Jump to content

[AGM] Crystal-Eyes archetype (Custom Archetype)


xlArisenRoselx

Recommended Posts

So I got accepted into the AGM, and I was already working on this archetype. So I figured, why not make these little guys my first AGM archetype?

 

These guys are Dragon_type LIGHT Pendulum monsters, that focus on doing all sorts of things. Actually, as I write this, I'm not even sure what their main focus is. This archetype idea came from my "Create a Pendulum Monster Game" thread, where Sakura made the prompt for the first monster, and then it spiraled into a lot more of these guys being born in the same thread. I liked them so much, I decided to make more of them to make them an actual archetype. Here they are:

 

[spoiler=Monsters]

Crystal-Eyes Ruination Dragon

Level 4 - LIGHT - Dragon/Pendulum/Tuner/Effect - ATK/1900 DEF/1500

Scale 8/8

PENDULUM: Once per turn, during your Main Phase, you can discard one card, Special Summon 1 "Crystal-Eyes" monster from your Deck. If that monster is a Pendulum monster, draw 1 card. You cannot conduct your Battle Phase the turn you activate this effect.

MONSTER: (This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

If this card is Special Summoned, you can target 1 monster face-up in your Extra Deck, shuffle that target into the Deck. When this card is destroyed, Special Summon that monster.

 

This thing can help you cycle through cards. It allows you to special summon from your deck, and if it is a Pendulum, you gain a card. This effect exists because none of the boss monsters will be pendulum, only the little dragons. Then it's monster effect allows you to put one of you fallen pendulum back into your deck, then special summon it when this card dies. Pretty neat usage.

 

 

Crystal-Eyes Recreation Dragon (Thx DJTheSkaterWolf)

Level 4 - LIGHT - Dragon/Pendulum/Effect - ATK/1500 DEF/1900

Scale: 1/1

PENDULUM: Once per turn, you can discard one card, then target one "Crystal-Eyes" monster in your GY: Add it to your hand. If it is a Pendulum monster: You can activate it in the Pendulum Zone. You cannot Conduct your Battle Phase the turn you activate this effect.

MONSTER: (This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

If this card is Normal Summoned, you can target one Pendulum Monster in your GY: Shuffle it back into the Deck. When that monster is Summoned: Its effects are negated until it leaves the field.

This card could prove pretty useful. While getting a "Crystal-Eyes" monster back from my GY, if it is a pendulum, I can immediately activate it. Only problem with that is it is extremely hard to get a pendulum to the GY. But at least I can bring a boss monster back to my hand. Also, it's other effect says that if he is Normal Summoned, then I can get a Pendulum monster in my GY and being it to the deck. Not that useful TBH. Then it also states that when that same monster is summoned it has it's effects negated until it's destroyed. That's pretty bad actually. I like this card because of it's pendulum effect.

 

 

Crystal-Eyes Revival Dragon

Level 4 - LIGHT - Dragon/Pendulum/Effect - ATK/1400 DEF/1900

Scale: 1/1

PE: Once per turn, during your Main Phase, if you control another card in your Pendulum Zone, you can target up to 2 "Crystal-Eyes" monsters in your GY whose Levels are between your Pendulum Scale(exclusive), Special Summon them.

ME: (This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

Once per turn, during your Main Phase, if you control another "Crystal-Eyes" monster, you can target 1 "Crystal-Eyes" monster in your GY or face-up in your Extra Deck, Special Summon that target.

 

Amazing GY revival with a hard OPT and some restrictions. I'm essentially pendulum summoning 2 monsters from my GY! Monster effect shows that you can always get a New monster that has fallen, so it is a good reviver all around.

 

 

Crystal-Eyes Radiation Dragon

Level 4 - LIGHT - Dragon/Effect - ATK/2500 DEF/2100

(This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

When this card is Special Summoned, you can destroy Spell/Trap cards up to the number of "Crystal-Eyes" monsters you control. You cannot conduct your Battle Phase the turn you use this effect. Once per turn, during each player's End Phase, destroy 1 monster on the field with the lowest ATK, except a "Crystal-Eyes" monster.

 

This card is one of the boss monsters. When you Special Summon him, you can clear your opponent's back row depending on the amount of your dragons, at the cost of your battle phase. Also, since it is radiation, the weakest monster on the field will die in between turns, but all of your "Crystal-Eyes" monsters are safe.

 

Crystal-Eyes Retrieval Dragon

Level 4 - LIGHT - Dragon/Pendulum/Tuner/Effect - ATK/1900 DEF/1400

Scale: 8/8

PE: Once per turn, during your Main Phase, you can add 1 "Crystal-Eyes" monster to your hand from your Deck. When this card in the Pendulum Zone is destroyed, you can add 1 "Crystal-Eyes" monster to your hand from your Deck.

ME: (This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

When this card is Summoned, you can add 1 "Crystal-Eyes" monster to you hand from your Deck or GY. When this card is destroyed, you can target 1 "Crystal-Eyes" monster in your GY other than this card, add it to your hand.

 

Really good milling effects on the pendulum ability. The monster effect also has some GY retrieval going on. This card can be used to get a boss or little Dragon quickly.

 

 

Crystal-Eyes Rebellion Dragon

Level 7 - LIGHT - Dragon/Effect - ATK/2600 DEF/2000

(This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

You can Special Summon this card from your hand or GY by tributing 1 "Crystal-Eyes" monster you control. If Summoned this way, this card cannot attack until your next Battle Phase. Once per turn, during either player's turn, when this card battles an opponent's monster, you can discard 1 "Crystal-Eyes" card, target the opponent's monster, destroy it without calculating battle damage.

 

This thing could become devastating. Easy to summon, even without scale, and can destroy a monster anytime it battles at the cost of a "Crystal-Eyes" card. Also, no this is not a rip off of any existing Rebellion Dragon.

 

 

Crystal-Eyes Retro Dragon (Thx Darj)

Level 4 - LIGHT - Dragon/Pendulum/Effect - ATK/900 DEF/2100

Scale: 8/8

PE: During your Main Phase, if this card was activated this turn: You can Special Summon 1 "Crystal-Eyes" monster from your GY or face-up in your Extra Deck that was sent there from the field. If a "Crystal-Eyes" card you control is destroyed while this card is in your Pendulum Zone: You can Special Summon this card. You can only use each effect of "Crystal-Eyes Retro Dragon" once per turn.

ME: (This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

Once per turn (Quick Effect): You can target 1 face-up monster on the field whose Level/Rank/Rating is lower than the highest Pendulum Scale in your Pendulum Zones; it has its effects negated until the end of this turn.

 

Allows me to get a fallen Dragon from my extra deck, and when one of my dragons are destroyed, I can summon this card from the pendulum zone. Monster effect let's me negate opponent's effects, which is really good.

