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


Draconus297

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[spoiler=Traps]Salchemical Formula

Continuous Trap

 

(This is always treated as a "Salamander" card)

When an equipped Reptile "Salamander" monster you control is sent to the GY: you can inflict damage to your opponent equal to half of that monster's ATK. You can banish this card from your GY; set 1 "Salamander" Spell or Trap to your field from your GY. You can only activate each effect of "Salchemical Formula" once per turn.

 

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Salchemical Stone

Trap

 

(This card is always treated as a "Salamander" card)

Banish 1 "Salamander" Tuner monster and 1 "Salamander" non-Tuner monster from your hand or GY; Special Summon 1 "Salamander" Synchro Monster from your GY whose Level is equal to the combined Levels of the two banished monsters (This Special Summon is treated as a Synchro Summon). The Special Summoned Synchro monster has its effects negated and cannot attack, also, send it to the Extra Deck during the End Phase. You can only activate "Salchemical Stone" once per turn. You can banish this card from your GY; send 1 of your banished FIRE monsters to the GY.

 

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Salchemical Combustion

Continuous Trap

 

(This card is always treated as a "Salamander" card)

Fairy "Salamander" monsters that were not Summoned from the Extra Deck or GY gain 2000 ATK during your opponent's turn only. If you control no monsters while you control this face-up card: You can shuffle this card into your deck; set 1 "Salchemical" card from your deck, then inflict damage to your opponent equal to the difference in the amount of cards in both player's GY x100. You can only activate "Salchemical Combustion" once per turn.

 

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I typed up huge explanations and then my phone took a massive crap, so here's just the grades. I'll explain if you want me to, but I'm very tired right now and just want to move on to the ED stuff.

 

Also, minor commendations to Reptilious on only 1 OCG mistake, and Eshai for impressing me the most in regards to creativity for his Trap lineup.

 

BatMed (90/100)

Reptilious (92/100)

.Belle (95.5/100) a half-point dock for no rulings on whatever the hell face-down in the Graveyard means

Eshai (94/100)

Catman (85/100) mostly due to OCG mistakes and another -2 penalty

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Face-down in the GY is the same thing as face-down on the field and banished. You can see the cards but your opponent can't, and their effects are negated until flipped face-up again. This would mean cards like Mystic Tomato and Mezuki couldn't activate their effects in the GY. I had to research this stuff when I made an Infernity Field Spell that flipped face-down banished cards face-up.

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Face-down in the GY is the same thing as face-down on the field and banished. You can see the cards but your opponent can't, and their effects are negated until flipped face-up again. This would mean cards like Mystic Tomato and Mezuki couldn't activate their effects in the GY. I had to research this stuff when I made an Infernity Field Spell that flipped face-down banished cards face-up.

Pretty much this. I also want to add that cards that are face-down in the GY are, similar to those that were banished face-down, unable to be targeted by cards that SS or retrieve them but specifically say "banished monster" since they cannot be proven to be a monster, but saying just "banished card" like Omega works.

 

Also yeah, a detailed review as usual would be greatly appreciated. Take your time :)

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Since only .Belle asked for the full rundown on the grade, I only have to write one out again.

 

THANK. HORAKTHY.

 

.Belle

Literacy: 25/25. So no one told me this would never come in play . . . *CLAP CLAP CLAP CLAP* This category has done nothing, by the way!

Creativity: 24/25. Cross has some interesting applications, Incarnation is unexpected, it's just that Curse isn't all that . . . interesting, the face-down in the Graveyard thing set aside. But I suppose every archetype has that one card they never use, so . . .

Balance: 20/20. No real points of legitimate concern.

Interactivity: 18/20. Again, it's more that there isn't anything to interact with than there being any degenerate combos. The cards are well-balanced, it's just that their niches are very narrow.

