point is because it's almost too balanced- trust me, I like your setup, but you're not doing much to capitalize on it yet.

Interactivity: 18/20. You've got some neat tech options, and since you'll probably splash a Level 1 Tuner to make your plays with, you do have the option of Power Tool Dragon now to shuffle Jewel for shenanigans. Nothing really noteworthy, though.

OCG: 9/10

Select and activate. Don't forget the select. -1

 

91/100 A-

 

.Belle

Literacy: 25/25. Again, this is a "everyone has a perfect score unless they screw up" category.

Creativity: 22/25. Maybe it's just me, but something about this support lineup seems familiar. Oh yeah, your first card is literally a more restricted Charge of the Light Brigade with a GY effect. That said, a Quick-Play Spell that equips to something is very new, and Sanctuary is an amazing Field Spell.

Balance: 18/20. A costless My Body that searches other copies of itself is sweet, a Field Spell version of Emeral is really good . . . I'm honestly only worried that this support will be too good. Again, it seems I have another grade that I may have to revise depending on how Phase 4 works out for you.

Interactivity: 18/20. It almost seems like you're trying to create a Hell Stinger/Salamander hybrid Deck with so much solid Graveyard dumping, and that is just spooky. Still, you've got quite a few sweet options here, and I can't in good conscience dock you too hard.

OCG: 10/10. No errors yet.

 

93/100 A-

 

Reptilious

Literacy: 25/25. Nothing to say.

Creativity: 25/25. You had my interest, but now you have my attention. You're really pushing this focus on the grind game, and I like it. I wasn't expecting a heavy banish theme, but it works out for the way you handled the prompt. It's honestly commendable how you managed to turn even a restrictive prompt into something that I hadn't expected at all.

Balance: 17/20. Again, this over balancing thing. Everyone is either going too far or not far enough, and it's honestly a little weird. In this case, literally none of your solid backrow is searchable, so you'll often wind up without access to the one you need.

Interactivity: 17/20. The problem here isn't a bad interaction, it's the fact that there's nothing to interact with. It's just unfortunate, but I must commend you on trying to prevent anything ridiculous from happening.

OCG: 5/10

Immolative Genesis isn't a FIRE monster, so "other" is kinda silly -1

"As the shuffled monster" is necessary on Burning Soul of the Forest -1

"Points of" is redundant -1

"At a time" is unnecessary. -1

Show some consistency with "Quick-Play" -1

 

89/100 B+

 

Eshai

Literacy: 25/25. Yaay the power of reading, Reading friggin' Rainbow.

Creativity: 23/25. I mean, it's fine, it's just that you're not doing anything particularly unexpected or innovative, just rehashing some admittedly niche card design. Well, besides turning the prompt's Miracle Fusion into a better Miracle Contact, which I didn't see coming, and Lavaspring changing the original ATK of monsters.

Balance: 17/20. I know that you're supposed to protect the Field Spell with one of the Unions, but a clause that lets your Field protect itself with Equips should come with some Equips in the archetype, if only to have additional options to protect your setup cards. Also, two of your three Spells mill and actively hurt the archetype! Still, it's not outright bad support, so here you go.

Interactivity:18/20. Again, it's not that you're broken, it's just that your cards are so niche that you can't use many outside tech cards, and that's just a shame.

OCG: 9/10

That clause should be You can only activate 1 "Salamander Slag" per turn . -1

 

92/100 A-

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I mean you can still make a Miracle Fusion. I'm also doing Contact Fusion and I made something like that too.

Like Eshai said, there's also the ever-popular "optional Contact Fusion", along the lines of Beast-Eyes, where you can use Fusion Spells and Contact Fusion. It's considerably more common in the AGM

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One day I'll learn how to OCG real good

 

also reserving this post for T R A P S

 

EDIT

[spoiler=Traps!]

Salamander Snearking
Counter Trap Card
When an opponent's monster declares an attack on a face-up "Salamander" monster you control: Negate the attack, then end the Battle Phase. If this card is in your Graveyard: You can banish 1 "Salamander" monster from your Graveyard; Special Summon this card in Attack Position as a Normal Monster (Fairy-Type/FIRE/Level 4/ATK 1900/DEF 0). (This card is NOT treated as a Trap Card.) You can only use this effect of "Salamander Snearking" once per turn.
 
Salamandrian Cooking Pot
Continuous Trap Card
Activate this card by targeting 1 Level 5 or lower "Salamander" monster in your Graveyard; Special Summon that target in Attack Position. When this card leaves the field, destroy that target. While this card is face-up on the field: Each time a "Salamander" monster is shuffled into your Deck; Increase your Life Points by 500. During your Main Phase, you can destroy this face-up card you control: Shuffle up to 3 FIRE monsters and 1 Spell / Trap Card into your Deck. You can only use this effect of "Salamandrian Cooking Pot" once per turn.
 