 

 

Crystal-Eyes Realization Dragon

Level 4 - LIGHT - Dragon/Pendulum/Tuner/Effect - ATK/2100 DEF/900

Scale: 1/1

PE: Once per turn, when this card is activated, you can target 1 Spell/Trap card you opponent controls, destroy it, and if it was a Pendulum card, draw 1 card. If a Dragon-type monster(s) is Special Summoned, inflict 200 points of damage to your opponent for each one.

ME: (This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

When this card is Special Summoned, you can target 1 monster on the field, destroy it, and if it was a Pendulum monster, draw 1 card. When a Dragon-type monster(s) is destroyed, gain 200 LP for each one.

This one could prove useful. It's Pendulum effect allows me to destroy some spell/traps from the opponent and can inflict damage to him as well. Monster effect can destroy a monster, and can let me gain LP. Pretty sweet versatile card.

 

 

Crystal-Eyes Dragon

Level 7 - LIGHT - Dragon/Effect - ATK/2400 DEF/2200

Once per turn, during your Battle Phase, if you activated an effect that would negate your Battle Phase this turn, you can target those cards you activated with that effect, change their effect to "If you use this effect, skip your second Battle Phase after this card's activation."

 

The original "Crystal-Eyes Dragon". Don't know why I didn't start with this one. Anyway, allows you to prevent your self from losing a Battle Phase due to these card's effects. Pretty good card.

 

 

Crystal-Eyes Reasonable Dragon

Level 4 - LIGHT - Dragon/Pendulum/Tuner/Effect - ATK/1700 DEF/1100

Scale: 1/1

PE: Once per turn, during you Main Phase, you can target 1 card in you opponent's hand, then call the card type (Monster, Spell, or Trap). Your opponent then reveals the card. If you called right, you can Special Summon 1 "Crystal-Eyes" monster from face-up in your Extra Deck. If you called wrong, your opponent draws 1 card.

ME: (This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

Once per turn, during you Main Phase, you can have you opponent pick a Level. Then, pick up (not draw) cards until you get a monster. If the monster is the chosen Level, send all cards you picked to the GY. If the monster is not the chosen Level, Special Summon it, then send the remaining cards you picked up to the GY. You can only activate this effect if you control 2 less monsters.

 

I wanted to make a risky Dragon, and this is how I did it. I kind of made it's monster effect a monster form of Reasoning, with restrictions of course, and made it's Pendulum ability like Ordeal of a Traveler's effects only with different rewards.

 

 

Crystal-Eyes Rhetorical Dragon

Level 4 - LIGHT - Dragon/Pendulum/Effect - ATK/1100 DEF/1700

Scale: 8/8

PE: Once per turn, during you Main Phase, you can target 1 monster your opponent controls, discard 1 card, then return that target to it's owner's Deck.

ME: (This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

Once per turn, during your Main Phase, you can target 1 Spell/Trap card your opponent controls, discard 1 card, then return that target to it's owner's Deck.

 

I made this as a rhetorical card. Get it? Anyway, it is supposed to be a bit underwhelming especially compared to the rest of these guys. It is rhetorical, so I didnt want anyone to take this guy seriously. Although, both effects are good for returning cards to the Deck...

 

 

Crystalline Maiden

Level 2 - LIGHT - Fairy/Tuner/Effect - ATK/0 DEF/0

(This card is always treated as a "Crystal-Eyes" card)

When this card is attacked, switch it to Defense Position. Once per turn, during either player's Battle Phase, this card cannot be destroyed by battle. When this card is attacked by a monster who's ATK is higher than this card's DEF, you can Special Summon 1 "Crystal-Eyes Dragon" from your Deck or GY. You can only use this effect of "Crystalline Maiden" once per turn.

 

Think Maiden with Eyes of Blue. That is what I was going for. Pretty much the same effects, just worded a bit differently. Also, still counts as a "Crystal-Eyes" card.

 

 

Crystalline Guardian

Level 2 - LIGHT - Warrior/Tuner/Effect - ATK/100 DEF/2100

(This card is always treated as a "Crystal-Eyes" monster)

If you control a "Crystal-Eyes Dragon" you can Special Summon this card from your hand or GY, but banish it when it leaves the field. Once per turn, during either player's turn, when a "Crystal-Eyes" monster you control would be destroyed by battle or by card effect, you can tribute this card, target that monster, the targeted monster cannot be destroyed by battle or card effect for the rest of this turn.

 

Can be Special Summoned from the GY by controlling a Dragon, and can protect an archetypal monster from destruction. Imagine if you summon him, he protects a Dragon boss, then you resummon him, then he protects again. This could see a lot of play with a deck like this.

 

 

Crystalline Paladin

Level 2 - LIGHT - Psychic/Tuner/Effect - ATK/1300 DEF/1300

(This card is always treated as a "Crystal-Eyes" card)

Once per turn, during either player's Battle Phase, when a "Crystal-Eyes" monster battles, you can target your battling "Crystal-Eyes" monster, it gains this effect until the End Phase:

Whenever this monster battles, any battle damage your opponent would take from that battle is doubled.

 

Allows me to deal more damage with my boss dragons. Also, I bet the Psychic typing surprised the lot of you, didn't it?

 

 

Crystalline Ranger

Level 2 - LIGHT - Spellcaster/Tuner/Effect - ATK/1200 DEF/0

(This card is always treated as a "Crystal-Eyes" card"

Once per turn, during you Battle Phase, you can target 1 "Crystal-Eyes" monster you control, all monsters you control cannot attack except for the targeted monster until the End Phase, also, the targeted monster can attack your opponent directly.

 

This thing has some major drawbacks to it, but that's because I don't want the opponent to get obliterated on the first attack from a boss Dragon by this card's effect and more attacks destroying defenses. So I remedied this by making only the targeted monster attack that turn.

 

 

 

[spoiler=Spells]

Crystalline Cover

Quick-Play Spell

Target 1 "Crystal-Eyes Dragon" in your hand or GY, Special Summon it in Attack position. Until the End Phase, the targeted card cannot be destroyed by battle or by card effect, it's battle position can't be changed, and you take no battle damage from attacks involving that card. You can only activate 1 "Crystalline Cover" per turn.

 

This thing can come in handy if your opponent is attacking you and for some reason, you have no monsters. Play this, and you have infinite protection for that turn.

 

 

Crystalline Cove

Field Spell

When a monster is destroyed while this card is face-up on the field, it is sent to the GY. Once per turn, during your Main Phase, while you control a "Crystal-Eyes" monster (Quick Effect): you can target cards in your opponent's hand, on their side of the field, and/or in their GY, equal to the number of "Crystal-Eyes Dragon"s you control, banish those targets. You cannot conduct you Battle Phase the turn you activate this effect. When this card on the field is destroyed, you can target 1 "Crystal-Eyes" monster in you GY, Special Summon it.