OCG: 8.5/10

"it cannot attacks" -1

Rulings page for face-down in the Graveyard? -.5

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[spoiler=Entry]

Lance of the Salamander - Longinus

FIRE - Level 5 - Reptile/Fusion/Tuner/Effect - 1300/200

2 "Salamander" Tuner monsters

If this card is Special Summoned: You can target 1 card on the field; destroy it. This card cannot attack during the turn you activate this effect. Once per turn, if this card is in your Monster Zone or is equipped to a monster (Quick Effect): You can target 1 Fairy monster you control; equip this card to it. A monster equipped with this card gains 1300 ATK. If you would Synchro Summon while this card is equipped to a monster, you can also use it as a material for that Summon as if it was a monster you control. You can only control 1 "Lance of the Salamander - Longinus"

 

Salamander Lord Uriel

FIRE - Level 6 - Fairy/Synchro/Effect - 2300/1900

1 FIRE Tuner + 1 or more non-Tuner monsters

If this card is Special Summoned: You can add 1 FIRE monster from your GY to your hand. If this card is Special Summoned from the GY, it cannot attack during the turn you activate this effect. If this card attacks or is attacked while it has a card equipped to it, your opponent cannot activate cards or effects until the end of the damage step, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card destroys a monster by battle: You can send the top 3 cards of your opponent's Deck to the GY, face-down. You can only control 1 "Salamander Lord Uriel"

 

Salamander Paladin Michael

FIRE - Level 6 - Fairy/Synchro/Effect - 2400/2200

1 Tuner + 1 or more non-Tuner Fairy monsters

If this card is Special Summoned: You can equip 1 appropriate Union Monster from your hand or GY to this card. Once per turn: You can target 1 card your opponent controls; shuffle 3 cards from your GY into the Deck, and if you do, send that target to the GY and inflict 800 damage to your opponent. If you have less cards in your GY than your opponent's, it is sent there face-down instead. This card cannot attack during the turn you activate this effect. You can only control 1 "Salamander Paladin Michael".

 

Light of the Salamander - Michael

FIRE - Level 8 - Fairy/Fusion/Effect - 2400/2200

"Salamander Paladin Michael" + 1 Level 4 or lower FIRE monster

Must be Fusion Summoned with the above Fusion Materials and cannot be Special Summoned by other ways. While a card is equipped to this card, it is unaffected by effects activated by an opponent's monster whose ATK is equal to or less than this card's ATK. If this card is Special Summoned: You can target 1 card on the field or in either GY; equip it to this card. If this card would be destroyed, you can send 1 card that is equipped to this card to the GY instead. Once per turn: You can send the top cards of your opponent's Deck to the GY, face-down, up to the number of face-up "Salamander" cards you control. Then, if you have less cards in your GY than your opponent's, inflict 400 damage to them for each card sent to the GY this way. You can only control 1 "Light of the Salamander - Michael".

 

Salamander - Discrima the Holy Sword

FIRE - Level 9 - Reptile/Synchro/Union/Effect - 1500/1400

1 Tuner + 1 or more "Salamander" monsters

Must first be Synchro Summoned with the above Synchro Materials. Once per turn (Quick Effect), you can either: Target 1 monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Defense Position. A monster you control that was equipped with this card gains 1500 ATK and 1400 DEF, also if it would be destroyed, you can destroy this card instead. A monster your opponent controls that was equipped with this card loses 1500 ATK and 1400 DEF, also its effects are negated. You can shuffle 3 cards from your GY into the Deck, then target 1 "Salamander" Fairy monster you control that was Special Summoned from the Extra Deck; equip this card from your GY to that target, but it cannot be Special Summoned during this turn. You can only control 1 "Salamander - Discrima the Holy Sword".

 

Salamander Guardian Metatron

FIRE - Level 9 - Fairy/Synchro/Effect - 2800/2500

1 Tuner + 1 or more non-Tuner monsters

You can also Synchro Summon this card using monsters that were originally "Salamander" monsters whose combined Levels equal to 8. Once per turn (Quick Effect): You can target 1 face-up card on the field that is equipped to a monster; equip it to another appropriate target, and if you do, this card gains 400 ATK until the end of this turn. Each time a card is equipped to a monster on the field while you have less cards in your GY than your opponent's, immediately inflict 400 damage to them. You can only control 1 "Salamander Guardian Metatron"

 

Flame of the Salamander - Uriel

FIRE - Level 10 - Fairy/Fusion/Effect - 3000/2600

"Salamander Lord Uriel" + 1 Level 6 or higher FIRE monster

Must be Fusion Summoned with the above Fusion Materials and cannot be Special Summoned by other ways. While a card is equipped to this card, face-up "Salamander" cards you control are unaffected by Trap effects. If this card is Special Summoned: You can return 1 card from the field or either GY to the hand, but for the rest of this turn, neither players can activate cards, nor the effects of cards, with the same name as that returned card. Once per turn: You can target 2 cards in your GY; shuffle them into the Deck, and if you do, Special Summon 1 "Salamander" monster from your hand or GY. Then, if you have less cards in your GY than your opponent's, inflict 1500 damage to them. This card cannot attack during the turn you activate this effect. You can only control 1 "Flame of the Salamander - Uriel".

