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Archetype answer to summoning spamming?


ewef1

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My interest in Yugioh is just returning for the first time in a long time(10 plus years), so i no longer know a ton about the meta-game anymore. But from what i know, i am kind of sad where the game is right now. With Archetypes like Yang Zing and Zoodiac, players can summon 7 or more monsters on their first turn. The turns take forever, and there are not many of them. I think it was cool and fun when it was more back and forth and life points are slowly being drained away. So, i just played around with ideas and created a six card Archtype to try and combat this. I'm not an expert, so these cards could be super overpowered or just garbage.
 
 

Island Totem of the Mother    Lv4    1000/2000
If this card is face-up and your opponent special summons a monster from their deck, extra deck or GY to the field, you can special summon an "Island Totem" monster to the field from your deck. If another "Island Totem" monster activates this effect for one of your opponent's special summoned monsters you cannot also activate this effect for that monster. "Island Totem" monsters can only be special summoned by "Island Totem" cards.
If you also control at least one "Island Totem of the Witch" monster, this card gains 500 ATK/DEF Points. Also once per turn during your main phase you can target one monster you control, and then send it to the GY. Then deal damage to your opponent equal to half of your target's ATK points.
If you also control at least one "Island Totem of the Warrior" monster, this card gains 500 ATK/DEF Points. Also once per turn during your main phase you can banish a card from your graveyard, and then special summon a level 4 or lower monster from your deck that is not an "Island Totem" monster.
If you also control at least one "Island Totem of the Shaman" monster, this card gains 500 ATK/DEF Points. Also once per turn during your main phase you can destroy a spell or trap card you control, and then gain 1000 life points
 

Island Totem of the Shaman     Lv4    1500/1500
If this card is face-up and your opponent special summons a monster from their deck, extra deck or GY to the field, you can special summon an "Island Totem" monster to the field from your deck. If another "Island Totem" monster activates this effect for one of your opponent's special summoned monsters you cannot also activate this effect for that monster. "Island Totem" monsters can only be special summoned by "Island Totem" cards.
If you also control at least one "Island Totem of the Witch" monster, this card gains 500 ATK/DEF Points. Also once per turn during your main phase you can send a monster you control to the GY and then destroy a monster your opponent controls.
If you also control at least one "Island Totem of the Mother" monster, this card gains 500 ATK/DEF points. Also once per turn during your main phase you can discard a card in your hand, and then destroy a spell or trap card your opponent controls.
If you also control at least one "Island Totem of the Warrior" monster, this card gains 500 ATK/DEF points. Also once per turn during your main phase you can banish one card from your GY, and then negate all your opponent's monsters' effects for that turn.
 

Island Totem of the Warrior       Lv4      1700/1300
If this card is face-up and your opponent special summons a monster from their deck, extra deck or GY to the field, you can special summon an "Island Totem" monster to the field from your deck. If another "Island Totem" monster activates this effect for one of your opponent's special summoned monsters you cannot also activate this effect for that monster. "Island Totem" monsters can only be special summoned by "Island Totem" cards.
If you also control at least one "Island Totem of the Witch" monster, this card gains 500 ATK/DEF Points. Also once per turn during your main main phase you can tribute a monster you control, and then special summon a monster from your GY that is not an "Island Totem" monster.
If you also control at least one "Island Totem of the Mother" monster, this card gains 500 ATK/DEF Points. Also once per turn during your main phase, if you attacked your opponent with this card, you can discard a card from your hand, and then declare another attack.
If you also control at least one "Island Totem of the Shaman" monster, this card gains 500 ATK/DEF Points. Also once per turn during your main phase you can destroy a spell or trap card you control, and then you can target one monster your opponent controls and change it to face-up defense mode. If this card attacks the target, inflict battle piercing damage.

Island Totem of the Witch    LV4       2000/1000             
If this card is face-up and your opponent special summons a monster from their deck, extra deck or GY to the field, you can special summon an "Island Totem" monster to the field from your deck. If another "Island Totem" monster activates this effect for one of your opponent's special summoned monsters you cannot also activate this effect for that monster. "Island Totem" monsters can only be special summoned by "Island Totem" cards.
If you also control at least one "Island Totem of the Mother" monster, this card gains 500 ATK/DEF Points. Also once per turn during your main phase you can discard a card from your hand, and then select an empty Monster Card Zone your opponent controls. The selected zone cannot be used.
If you also control at least one "Island Totem of the Warrior" monster, this card gains 500 ATK/DEF Points. Also once per turn during your main phase you can banish a card from your GY, and then create an extra Monster Card Zone. You can not activate this effect if you already have 7 Monster Card Zones.
If you also control at least one "Island Totem of the Shaman" monster, this card gains 500 ATK/DEF Points. Also once per turn during either player's main phase you can destroy a spell or trap card you control and pay 700 life points. Your opponent cannot use the spell or trap cards on their field at the time this effect was activated for the rest of the turn.
 

Island Totem of the Queen Xyz      Rank 4     4000/4000
4 Level 4 "Island Totem" monsters (None of them can be the same)
This card can only be Xyz summoned. This card gains 100 ATK/DEF points for every card in both graveyards. If this card is face-up on the field, every time your opponent special summons a monster from their deck, extra deck or GY, this card gains 400 ATK/DEF points.
When this card is summoned, you can banish the monsters "Island Totem of the Mother", "Island Totem of the Shaman", "Island Totem of the Warrior" and "Island Totem of the Witch" from your graveyard, and then this card can not be effected by traps cards, spell cards or monster effects. Also now this card inflicts piercing battle damage.
 