 

This is a crucial card for any deck that uses Crystal-Eyes monsters. First effect allows all monsters even pendulum to go to the GY when they are destroyed. Then we have a really HOPT banishment effect with restrictions and a cost.Then finally, we can Special Summon 1 "Crystal-Eyes" monster from our GY when it is destroyed. Pretty cool, and definitely a staple card for any deck, along with Terraforming.

 

 

Crystalline Connection

Quick-Play Spell

Activate this card by discarding 1 card. Search your Deck for up to 2 "Crystal-Eyes" Pendulum monsters, reveal them to your opponent, then add them to your hand. Once per turn, during your Main Phase, when this card is in the GY (except the turn it was sent there) you can activate the following effect:

You can banish this card from your GY (Quick Effect): add 1 "Crystal-Eyes" monster from your Deck, GY or face-up in your Extra Deck to your hand.

 

Good for searching for a Pendulum Scale early game, or getting good monsters mid/late game. GY effect also allows for a retrieval effect, so it is pretty good.

 

 

Crystalline Copy

Quick-Play Spell

Activate this card while you control 2 or more "Crystal-Eyes Dragon"s. Your opponent takes damage equal to the amount of "Crystal-Eyes Dragon"s you control X 300. You can only activate 1 "Crystalline Copy" per turn, and only once that turn. When this card is in your GY, you can send the top card of your Deck to the GY, shuffle this card into the Deck.

 

A quick-play that deald lots of damage if I play it right. It has the hardest OPT I've ever given a card, and can even bring itself back to the Deck for later use at the cost of a card from the top of your Deck. Not a bad card at all.

 

 

Crystalline Cycling

Quick-Play Spell

Activate this card by targeting up to 4 cards in your GY with "Crystal" in their name. Shuffle those targets into their owner's Deck. You can only activate 1 "Crystalline Cycling" per turn, and only once that turn. If this card is in your GY, you can send the top card of your Deck to the GY, then shuffle this card into the Deck.

 

A cycling card that will be useful because most of these effects kill my deck's cards. Also, it can recycle itself. No, that is not a typo. It is supposed to say "Crystal" cards. The reason for this is because I would like to see if this card would benefit any other archetype.

 

 

 

[spoiler=Traps]

Crystalline Replica Dragon

Continuous Trap

Activate this card when your opponent declares an attack. Special Summon this card as an Effect Monster (LIGHT, Level 4, Dragon/Effect, ATK/1600 DEF/2000). This card is NOT still treated as a Trap card. While this card is face-up on the field, it gains this effect:

(This card's name is always treated as "Crystal-Eyes Dragon")

When this card leaves the field, you can Special Summon 1 Level 4 or lower "Crystal-Eyes" monster from you Deck.

 

Is a trap card that summons itself as an archetypal monster. Also, when it is destroyed, you get a new mini-dragon on your field. Sweet for an unexpected defense against an attack.

 

 

Crystalline Reaction

Trap

Whenever your opponent activates an effect that would target 1 of your "Crystal-Eyes" monsters, you can activate this card. Negate the activation, and if you do, destroy it. Then, when this card is sent to the GY, you can send the top card of your Deck to the GY, shuffle this card into your Deck.

 

An effect negation trap that can recycle itself at the cost of the top card of your Deck. Is going to prove useful.

 

 

Crystalline Rush

Continuous Trap

When this card is activated, you can Special Summon 1 Level 4 or lower "Crystal-Eyes" monster from your Deck, GY, or face-up in your Extra Deck. Once per turn, during your Main Phase, you can destroy 1 card In your Pendulum Zone, then draw 1 card.

 

Upon activation, it can give you a new little Dragon or a Crystalline monster, and every turn, you can kill through your Deck if need be. Pretty sweet usage.

 

 

Crystalline Road

Continuous Trap

Whenever a monster is sent from your Deck to the GY, you can Special Summon it in Defense Position instead. When this card is destroyed, you can target 1 "Crystalline" or Crystal-Eyes" card in your GY, add it to your hand.

 

A good card to have since, most of these cards allow you to send a card or two from the deck to the GY. Then if your opponent destroys it, you get a little something out of it.

 

 

 

[spoiler=Extra Deck Monsters]

Crystal-Eyes Recycle Dragon (Thx KrashKube)

Level 8 - LIGHT - Dragon/Synchro/Pendulum/Effect - ATK/2000 DEF/2500

1/1

PE: Once per turn: You can target 1 monster your opponent controls; Special Summon 1 Dragon monster from your Deck whose Level is equal to or less than the targeted monster's.

ME: 1 Tuner + 1+ non-Tuner Dragon monsters

(This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

If this card is Synchro Summoned: You can target 1 "Crystal-Eyes" monster face-up in your Extra Deck; Special Summon that target. Once per turn, you can target 1 monster your opponent controls; return that target to the hand, also your opponent sends the top 3 cards of his/her deck to the GY. If this card is destroyed in a Monster Zone: You can place this card in your Pendulum Zone.

 

Pretty good card. Continues the Special Summoning chain if effects we got here, and actually restricts it quite a bit. Then we have it's monster ability. Allows for Special Summoning a fallen Pendulum, and can cycle through opponent's cards. Then when it is destroyed, put it in your pendulum zone. Pretty cool.

 

 

Crystal-Eyes Reigning Dragon

Level 8 - LIGHT - Dragon/Synchro/Effect - ATK/3000 DEF/2500

1 Tuner + "Crystal-Eyes Dragon"

(This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

If this card is Special Summoned, you can target 1 face-up card in your Extra Deck, place it in your empty Pendulum Zone. Whenever a face-up "Crystal-Eyes Dragon" you control battles, you can send 1 "Crystal-Eyes" Pendulum monster from your Deck to your Extra Deck face-up, and if you do, your opponent cannot activate Spell/Trap cards during this Battle Phase.

 

This is one reason why they all have the name change clause in their effect. Anyway, it can replace a pendulum scale that was lost with it's first effect, then you can ensure your clean battle by cycling through "Crystal-Eyes" in the Deck. Pretty ok card.

 

 

Crystal-Eyes Rhythmic Dragon

Rank 4 - LIGHT - Dragon/Xyz/Effect - ATK/2700 DEF/1900

2 Level 4 "Crystal-Eyes Dragon"s

(This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

Once per turn, during either player's turn, when a Dragon-Type monster you control would be destroyed by battle or card effect, you can detach 1 Xyz Material from this card, that monster is not destroyed. When this card leaves the field, you can target 1 "Crystalline" Spell/Trap card or 1 "Crystal-Eyes" monster in your GY, add it to you hand.

 

Pretty good Xyz monster. Rank 4 means easier to summon, and protection effect for Materials. Also when it leaves the field, you can get a "Crystal-Eyes" monster or "Crystalline" Spell/Trap to your hand. It is a win/win.