 

Salamander Archlord Michael

FIRE - Level 12 - Fairy/Synchro/Effect - 3600/3300

2 Tuners + 1 non-Tuner monster

Must be Synchro Summoned using monsters that were originally "Salamander" monsters and cannot be Special Summoned by other ways. Unaffected by effects activated by an opponent's monster whose ATK is equal to or less than this card's ATK. If this card is Special Summoned: You can target 1 card on the field or in either GY; equip it to this card. If you have less cards in your GY than your opponent's, you can also target an additional card in either GY. Once per chain, when a card or effect is activated (Quick Effect): You can send 1 card that was equipped to this card to the GY; negate the activation, and if you do, send that card to the GY, face-down. Once per turn, during your Standby Phase: You can equip 1 appropriate Union Monster from your hand or GY to this card. You can only control 1 "Salamander Archlord Michael".

 

 

Phew that's been a blast

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*phew* Finally :3

[spoiler=Entry]

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Salamanderal the Supreme
1 FIRE Tuner + 1 or more non-Tuner Fairy monsters
Once per turn (Quick Effect): You can send the top 3 cards of your Deck to your GY; until the End Phase, this card gains 400 ATK for each "Salamander" card sent to the GY by this effect. While equipped with an Equip Card, it is unaffected by your opponent's Spells/Traps. Except during your Battle Phase (Quick Effect): You can Tribute this card; Special Summon 1 Level 4 "Salamander" Fairy monster from your GY, and if you do, you can equip 1 "Salamander" Tuner from your GY to that monster. You can only Special Summon "Salamanderal the Supreme(s)" once per turn.

_____________________________________________________________________________________________________________________________________


Salamanderial the Tyranny
1 FIRE Tuner + 1 or more non-Tuner Fairy monsters
When this card is Synchro Summoned: You can send up to 2 "Salamander" cards  (1 from your hand and 1 from your Deck) to your GY. Monsters your opponent controls lose 300 ATK for each Equip Card equipped to this card. Except during your Battle Phase (Quick Effect): You can Tribute this card; Special Summon 1 Level 4 "Salamander" Fairy monster from your GY, and if you do, you can equip 1 "Salamander" Tuner from your GY to that monster. You can only Special Summon "Salamanderial the Tyranny(s)" once per turn.

_____________________________________________________________________________________________________________________________________
 
Salamanderian the Havoc
1 FIRE Tuner + 1 or more non-Tuner Fairy monsters
For each Equip Card equipped to this card, it gains 1 additional attack during each Battle Phase. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. Except during your Battle Phase (Quick Effect): You can Tribute this card; Special Summon 1 Level 4 "Salamander" Fairy monster from your GY, and if you do, you can equip 1 "Salamander" Tuner from your GY to that monster. You can only Special Summon "Salamanderian the Havoc(s)" once per turn.
_____________________________________________________________________________________________________________________________________


Al Salamanderal the Ultimate
1 "Salamander" Synchro monster + 2 "Salamander" Tuners
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".) Unaffected by the effects of cards with the same card type (Monster, Spell, and/or Trap) as the original card type of the cards equipped to it. Once per turn (Quick Effect): You can send 1 Equip Card you control to the GY; until the End Phase, negate the effects of all face-up cards your opponent currently controls with the same Card Type ad the original card type of the sent card. You can only Special Summon "Al Salamanderal the Ultimate(s)" once per turn.