Venomous Spark
Normal Trap Card
Activate 1 of these effects;
● Increase the ATK of all face-up "Salamander" monsters you control by 800 until the End Phase of your next turn. Any monster destroyed by battle and sent to the Graveyard this turn are shuffled into the Deck instead.
● Inflict 400 damage to your opponent for each "Salamander" monster you control, then shuffle 1 FIRE monster from your Graveyard into your Deck for each "Salamander" monster you control.
 
Rekindle the Forge
Normal Trap Card
Shuffle 3 cards from your Graveyard into the Deck then, if you shuffled a "Salamander" monster into the Deck this way: Draw 1 card. If this card was activated during your opponent's Battle Phase: "Salamander" monsters you control cannot be destroyed this turn. You can only activate "Rekindle the Forge" once per turn.

 

 

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[spoiler=It's a Trap(s)!]

Salamander Corruption

Normal Trap
Target 1 "Salamander" monster you control; destroy it and send 1 card your opponent controls to the GY, face-down. If a FIRE monster(s) is sent to your GY: You can send the top 3 cards of your Deck to the GY; shuffle this card from your GY into the Deck, then inflict 1000 damage to your opponent. You can only use this effect of "Salamander Corruption" once per turn.

Cross of the Holy Flame
Normal Trap
Target 1 Fairy monster on the field; equip this card to it. The equipped monster cannot be destroyed by battle or card effects, but it cannot attacks or activate its effects. Once per turn, during your Standby Phase: You can send the top 3 cards of your Deck to the GY, and if you do, add 1 "Salamander" card from your GY to your hand. You must control this face-up card to activate and to resolve this effect. If you would take damage while the only monsters you control and in your GY (if any) are FIRE, you can banish this card from your field or GY instead. You can only control 1 "Cross of the Holy Flame".

Curse of the Forbidden Flame
Normal Trap
Target 1 Fairy monster you control; destroy it and send 2 random cards from your opponent's hand to the GY. During either player's turn, except the turn this card is sent to your GY, if an opponent add a card(s) to their hand: You can banish this card from your hand or GY; send 1 of those cards to the GY. You can only use this effect of "Curse of the Forbidden Flame" once per turn. While you have less cards in your GY than your opponent's and the only monsters you control and in your GY (if any) are FIRE, cards that would be sent to the GY by this card's effects are sent there face-down instead.

Salamander Incarnation
Continuous Trap
You can activate an effect of a card you control that would Fusion Summon a "Salamander" Fusion Monster during either player's turn. During your Main Phase or your opponent's Battle Phase: You can target 3 cards in your GY; shuffle them into the Deck, and if you do, Special Summon 1 "Salamander" monster from your hand. During either player's turn: You can banish this card from your hand or GY; once during this turn, if you would Fusion Summon a "Salamander" monster, you can also return monsters from your GY into the Deck as Fusion Materials. You can only use this effect of "Salamander Incarnation" once per turn.

Note:
Due to its unique effect, I'd like to clarify some rulings; this card specifically says "an effect", not "a card or effect". Therefore, it doesn't let you activate your Set Spells at Spell Speed 2. It only lets you activate an effect of a card that is already face-up on the field, so rip Ascension and Prayer mill during opponent's turn shenanigans.

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I'm disappointed in that no one thought about Kunai with Chain traps. Seriously. They're Traps that don't go into the GY after resolve, Equip to a monster you control, and can have all kinds of utility since they can function as 2 separate Traps. That's almost the best possible synergy you could have with this prompt. Tried to make the fact that they're 2 effects balanced. Draconus you may have noticed there has been a bit of self-milling, but if the Deck has a lot of effects that replenish the Deck then I have to get cards to the GY first. Otherwise, the Deck is going to be a tad slow.

 

[spoiler: Traps: 3]

Salamander Obsidian Crest

Counter - Trap

Activate 1 or both of these effects (simultaneously).
● When a monster effect is activated while you have fewer 
cards in your GY than your opponent: Negate its activation, and if you do, return that monster to the top of the Deck.
● Target 1 face-up Reptile or Fairy monster you control; equip this card to that target. If the equipped monster would be destroyed by battle or card effect, you can send the top 3 cards of your Deck to the GY instead. If you have more cards in your GY than your opponent, banish this card.

 

Salamander Rheinite Crest (Rheinite is a rainbow colored crystal found in volcanos)

Continuous - Trap

If a “Salamander” monster is returned from your GY to the Deck: You can return 1 monster on the field or in either player’s GY to the Deck. You can only use this effect of "Salamander Rheinite Crest" once per turn. While you have fewer cards in your GY than your opponent: You can activate this card the turn it was set. 

 

Salamander Diamond Crest

Normal - Trap

Activate 1 or both of these effects (simultaneously).
● When an opponent's monster declares an attack while you have
fewer cards in your GY than your opponent: Negate the attack, and if you do, send that monster to the GY

● Target 1 face-up "Salamander" monster you control; equip this card to that target. If the equipped monster battles an opponent's monster: You can return 1 Reptile or Fairy monster from your GY to the Deck: The equipped monster gains ATK equal to the ATK of the returned monster until the end of the Damage Step.

 

Idk if there was a requirement but if 3 traps aren't enough then I'll probably just make another one.

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