 

 

Crystal-Eyes Reduction Dragon

Rank 7 - LIGHT - Dragon/Xyz/Effect - ATK/3400 DEF/2800

2 Level 7 "Crystal-Eyes Dragon"s

(This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

When this card is Xyz Summoned, all monsters your opponent currently controls lose 100 ATK X the number of "Crystal-Eyes Dragon"s you control. Once per turn, during you Main Phase, you can detach 1 Xyz Material from this card, target 1 monster on your opponent's side of the field, it loses 1000 ATK until the End Phase. (This decrease remains even if this card leaves the field.) Any battle range your opponent would have taken the turn you activate this effect is reduced to 0.

 

Really good for reducing boss monsters ATK. Also, if you need the extra help, it's second effect allows you to weaken it substantially, but you can't damage your opponent the turn you activate it. Unfortunately, you need two of your level 7 bosses to summon this beauty, but that shouldn't be a problem...

 

 

Crystal-Eyes Ravaging Dragon

Level 9 - LIGHT - Dragon/Synchro/Effect - ATK/3400 DEF/3000

1 Tuner monster + "Crystal-Eyes Dragon"

(This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

When this card is Synchro Summoned, you can send the top 2 cards of your Deck to the GY, then target up to 4 cards on your opponent's side of the field, destroy them. You can only use this effect of "Crystal-Eyes Ravaging Dragon" once per turn. Once per turn, during your Main Phase, you can target 1 card your opponent controls, send the bottom card of your Deck to the GY, and if you do, the targeted monster loses 1500 ATK. You cannot attack directly during the turn you activate this effect.

 

This card is our biggest boss monster. Level 9 means you need a Level 7 boss and 1 of the "Crystalline" monsters. When you summon it, you can destroy opponents cards for the cost of the top 2 cards in your Deck. Then the other effect destroys monsters ATK values at the cost of the bottom card in your Deck.

 

Crystal-Eyes Requiem Dragon

Rank 2 - LIGHT - Dragon/Xyz/Pendulum/Effect - ATK/2400 DEF/2000

Scale: 8/8

PE: You can only Special Summon LIGHT monsters. This effect cannot be negated. Once per turn, while this card is in your Pendulum Zone, you can target 1 "Crystal-Eyes" monster or "Crystalline" Spell/Trap in your GY, add it to your hand.

ME: 2 Level 2 monsters

(This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

Once per turn, during either player's turn, you can detach 1 Xyz Material from this card, target 1 "Crystalline" monster in your GY, Special Summon it, and if you do, you can treat this card as Level 7. While this card has a Level, it gains the following effect:

All "Crystal-Eyes" monsters you control gain 300 ATK. When this card is destroyed, you can place it in your empty Pendulum Zone.

 

A good Rank 2 built around the "Crystalline" series of monsters. It can turn itself into a Level 7, while also summoning a fallen level 2 "Crystalline" tuner, providing an easy Level 9 Synchro. While it has a level, it helps all archetypal monsters with an ATK boost.

 

 

Crystal-Eyes Recharge Dragon

Rank 4 - LIGHT - Dragon/Xyz/Effect - ATK/2300 DEF/1800

2 Level 4 "Crystal-Eyes" monsters

(This card's name is treated as "Crystal-Eyes Dragon" while on the field or in the hand or GY)

Once per turn, you can detach 1 Xyz Material from this card, all "Crystal-Eyes" monsters you control gain 600 ATK. When this card is destroyed while it still has Xyz Material, you can target up to 2 "Crystal-Eyes" monsters in your GY, Special Summon them. You can only activate this effect of "Crystal-Eyes Recharge Dragon" once per turn.

 

Good for boosting my monsters, and if my opponent has a problem with that I can get 2 Special Summons out of it.

 

 

 

These are finally done! I have spent a long time trying to get these guys done, and I like them they way they are now. Let me know what you think!

Link to comment
Share on other sites

...well, i can tell you've taken a lot of time to write out this archetype, and so i'll be commenting here as a placeholder, to remind me to review upon attaining freetime (24 hours tops)

 

the review will be spread out over sections, since one large post would simply be overwhelming, so 3-4 cards per review, every 2-3 days (as time allows) will be around what you can expect once i get going. concluded by an overall review once i get the bits and pieces together.

 

please wait warmly as i prepare reviews.

Link to comment
Share on other sites

Before anything, wtf is this

 

Crystal-Eyes Dragon
LIGHT - Level 7 Dragon/Effect - ATK/2400 DEF/2200 (this is the AGM format that Draconus has been telling us to use)
You’re discarding your opponent’s ENTIRE HAND.
KYUMI WTF. You can do this on turn 1 and your opponent just doesn’t get to play Yugioh unless they have hand traps. Seriously people go through 30 cards in their Deck to Summon 3 Psy-Framelord Omegas, a Trish, and something else to get rid of your opponent’s entire hand, and that isn’t even as good as this card. Seriously I could just run this in anything, have Foolish Burial and Call of the Haunted, wipe the opponent’s hand ON THEIR TURN, and then you can just casually have a Red-Eyes Darkness Metal Dragon that for some reason specifies Main Phase when that’s the only time a OPT effect can activate anyway (unless it’s a Quick-play or a trigger-like).

 

Anyway, Chaos Emperor Dragon was banned for a reason, and that card has been banned for a LONG time. I think it got a errata and unbanned in the OCG but whatever that’s different.

 

A card like this should be the center of the Deck. It's the originally named Crystal-Eyes Dragon (Doesn't even have a modifier which is sad.) This card is supposed to be something that defines what the Deck is. Yes, this should've been the first card to show us, but it should've also been the card that tells us what the Deck is trying to do. It isn't even a Pendulum monster. 

 

My recommendation for what you should be focusing on:  I would replace the effect with some kind of gimmick that you're trying to capitalize on. You seem to have quite a bit of self Battle Phase negation, so what you could do is have cards that can give you additional Battle Phases, and have the rest of the cards say "you cannot attack during your first Battle Phase the turn you activated this effect" so you could actively avoid that condition, and then make that the point of the Deck. After doing this I would edit the Deck to capitalize on this idea, rather making 80% of the effects be pretty good consistency effects but negate your first Battle Phase somehow, or contribute to getting a second Battle Phase (perhaps the Field Spell can just give you an additional Battle Phase but you can't attack during the first Battle Phase).

 

I might review this, but there’s a lot to review and a lot of problems to cover. I would rather you first off fix some of the more obvious problems first, but at the moment I’m working on an archetype and a game project in college at the moment so probably at best a week from now.

Link to comment
Share on other sites

Just so we're clear, you DO NOT have to use Draco's format in archetype threads; that is only a requirement for the generics thread [which this is not]. If Draco tries to enforce that rule outside the generics, I will deal with him accordingly (you can figure out what this means). 

 

But other than the above, Radiation Dragon and Realization Dragon both need hard nerfs. 