 

 

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[spoiler=Extra Deck]

 

Salamander Migale
FIRE
Level 5
Reptile / Fusion / Tuner / Effect
1 Reptile-type "Salamander" monster + 1 Fairy-type "Salamander" monster
When this card is Fusion Summoned: Shuffle up to 4 cards from your Graveyard into the Deck, then if you have less cards in your Graveyard than your opponent: Inflict 200 points of damage to your opponent for each card shuffled into the Deck by this effect. This card cannot be used as Synchro Material for the Synchro Summon of a non-FIRE monster.
2400 / 200
 
Salamander Searing Serpent
FIRE
Level 6
Reptile / Synchro / Effect
1 "Salamander" Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: Shuffle all Synchro Material used to Synchro Summon this card from your Graveyard into the Deck. If a monster is Synchro or Fusion Summoned while you have less cards in your Graveyard than your opponent: You can shuffle up to 2 cards from your Graveyard into the Deck, then inflict 300 points of damage to your opponent for each "Salamander" monster shuffled this way. You can only control 1 "Salamander Searing Serpent" at a time.
1200 / 2800
 
Salamander Simmering Snake
FIRE
Level 7
Reptile / Synchro / Effect
1 "Salamander" Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: Shuffle all Synchro Material used to Synchro Summon this card from your Graveyard into the Deck. During your End Phase, if you shuffled at least 3 FIRE monsters from your Graveyard into the Deck this turn: Draw 1 card, then you can destroy 1 card on the field. You can only control 1 "Salamander Simmering Sylph" at a time.
2700 / 2900
 
Salamander Singed Slipstream
FIRE
Level 8
Reptile / Synchro / Effect
1 FIRE Reptile-type Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned while you have less cards in your Graveyard than your opponent: Shuffle 1 other card on the field into the owner's Deck, then inflict 800 points of damage to your opponent. If this card would leave the field: You can shuffle 1 other FIRE monster you control into the Deck instead.
3000 / 200
 
Salamander Ancient Hanguisse
FIRE
Level 11
Fairy / Fusion / Effect
"Salamander Searing Serpent" + "Salamander Simmering Sylph"
When this card is Fusion Summoned: Shuffle all monsters from your opponent's Graveyard into the Deck, then inflict 100 points of damage for each card shuffled into the Deck this way. Once per turn, while you have less cards in your Graveyard than your opponent, you can shuffle up to 3 FIRE monster from your Graveyard into the Deck, then inflict 700 points of damage to your opponent for each card shuffled into the Deck this way. If this card would leave the field: You can shuffle 1 card you control into your Deck instead.
4000 / 4000
 
Salamander Ancient Mediocryse
FIRE
Level 11
Fairy / Fusion / Effect
"Salamander Searing Serpent" + "Salamander Simmering Sylph"
When this card is Fusion Summoned: Shuffle all monsters from your Graveyard into the Deck, then draw 1 card if you shuffled at least 3 FIRE monsters in the Deck this way. Once per turn, you can send 3 "Salamander" monsters from your Deck to the Graveyard, then if you have less cards in your Graveyard than your opponent: Add 1 FIRE monster from your Graveyard to your hand. If this card would leave the field: You can shuffle 1 card you control into your Deck instead.
4000 / 4000
 
Salamander Ancient Yosei
FIRE
Level 11
Fairy / Fusion / Effect
"Salamander Singed Slipstream" + 1 Level 6 or higher "Salamander" monster with a different name
When this card is Fusion Summoned: Shuffle up to 3 cards from your Graveyard into the Deck, then send up to 2 FIRE monsters from your Deck to the Graveyard. Once per turn, during either player's turn, when a card or effect is activated while you have less cards in your Graveyard than your opponent: You can negate the activation, and if you do, shuffle it back into the Deck, then inflict 200 points of damage to your opponent for each "Salamander" monster you control.
4000 / 4000

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Suprised only Belle and I had the Idea of Union Extra Deck monsters since they can ignore Link Format. Also, can't believe we both had Quick Union effects. 

 

As for the requirements, you asked for a 2 Tuner + 1 Synchro monster, but instead, I did 1 Fusion Tuner + 1 Tuner + 1 Synchro monster, which is technically still in bounds. While that sounds nuts, there's Sea Monster of Theseus as an Instant Fusion target, and the Fusion Tuner is also a Union (Yes I made a Reptile/Fusion/Union/Tuner/Effect monster) that can change its Level and effects. I'm personally quite fond of my high-level Synchro monster since it first had a joke effect that said: "When this card is Synchro Summoned: Destroy all other cards on the field, then destroy all cards on the field, and if you do, destroy all cards on the field." The irony is that "and if you do" means everything is dead already and it's excessive at that point. What it because was a walking, upgraded, Torrential Tribute that could self-revive (which means it dodges Link Format a bit). 