Island Totem Ceremony          Spell      quick play
If "Island Totem of the Mother", "Island Totem of the Shaman", "Island Totem of the Warrior" and "Island Totem of the Witch" are in your GY, you can pay 1000 life points and special summon all of them to the field.
 
 
I know they are long, there is probably a way to write them shorter. Basically alone these cards are weak, but together they are super strong. Also you have little control on special summoning them, so they can be countered. This does make spamming decks a little harder to use because, every time they get stronger these guys get stronger.
 
What are your thoughts?

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ok let's start with the fact that some of these effect is unnecessary long (Mother through Witch) so we can just simplify it:

 

This card cannot be Special Summoned except by the effect of "Island Totem" card. (1)Once per Chain. When your opponent Special Summon a Monster, other than from his/her hand and/or Banished card: Special Summon 1 "Island Totem" from your Deck to your side of the field. (2)This card gain 500 ATK and DEF for each "Island Totem" Monster With different names you control.

 

1) well since basically cover anything but hand and banished zone for its "respond & summon" effect i figure out it will be shorter to just mention the exception for those 2 rather mentioning all 3 sources. to shorten the "respond & summon" limit to only one summon per respond i simply borrow the Paleozoic Burgesstoma wording of "Once per chain"

 

2) simplified to just gaining 500/500 for each other member rather then giving it with separate interaction per names. that being said, 500 gain for all stat can be borderline excessive in my opinion. thse monsters base Stat is actually not that shabby i can see most of them get past 2500 stat with ease which can be nigh-unfair since all investment you does is summon a monster with not much of trade off and can be combo further in respond to opponent basic plays rather punishing the meant over-extent strategy that is swarming

 

as for the rest of its 3+ effect that require a specific monster to be triggered ill say you need to scrap most of it (reason on paragraph below) and totally focused on the your premise of anti-swarm strategy and if there any left i can suggest you to just give it the same treatment as MTG Slivers or Yugioh Weathery Archetype (barring the column limitation) of 1 monster support another by mutually granting effects to each other...so it wont ruin the flavor of your current draft to much while also saving space for your text

 

NEW - in depth with the mutual effect: after a reading a ton of text i can conclude that most of this effect doesn't really stop swarms. the closest we get is a multiple non-quick destruction effect and attacks which a no guarantee that opponent can just float their cards away. i find it odd that it also feature indiscriminate hate against spells and trap. probably to stop fusions but fusion deck is never known for swarm capabilities. the (possibly) most broken effects is happen to be the weirdest one: why in the name of everything that this card has specialize effect to summon non-archetype cards? i guessing that these archetype is meant to be splashed along with really old cards that doesn't have archetype of its own to pick a pace...but the thing is why would i do that if i can just use it in the same manner in my spam heavy archetype this cards suppose to against? literally enslaved to extent my engines via those summon effects

 

Queen: seems like Impractical summon condition. to be fair i haven't really in depth with the last 3 effect of the Island totem monster but it seems like the deck is really lack of summon power other than from its spells and the respond effect. also its ironically didn't fit with the anti-swarm premise you promote with the deck since this card require at least 8 monster investment to achieve it full potential (i will take a salt that your lack of knowledge on Xyz Monster work since their material is attached to monster not sent to GY. pardon my possible ignorance).  i question this card ability for being a boss the fact that it so bad at winning you actually need to gain more stat on top of the 4000. in the ideal world i dare to say Apoqli Killer is even more fair in this regard...

 

4 level 4 "Island Totem" Monster with different names

Must be Xyz Summoned. and cannot be Special Summon in other ways. This card gain 100 ATK and DEF for each card in either player's GY. This card gain 400 ATK for each Special Summoned monster your opponent control, other than from his/her hand and/or Banished card. .When this card is Summoned: You can banish 4 "Island Totem" monster with different names in your GY. and if you do, this card gain the following effects.

● This card is unaffected by opponent's card effects. If this card attack a Defense Position monster, this card inflict Piercing Battle Damage

 

Ceremony: basically archetype's Soul Charge. which overly cheaper albeit its limitation. doesn't seems like a good card in sense of being fair. since it just summon 4 monster for making the queen for a measly 1000 LP which basically free advantage card number-wise

 

Active only by paying 1000 LP. target 4 level 4 "Island Totem" monster with different names in your Graveyard: Special Summon all those targets to your side of the field.

 

EDIT: finally properly read the Level 4's 3-Mutual effect

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Your right i didn't know about the xyz materials not being part of the GY. Looking back Queen and ceremony are too strong. About the 500 points increase for each monster, just to clarify, they only get one boost per monster, so if there are two witches and two shamans, all the monsters only get a 500 point boost not a 1000 point boost. The reason i choose to summon non archetypes is because if you can get them on the field easily they are kind of OP. But i wasn't thinking and that other ability is also op, you could special summon a zoodiac and set off your own swarm.

The cards were design for fun and didn't have to much strategic thought put into them, it was more just the idea of punishing special summoning by creating monsters that get stronger every time you do. When i made this i didn't know Max C's existed as a pretty good deterrent.

I wasn't expecting such a thorough response, Thanks

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