 

Radiation is a Level 4 with boss level stats that also kills stuff. If this were a Level 7, then you'd be fine. IDK if this was typo (because 4 and 7 are close to each other on standard keyboard), but fix this. If it was intentional, you need to lower the stats by a third. 

Realization is breaking the Level 4 stat barrier without having a drawback. Right now, it's too good and really, the same could be said for the ED. Yeah, they require specific monsters, but then you are breaking a few stat standards (if these were 3-mat Xyz, then you could get away with the stats).

 

 

Before anything, wtf is this

 

Crystal-Eyes Dragon
LIGHT - Level 7 Dragon/Effect - ATK/2400 DEF/2200 (this is the AGM format that Draconus has been telling us to use)
You’re discarding your opponent’s ENTIRE HAND.
KYUMI WTF. You can do this on turn 1 and your opponent just doesn’t get to play Yugioh unless they have hand traps. Seriously people go through 30 cards in their Deck to Summon 3 Psy-Framelord Omegas, a Trish, and something else to get rid of your opponent’s entire hand, and that isn’t even as good as this card. Seriously I could just run this in anything, have Foolish Burial and Call of the Haunted, wipe the opponent’s hand ON THEIR TURN, and then you can just casually have a Red-Eyes Darkness Metal Dragon that for some reason specifies Main Phase when that’s the only time a OPT effect can activate anyway (unless it’s a Quick-play or a trigger-like).

 

Anyway, Chaos Emperor Dragon was banned for a reason, and that card has been banned for a LONG time. I think it got a errata and unbanned in the OCG but whatever that’s different.

 

A card like this should be the center of the Deck. It's the originally named Crystal-Eyes Dragon (Doesn't even have a modifier which is sad.) This card is supposed to be something that defines what the Deck is. Yes, this should've been the first card to show us, but it should've also been the card that tells us what the Deck is trying to do. It isn't even a Pendulum monster. 

 

My recommendation for what you should be focusing on:  I would replace the effect with some kind of gimmick that you're trying to capitalize on. You seem to have quite a bit of self Battle Phase negation, so what you could do is have cards that can give you additional Battle Phases, and have the rest of the cards say "you cannot attack during your first Battle Phase the turn you activated this effect" so you could actively avoid that condition, and then make that the point of the Deck. After doing this I would edit the Deck to capitalize on this idea, rather making 80% of the effects be pretty good consistency effects but negate your first Battle Phase somehow, or contribute to getting a second Battle Phase (perhaps the Field Spell can just give you an additional Battle Phase but you can't attack during the first Battle Phase).

 

I might review this, but there’s a lot to review and a lot of problems to cover. I would rather you first off fix some of the more obvious problems first, but at the moment I’m working on an archetype and a game project in college at the moment so probably at best a week from now.

 

Yeah, it was errata'd and Limited in OCG, but Tewart and whoever runs KoA isn't giving it back to us yet. 

Link to comment
Share on other sites

Ruination dragon

pendulum eff  way too good, put simply, skipping battle phase isn't enough for something that can so easily toolbox, especially outside of a vacuum, where so man decks could potentially mesh with this in unexpected, and insane ways. in a deck where so many cards may actually become more useful in the grave than the hand, i'm rather wary of the effect being worthy of list attention. though it is hard opt, and 

monster eff, not sure if the wording is correct on this, fairly sure it would be: When this card is destroyed, you can Special Summon a monster with the same name as the returned monster from your deck. but in either case, give that effect a hart OPT, it's already powerful enough, to be able to use it more than once in a turn (especially considering links can lead to some ignorant AF recycle tricks, and dragons in general have simply stupid levels of support)

overall, just nerf it a bit as mentioned, and the card would be fine enough.

 

Recreation dragon

pendulum eff well, the ability to activate the monster you add as a scale is nice, but is it needed? if it was a quick effect, i could see the value, but as is, there's no real reason to add such an effect is there?

monster eff again, the wording is kind of weird, bu before that, since you're shuffling the monster into your deck, is there even a need to make it unusable at a later point in time? you could exclude that part and it'd still be pretty good right?

overall, far more balanced than the first, and in fact needs a buff, instead of a nerf, to the monster effect to be fine.

 

Revival dragon: 

pendulum eff 2 things, 1) hard OPT, 2) if anything needed a second restriction, it would be this effect, it gives you two free monsters, not using the pendulum summon (at least it isn't, the way it's currently worded), 

monster eff if this was summoned via the pendulum effect, you would have 3 monsters, for no cost, and god forbid you summon the 2 copies not in the pendulum scale, you could drop a total of 4 monsters to the field, for damn near free, and do whatever you wished with them. give it a hard OPT here as well, and, i'm starting to think you'd do well to just give every monster in the deck a xenophobic clause ala cardians, to prevent too many unexpected interactions outside of the current vacuum they're in.

overall, the revival abilities are just too strong, they need some form of restriction placed on them, and said restriction should probably bean opt and a xenophobic clause. but i can see the potential, and i think they'd do some fun things when completed.

the rest, for another time. 

Link to comment
Share on other sites

Just so we're clear, you DO NOT have to use Draco's format in archetype threads; that is only a requirement for the generics thread [which this is not]. If Draco tries to enforce that rule outside the generics, I will deal with him accordingly (you can figure out what this means). 

 

But other than the above, Radiation Dragon and Realization Dragon both need hard nerfs. 

 

Radiation is a Level 4 with boss level stats that also kills stuff. If this were a Level 7, then you'd be fine. IDK if this was typo (because 4 and 7 are close to each other on standard keyboard), but fix this. If it was intentional, you need to lower the stats by a third. 

Realization is breaking the Level 4 stat barrier without having a drawback. Right now, it's too good and really, the same could be said for the ED. Yeah, they require specific monsters, but then you are breaking a few stat standards (if these were 3-mat Xyz, then you could get away with the stats).

 

 

 

Yeah, it was errata'd and Limited in OCG, but Tewart and whoever runs KoA isn't giving it back to us yet. 

 

Sorry, must have been a typo. It was supposed to be another level 7 boss, not a level 4 with boss stats. Will fix soon.

 

 

Before anything, wtf is this

 

Crystal-Eyes Dragon

LIGHT - Level 7 Dragon/Effect - ATK/2400 DEF/2200 (this is the AGM format that Draconus has been telling us to use)

You’re discarding your opponent’s ENTIRE HAND. KYUMI WTF. You can do this on turn 1 and your opponent just doesn’t get to play Yugioh unless they have hand traps. Seriously people go through 30 cards in their Deck to Summon 3 Psy-Framelord Omegas, a Trish, and something else to get rid of your opponent’s entire hand, and that isn’t even as good as this card. Seriously I could just run this in anything, have Foolish Burial and Call of the Haunted, wipe the opponent’s hand ON THEIR TURN, and then you can just casually have a Red-Eyes Darkness Metal Dragon that for some reason specifies Main Phase when that’s the only time a OPT effect can activate anyway (unless it’s a Quick-play or a trigger-like).