 

(Reserving this for my cards)

[spoiler: Fusions: 2]

Salamander Hearthmother

FIRE | Level 12 | Fairy/Fusion/Effect | 3000 ATK/3000 DEF

1 “Salamander” Synchro monster + 2-4 FIRE monsters

Must first be Fusion Summon, or Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck (in which case you do not use "Polymerization".) When this card is Fusion Summoned, while you have fewer cards in your GY than your opponent: Shuffle cards your opponent controls to the Deck equal to the amount of Fusion Materials used for the Fusion Summon of this card and inflict 500 damage to your opponent for each. If you used a Reptile Fusion or Synchro monster as a Fusion material in the Fusion Summon of this card: Replace this effect with that monster’s original effects.

 

Sylvan Salamander

FIRE | Level 5 | Reptile/Fusion/Union/Tuner/Effect | 2000 ATK/2100 DEF

1 “Salamander” monster + 1-2 FIRE monsters

Must first be Fusion Summon, or Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck (in which case you do not use "Polymerization".) Once per turn, you can either: Target 1 FIRE monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. Once per turn, while this card is a Monster or an Equip Spell, you can send 1 Reptile “Salamander” monster from your Deck or Extra Deck to the GY (Quick Effect): This card's Level become that monster's, and replace this effect with that monster's original effects until the end of the turn, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

 

Can technically be able to gain another Union effect to be able to equip or Special Summon itself twice per turn. That is intentional since that gives you easy access to escaping the Extra Monster zone. I acknowledge that we don’t use Link Format, but I’d rather prep cards now rather than later when we do. Also, variable materials allows for more cards to be returned to your Deck when you use Lavabond Coalition, at least when you have to.

 

 

[spoiler: Synchros: 5]

Salamander Ragnafay

FIRE | Level 12 | Fairy/Synchro/Effect | 3000 ATK/3000 DEF

1 Fusion Tuner + 1 Tuner + 1 non-Tuner “Salamander” Synchro monster

This card must be Synchro Summoned or Special Summoned by its own effect, and cannot be Special Summoned by other ways. If this card is Synchro Summoned while you have fewer cards in your GY than your opponent: You can destroy all other cards on the field. If a monster is Normal or Special Summoned (Quick Effect): You can negate the Summon and destroy all monsters on the field. While this card is in your GY, if a “Salamander” card(s) you control is destroyed by battle or card effect and sent to the GY: You can shuffle those card(s) from your GY to the Deck to Special Summon this card. You can only use each effect of this card’s name once per turn.

 

My masterpiece, a walking Torrential Tribute with a side of Solemn, that can avoid Link Format if it wants. Fun.

 

Hymedfire Salamander

FIRE | Level 8 | Reptile/Synchro/Union/Effect | 2800 ATK/2800 DEF

1 Tuner + 1 or more “Salamander” monsters

If this card is Special Summoned, while you have fewer cards in your GY than your opponent: You can add 1 “Lavabond Coalition” from your Deck to your hand. Once per turn, you can either (Quick Effect): Target 1 “Salamander” monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster is unaffected by your opponent’s card effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

 

Salamander Flamfablephibian

FIRE | Level 7 | Reptile/Synchro/Effect | 2600 ATK/2200 DEF

1+ Tuners + 1 non-Tuner “Salamander” monster

When this card is Synchro Summoned: Equip up to 3 appropriate Union “Salamander” monsters from your GY to this card, but the Union monster(s) you equipped cannot be Special Summoned for the rest of the turn. While you have fewer cards in your GY than your opponent: You can return 1 Equip card you control to the Deck to Special Summon 1 Fairy “Salamander” monster from your Deck. You can only use each effect of this card’s name once per turn.

 

Tinderflint Salamander

FIRE | Level 6 | Reptile/Synchro/Union/Effect | 2000 ATK/2500 DEF

1 Tuner + 1+ FIRE monsters

If this card is Synchro Summoned, while 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. You can only use this effect of “Tinderflint Salamander” once per turn. Once per turn, you can either (Quick Effect): Target 1 “Salamander” monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. Negate your opponent’s Monster effects that target the equipped monster, and if you do, destroy that card, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

 

Little bit weird, but the Extra Deck monster breeds of Salamanders without Riders can be Summoned with only Tuners. Thought that would be interesting as a meta thing, but whatever.