 

Anyway, Chaos Emperor Dragon was banned for a reason, and that card has been banned for a LONG time. I think it got a errata and unbanned in the OCG but whatever that’s different.

 

A card like this should be the center of the Deck. It's the originally named Crystal-Eyes Dragon (Doesn't even have a modifier which is sad.) This card is supposed to be something that defines what the Deck is. Yes, this should've been the first card to show us, but it should've also been the card that tells us what the Deck is trying to do. It isn't even a Pendulum monster. 

 

My recommendation for what you should be focusing on:  I would replace the effect with some kind of gimmick that you're trying to capitalize on. You seem to have quite a bit of self Battle Phase negation, so what you could do is have cards that can give you additional Battle Phases, and have the rest of the cards say "you cannot attack during your first Battle Phase the turn you activated this effect" so you could actively avoid that condition, and then make that the point of the Deck. After doing this I would edit the Deck to capitalize on this idea, rather making 80% of the effects be pretty good consistency effects but negate your first Battle Phase somehow, or contribute to getting a second Battle Phase (perhaps the Field Spell can just give you an additional Battle Phase but you can't attack during the first Battle Phase).

 

I might review this, but there’s a lot to review and a lot of problems to cover. I would rather you first off fix some of the more obvious problems first, but at the moment I’m working on an archetype and a game project in college at the moment so probably at best a week from now.

 

I did'nt realize how OP that would be. I will either change it to "This effect can only be activated once per duel" or "When this card is Special Summoned by a 'Crystal-Eyes' monster," that should fix the effect a bit.

 

 

 

Ruination dragon
pendulum eff  way too good, put simply, skipping battle phase isn't enough for something that can so easily toolbox, especially outside of a vacuum, where so man decks could potentially mesh with this in unexpected, and insane ways. in a deck where so many cards may actually become more useful in the grave than the hand, i'm rather wary of the effect being worthy of list attention. though it is hard opt, and 
monster eff, not sure if the wording is correct on this, fairly sure it would be: When this card is destroyed, you can Special Summon a monster with the same name as the returned monster from your deck. but in either case, give that effect a hart OPT, it's already powerful enough, to be able to use it more than once in a turn (especially considering links can lead to some ignorant AF recycle tricks, and dragons in general have simply stupid levels of support)
overall, just nerf it a bit as mentioned, and the card would be fine enough.
 
Recreation dragon
pendulum eff well, the ability to activate the monster you add as a scale is nice, but is it needed? if it was a quick effect, i could see the value, but as is, there's no real reason to add such an effect is there?
monster eff again, the wording is kind of weird, bu before that, since you're shuffling the monster into your deck, is there even a need to make it unusable at a later point in time? you could exclude that part and it'd still be pretty good right?
overall, far more balanced than the first, and in fact needs a buff, instead of a nerf, to the monster effect to be fine.
 
Revival dragon: 
pendulum eff 2 things, 1) hard OPT, 2) if anything needed a second restriction, it would be this effect, it gives you two free monsters, not using the pendulum summon (at least it isn't, the way it's currently worded), 
monster eff if this was summoned via the pendulum effect, you would have 3 monsters, for no cost, and god forbid you summon the 2 copies not in the pendulum scale, you could drop a total of 4 monsters to the field, for damn near free, and do whatever you wished with them. give it a hard OPT here as well, and, i'm starting to think you'd do well to just give every monster in the deck a xenophobic clause ala cardians, to prevent too many unexpected interactions outside of the current vacuum they're in.
overall, the revival abilities are just too strong, they need some form of restriction placed on them, and said restriction should probably bean opt and a xenophobic clause. but i can see the potential, and i think they'd do some fun things when completed.
the rest, for another time. 

 

 

Crystal-Eyes Ruination Dragon

You forget that only a pendulum allows you to draw 1, and you have to discard a card in order to activate the effect at all, and then on top of all that, you lose your Battle Phase.

As for monster ability, I didn't know exactly how to word this, thanks for the correction. But the card has to be destroyed in order to activate this effect. Doesn't that balance it out a bit?

 

Crystal-Eyes Recreation Dragon

Notice how it says "You can activate it in your Pendulum Zone" let me say it again "You can". You don't have to, it could be used just to bring a card to your hand. But I see what you mean with the Quick Effect. I might change it to, "Once per turn, during either player's turn (Quick Effect)," That way it can be used on either turn.

With the Monster effect, I think I only added that for the same reason you wanted me to limit the above monster's monster effect. But, if it is unnecessary, I will remove it.

 

Crystal-Eyes Revival Dragon

I think it would take your Pendulum Summon, I just don't know how to word that. It was meant to essentially Pendulum Summon from the GY.

Monster effect I should probably put a "other than "Crystal-Eyes Revival Dragon" clause on him huh?

Link to comment
Share on other sites

I did'nt realize how OP that would be. I will either change it to "This effect can only be activated once per duel" or "When this card is Special Summoned by a 'Crystal-Eyes' monster," that should fix the effect a bit.

 

No, I mean this effect will never be not broken, unless it would be something on something as hard to Summon as Armed Dragon Catapult Cannon. No once per duels, no when this card is Special Summoned by a Crystal-Eyes, just don't have cards that discard cards from your opponent's hand, especially when that isn't even the point of the archetype.

Link to comment
Share on other sites

Ok. Then, I might make it's effect focus on what you had said originally. "Once per turn, during your Battle Phase, if you activated an effect that would negate your Battle Phase this turn, you can target those cards you activated with that effect, change their effect to "If you use this effect, skip your second Battle Phase after this card's activation." That say, I might be able to use it better, and it would make more sense for the archetype.

Link to comment
Share on other sites

sorry, been busy, but here we go:

 

Radiation Dragon

you may want to fix radiation asap to leve 7, because i almost forgot that the mistake was pointed out already.

you don't need to skip the battle phase for such an effect, it would be best if you didn't add that clause to this one. also, for some word fixing:

Once per turn, during each player's End Phase, if the monster on the turn players field, with the lowest ATK is not a "Crystal-Eyes" monster, destroy it.

not quite sure if that's 100% correct, but i believe that's how it would go. it also has the benefit of not targeting that way, so if your opponent has multiple monsters troubling you, you can possibly play it alongside other removal cards, to maximize destruction.

 

Retrieval Daragon

i believe you may wish to reverse the "hand to deck" to "deck to hand"  aside from that, again, outside of a vaccum, that card would be busted as hell, and probably act as a core engine in something degenerate. remember to hard OPT things like searcher effects, and probably prevent it from searching itself.

as for the monster effect, you want to say "send" not "Add" for those kinds of effects.

 

Rebellion Dragon

honestly, for a boss, the effect's pretty vanilla. especially since you need to send pendulum monsters from hand to the grave, a place that's always annoying to bring them back from. may as well remove the wait, and just let it attack, it's not a quitck effect, so it's not like it'll be a surprise beater during the battle phase.