 

Salamander Infernewnypmh

FIRE | Level 5 | Reptile/Synchro/Effect | 2100 ATK/1200 DEF

1 Tuner + 1+ non-Tuner monsters

If this card is Synchro Summoned: You can equip 1 monster from either player’s GY to this card. While you have fewer cards in your GY than your opponent (Quick Effect): You can return 1 Equip card you control to the Deck to return 1 Spell/Trap your opponent controls to the Deck. You can only use this effect of “Salamander Infernewnymph” once per turn.

 

Simple, effective, generic. Exactly what I wanted. It can screw with 1 of your opponent’s Spell/Traps on the field and 1 card in your opponent’s GY. Feel like that’s fair for what it is. This card doesn’t say “appropriate” so the Unions don’t get their effects, but it was rather one or the other. This is generic, so appropriate wouldn’t really fit.

 

 

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Tbh I think for our next competition we should merge the Spell/Trap Phases and a Final Phase for editing your cards. The reviewers would give their final scores taking the entire archetype as a whole, and then averaging it with the other scores to declare the winner. It would give people that didn't know exactly where the archetype was going a chance to go back and change some things so that they could bring the archetype together.

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Well, Eshai, funny you should mention that.

 

The next competition won't start until December, at which time the format will be revamped.

 

Essentially, I'll keep the four-week system, to allow for forethought, but I will rearrange the four Phases, and possibly consider that "S/T collapse" idea, so long as the next prompt isn't particularly limiting in one regard or another.

 

That said, it's time for some graaaades. Remember when I said I'd be harsh? HERE COMES THE FULL FORCE.

 

.Belle

Literacy: 20/25. One of the big points about the Fusions was that they had to inherit the effects of the Synchros in one way or another, similar to Exterio or Supreme Arcanite Magician. Still, you got everything else right.

Creativity: 25/25. Alternate Synchro conditions? Self-reviving Unions? Graveyard Equip yoinking? This is stupid with how interesting it is. Plus, that last one makes the mirror pretty fun, and even gives you fun tactics against Dragunities (which exist in the AGM with a bit of new support).

Balance: 16/20. Maybe, in some far-off future, cards in these contest threads won't be either under- or over-balanced. In this case, it's the latter- your Fusions are kinda decent, but not worth Summoning with their current conditions in most cases, and your Synchros meander between pretty good and rather mediocre. Still, pretty damned good for a month's work on a Synchro Fusion Deck. Darkhorses took me twice that long.

Interactivity: 16/20. Again, everything you make is very narrow in its application, and it shows here in the final round. All your bosses do jack if splashed, meaning that it's Salamander Main Deck or bust.

OCG: 8/10

"Damage Step" is always capitalized -1

What's the point of that "immediately"? -1

 

85/100 B

 

BatMed

Literacy: 22/25. Looking for just one more Fusion out of you, and a Double Tuning Synchro- although, Al Salamanderal has its own fun pretending to be the latter. Still, though, nothing else worth complaint.

Creativity: 24/25. Again, rather formatted, but in a good way- each Synchro has something unusual to it, followed by a recoup effect.

Balance: 20/20. Perfect. I'm dead serious- self-contained, this archetype could fight most of the top threats in the AGM (Hell Stingers, Logicangels, Shaddoll variants), and yet there's still enough wiggle room for them to be challenged. As-is, pure Salamanders are the Deck to play in the AGM just because of how fun they look.

Interactivity: 15/20. Unfortunately, that's where the fun train stops. HARD. Splash a couple Salamander Tuners in Cyberdarks? Boom, free Master Peace that negates instead of pops. In Hell Stingers? Ohai, Al Salamanderal. Auras? Oh look, now it's frigging free Towers. It's honestly easier to get out in other Decks with a splash or two, and more dangerous in Auras than any other Deck, ironically being better for them than their own boss. It's the Ice Barrier Synchros all over again . . . or, I suppose, closer to Independent Nightingale.

OCG: 9/10

What the hell is that pluralistic Summon restriction? Are you expecting Soul Charge shenanigans? -1

 

90/100 A-

 

Reptilious

Literacy: 23/25. No Double Tuning. Sorry.

Creativity: 20/25. The effects aren't typically combined this way, but nothing here is particularly . . . interesting.