 

 

 

Crystal-Eyes Ruination Dragon

You forget that only a pendulum allows you to draw 1, and you have to discard a card in order to activate the effect at all, and then on top of all that, you lose your Battle Phase.

As for monster ability, I didn't know exactly how to word this, thanks for the correction. But the card has to be destroyed in order to activate this effect. Doesn't that balance it out a bit?

 

Crystal-Eyes Recreation Dragon

Notice how it says "You can activate it in your Pendulum Zone" let me say it again "You can". You don't have to, it could be used just to bring a card to your hand. But I see what you mean with the Quick Effect. I might change it to, "Once per turn, during either player's turn (Quick Effect)," That way it can be used on either turn.

With the Monster effect, I think I only added that for the same reason you wanted me to limit the above monster's monster effect. But, if it is unnecessary, I will remove it.

 

Crystal-Eyes Revival Dragon

I think it would take your Pendulum Summon, I just don't know how to word that. It was meant to essentially Pendulum Summon from the GY.

Monster effect I should probably put a "other than "Crystal-Eyes Revival Dragon" clause on him huh?

drawing 1 card by discarding 1 is a surprisingly good effect outside the vaccum of the set you've created. and even within it, it's a rather powerful effect. trust me, the loss of your battle phase is almost irrelevant, because such a powerful effect will rarely be used in such a straightforward manner. 

as for the monster effect, things pepe, wavering eyes, and  metalfoes exist, among other cards. this becomes a pendulum edition, monster reborn that can trigger up to 3 times a turn, the way it's currently worded. give it a hard OPT ("you can only use this effect of ____ once per turn") and it'd be somewhat fair. sting really strong, but fair enough.

 

basically, if you can only add a pendulum monster on your turn, then 9.5/10 times, the "you can activate it", will be irrelevant, because that would have been the plan upon adding it, even if said clause didn't exist. only as a quick effect, would it be truly a worthy and unique addition. this monster effect merely sends it you your deck, with nothing extra, so there's no need to add any real restrictions besides the standard OPT clause. the first one could possibly loop 3+ times a turn with no OPT, and with the ability to summon off of it, there's a very real danger of making it broken, which is why i was harsh, this effect though, has no such danger.

 

 

really, if the pendulum effect were "once per turn, during your Main Phase, if you control another "Crystal-eyes" card in your Pendulum Zone, you can target up to 2 "Crystal-Eyes" monsters in your GY with different names, whose Levels are between your Pendulum Scale(exclusive), Special Summon them." it'd be good to go.

as for the monster effect, a hard OPT would make it good enough, as it is, you can use multiple copies in a turn, and seeing as many of the monsters are already pendulum, that'd be far too far overboard.

Link to comment
Share on other sites

been a bit, but haven't forgotten.

 

Retro Dragon

Pendulum Eff: the pendulum effects are nice, they need some word work imo, but they fit the bill well enough.

 

Monster Eff: as for the monster effect, throwing a scale 8 negates every link monster in the game right now, and shuts out just about any rank deck that even remotely matters at the moment. either way, it's a strong effect for a pendulum monster, but i don't think it's too bad. it's weak enough to be killed off by most monsters with any meat on their bones.

 

 

 

 

Realization Dragon 

Pendulum Eff: the OPT seems to be a hard OPT, but it's not written like one, so that may be an issue, but i'm not too sure right now, either way, the effect isn't too powerful so even as a non OPT, it's just a standard MST that gets better against other pendulum decks. the burn's pretty small, but it could build well enough. 

 

Monster Eff:2100 ATK on a level 4 pendulum monster, with no restrictions? well, not sure if that's too high, or if i'm behind the powercreep times, the mirroring effects are something i really like as well. aside from the ATK, the monster itself seems pretty well made.

 

 

 

 

Crystal-Eyes Dragon

Monster Eff: well, it's nice, but it needs something else. it's good enough as it is if you don't know what to add, but also, this monster right here is one of those reasons why i was a gainst your first few monsters having such powerful effects, it allows you to circumvent the drawbacks, and other things outside the vaccum would also be able to take serious advantage of them. good enough card here though.

 

 

 

Reasonable Dragon

Pendulum Eff: As somebody who loves gambling with their plays (I run cup of ace in many of my decks, if you want to know just how much i like to make risky plays) this pendulum effect resonates deeply with me. there's probably something to criticize, here, but my inner gambler won't let me.

Monster Eff: ...have you ever read the card 'Reasoning'? this is arguably the exact same effect, with just a minor restriction. i'd say limit the cards you search, like: Excavate the top 4 cards of your deck, and if there is a monster there that is not the declared level, you can special summon it, banish the remaining cards. maybe not that exact thing, but reasoning was limited for a very good reason.

 

 

Rhetorical Dragon

Pendulum Eff & Monster Eff: basically dual spinning? i'm cool with that. 

 

 

 

alright, i'll address the rest of the monsters in a few days. so far the stuff measures up fairly well. not sure what the endgame is for them, but i'd say toolboxing in various ways, so mostly combo oriented.

Link to comment
Share on other sites

alright, took me long enough, 5 damn days shut up me  but taking it from where i left off:

 

Maiden

Monster Eff: if i were to give you any advice, i would say add "Negate that attack" to the summoning effect, that way you can save her once and keep a monster on the field, also it makes her a 1 card wall for 4 attacks (1)the opt battle immunity, 2)the attack negation, 3)the other monster summoned 4)after all that is broken past, she'd still be there on the field) she's still weak to effect removal, but with that much battle immunity, plus reviving another, possibly stronger monster, she's still worth adding a copy of to the deck. i would have an issue with her tutoring out any monster in the deck, but since it's only if your opponent attacks her (and considering the vast amount of ways to walk right past that problem) i'd say it's fairly balanced as-is.

 

 

Guardian

Monster Eff: He'd be a lot better as a hand trap. that way you have an easy way to summon him, but you'd have the advantage of granting immunity to a monster should you choose not to. 

 

 

 

Paladin

Monster Eff: gonna want to limit that damage doubling to monster battles. a direct hit from this, with the regular crystal eyes dragon would be 5k, over halfway to an OTK on it's own. also, this one probably needs a hard OPT. similar to honest, triggering multiples of this for 1-3 monsters would be insane.

 

Ranger

Monster Eff: that's still insane, as i said above, you can hit for a potential 5k off of just the boss monster, that's a strike and a warning away, and that's assuming you haven't hit them even once prior. either halve any damage done by this effect, or make paladin apply only to monster battles.

 

 

 

 

overall good stuff. the monsters have their fair share of problems, many of them being related to just how often they can use their effects, or how general their effects would be outside of the vacuum called Advanced Cards & Custom Archetypes. going by just the monsters, with a few of those limits placed properly, the deck would be a strong toolbox with very good boss monsters backing it.