Balance: 17/20. Triple Yosei is stupidly easy to get out in this Deck thanks to how absurdly fast your Main Deck was, which means that the immortal Quasar can now burn for 600 up to thrice per turn, can be revived, and requires far less sheer investment. WHY

Interactivity: 14/20. See that rant up there that I gave to BatMed about his boss? Copy-paste it down here, plus yet more ranting because it can be revived, cheated onto the field even easier, and passed around in triples. Jesus.

OCG: 8/10

Who is this "Salamander Simmering Sylph" you keep referencing? I hope they're as neat as Simmering Snake. -1

"Up to 3 FIRE monster" . . . you probably wanted one of these > (s) -1

 

82/100 B-

 

Eshai

Literacy: 25/25. No deviation.

Creativity: 22/25. While most of your ED is b pretty neat . . . the literally unpronounceable one is pretty damned boring.

Balance: 17/20. Why is your lowest-Level Synchro arguably your best monster? Why?

Interactivity: 19/20. No particularly stupid interactions cone to mind, but I have a bad feeling Izgghrgshrgph is getting Limited.

OCG:

10/10

 

93/100 A-

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SUSPENSE ME WILL YOU.

 

Also, I'm pretty sure you were REALLY tired because unless I'm going crazy .Belle is supposed to have a 85, not a 79, and Reptilious doesn't even have a grade listed (Pretty sure if my midnight basic math is right you got an 82). 

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Thanks for the correction.

 

Yeah, I was majorly sick since Thursday (I think it might have been my dinner Wednesday night), so . . . yeah, not doing so hot. I've been taking naps and drinking lots of water in an effort to get better, but even then this 95°+ heat isn't helping. Headaches, stomachaches, and body aches galore! I think I've lost about 20 IQ points from pain, and I'll probably be back to fighting fit by Monday.

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Oh jeez. Hope you're feeling better soon. I've been through similar experiences before. I couple years back I caught something that had me sick, pale, with barely able to breathe. My father's solution was take me to sushi and eat a larger chunk of wasabi with soy sauce. That was not one of my favorite public experiences, throwing up, and running to the bathroom showering my tongue with tap water.

 

Okay maybe that was a bad example.

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.Belle

Literacy: 20/25. One of the big points about the Fusions was that they had to inherit the effects of the Synchros in one way or another, similar to Exterio or Supreme Arcanite Magician. Still, you got everything else right.

Hmm, I thought I already had that covered though. Uriel Synchro has an effect that return 1 FIRE monster from GY to its owner hand on SS, and at the same timing, its Fusion can return any card from field or GY to hand. Same as Michael that its Synchro let you equip 1 Union from hand or GY while the Fusion let you equip anything from field or GY, even opponent's boss, backrow or GY trap. And I kinda doubt about they being weak as you graded my balance, though I won't raise any objections here since I didn't have any chance to playtest them yet and it might turn out that you were exactly right. Still, I believe I shouldn't be hit that hard on Literacy.

 

That said, I really appreciate the gradings and reviews. Hope you get better soon :)

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I do have to say I don't think the lowest level one is the best. It's just a generic. It's supposed to fit in other Decks. If you balance it with stuff like Tornado Dragon it isn't all that great, just has a bit extra utility. It, in also doesn't say appropriate, so you can't use the effects of the Salamanders and Union monsters you would equip. 

 
As for the "unpronounceable one" (probably flame-fable-amphibian) I was trying to replicate Artorigus which might be a bit over but the idea is that it sets up for the next turn, which is what most of the Deck does. The name might have been a bit too much, but I don't think it was unpronounceable per say.
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Final grades:

 

In last place, Aman Indra, who never successfully showed up, and as such got 0%.

 

In fifth place, CatmanDaGamer, with a final score of 240/400, or 60%, or a D-.

 

In fourth place, Reptilious, with a final score of 354/400, or 88.5%- a B+.

 

In third place, receiving 1/3 of the pot (8,567 Points!) we have BatMed, with a final score of 367/400, or 91.75%- an A-.

 

In second place, receiving 2/3 of the pot (17,133 Points!), we have Eshai, with a final score of 372/400, or 93% exactly- an A-.

 

Squeezing out into first place, the newest member of the AGM is .Belle with a very narrow victory of 373.5/400, or 93.375%, earning a marginally higher A-.

 

Congratulations, all! I hope to see some of you again in December during the next AGM Archetype Design contest! As a hint to what the next challenge will be . . . I hope you really liked GX.

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