 

next up will be the spells and traps, which i'll get to either tomorrow night or Thursday.

Link to comment
Share on other sites

Cover: For this card, i'd say give it another condition. say, only while you have no monsters on the field. Otherwise it's just a quickplay reborn that buffs the monster summoned and protects you from everything. has to have at least one negative to it or it'll summon just baout every monster in the deck and summarily buff them for a turn.

 

 

Cove: wtf? banishing cards in your opponent's hand is insanely good, and this could literally wipe out said hand in one shot for what could be argued, is no cost at all.  either remove the effect entirely, or only hit the field, and even then, it should probably be limited to monsters. sure having it leave the field when a monster is destroyed is a setback, but you remember vanities emptiness? 

 

Connection: really doesn't need to be a qickplay spell, and it toolboxes from everywhere for what again, amounts to no real cost at all. even as a normal spell this would be insanely good. sets scales, and can later take a monster from just about anywhere and recycle it. needs a nerf badly, but honestly, i don't even know what to hit right now besides the quickplay symbol. maybe prevent you from, or limit you to pendulum summons for the turn.

 

Copy: no need for the "and only once that turn" on cards that have the hard OPT, it already has a hard OPT. The "And only once that turn" is mainly for cards that have multiple effects all tied to the same condition which ours don't actually have. also, milling a card to return the card to deck, is the part that you should probably be giving the other hard OPT to. lastly, removing the quickplay would reduce the risk of this being broken anyways, it doesn't really need it to do it's job.

 

Cycling: similar issues to aforementioned cards. the milling, possibly the quickplay,  and the hard OPT , other than that, good enough.

 

 

Link to comment
Share on other sites

Replica Dragon

honestly, no need to make it not a trap, but that's still cool. the summon effect is good, so it can double wall, but as far as how it activates, you can afford to make the conditions slightly less... cramped. waiting for an attack, on a trap monster, is just about asking to be pummeled into the ground during your wait. i'd say you're better off making it trigger when a "Crystal-eyes" monster is destroyed by battle or by an opponents' card effect. still somewhat restrictive conditions, but this way you have a lot more room to use it. purely optional change though.

 

Reaction

well, remove the "then" and make it a counter trap, and you'll be good. the only other thing i'd say might be good t change would be switching from "when this card is sent to the GY, you can send the top card of your Deck to the GY, shuffle this card into your Deck." to "If this card is sent to the GY, you can send the top card of your Deck to the GY, shuffle this card into your Deck." that way you can't miss timing. also, in either case, probably best to give that kind of effect a hard OPT, since milling for days is something that we don't need too much more of in this game.

 

Rush

it feels like the wording is off, but that's not my best area regarding pendulums, so that's fine with me, but instead of making the pop generic, you should restrict that to "Crystal-Eyes" monsters, or, if you want to keep it generic, then switch from "Once per turn, during your Main Phase, you can destroy 1 card In your Pendulum Zone, then draw 1 card." to "Once per turn, during your Main Phase, you can destroy 1 card In your Pendulum Zone, then, if that card was a "Crystal-Eyes monster" draw 1 card." also, another card that will need a hard OPT on the effect, otherwise you can drop 3 of these, and draw 3 a turn from this alone, and then gain whatever floating effects your popped cards might have on top of that. that's just too much plus for pendulum, even with the link rules.

 

Road

...have you ever heard of lightsworns? the way your card is now, LS would hit T0 immediately after activation (taking it out of the vaccum for context, but hopefully you get the point). trap or no, that's just too much power in the design. if you want to keep it, both restrict it to "Crystal-Eyes" monsters, and make it only work on one monster sent per mill. depending on the level of restriction, probably also remove the extra search, it's good enough with just the first effect, the second is just overkill.

 

 

alright, i'll hit the ED monsters next, and bundle the overall opinion with that post. see you soon!

Link to comment
Share on other sites

been a bit, and i must apologize, i'll be reviewing the first half here, and the 2nd half tomorrow with the final draft for the overall opinion. sorry it's taking so long, just had a bit more to deal with than i thought irl. but enough about that:

 

 

Recycle Dragon: 

Pendulum eff: I'm hesitant about that effect, but i suppose it's on a monster that has to be summoned and then destroyed, to be properly used. so it's cool after factoring cost of resources

Monster eff: ...it will never be in your hand... aside from that, you could just say it's always "crystal-eyes dragon" like the rest of them. the destrution effect is a bit over the top, since it mills and kills at the same time. may want to add either a no attack, or the no BP effect to this one if anything.

 

 

 

Reigning Dragon: 

that's up to 5 cards during BP (you only need one, but even still, if you can send them, why wouldn't you?), as a BP effect on an ED monster, it's slower in general by design, but i still can't help but think a once per turn, not a hard OPT, just a regular one, might be for the best on this thing.

 

 

 

Rythmic Dragon: 

2700 on a 2-mat r4 Xyz? might want to lower that just a bit. it kind of pushes the bounds of ATK values.other than that, general protection, with searching abilities isn't bad. though the search might best be limited to once per turn, before i think up some convoluted loop that i can pull off using this.

 

Reduction Dragon

again, a r7 Xyz with only 2 mats and 3400 ATK, kind of pushes the boundaries, but this one comes with that damage reduction, and the effect isn't anything too groundbreaking either, so it gets a pass imo. it pushes a bit to far in ATK power, but the effect isn't OP or anything, so for now, it's good, 

 

 

Ravaging Dragon

honestly, i like this cards balance the most, the ATK makes sense on a Lv 9, with such specific costs, and while the first effect really does hit an insane amount of cards, and should likely restrict anybody but him from attacking the turn you do so, but outside of that, i like it. the second effect should say target a monster, not a card, but that's the only real issue i see with it.

 

ok, gotta sleep for now, but the last 2 are coming tomorrow after work, so around 9-10 pm. look forward to it.

 

 

 

 

 

 

 

Link to comment
Share on other sites

Requiem Dragon

Pendulum eff: the summon restriction is understandable, the rfresh though, is a bit strong imo. but as with the last one, to get said effect, you'd need to have summoned it, ad had it destroyed, so it withstands scrutiny.

Monster eff: The ATK is incredibly high for a r2, especially for a pendulum monster. the only other precedent for that power, as far as i can recall, is anomoalocaris, who requires 3 materials. so i'd say lower the attack power a bit, or increase the material requirement. especially considering thismonster has some rather decent effects, both of which boost ATK already.

 

Recharge Dragon

funny enough, as the r4, he's weaker than the r2 monster. but aside from that, more generic boosting, with an added revive effect. alright. he's pretty standard monster on hs own, so there's not too much to say on the topic.

 

 

 

Final Thoughts: the entire archetype, has no idea what it wants to be, and that's fine, but you have a lot of things in this archetype that posess busted effects, under the quise of limits, and while i can appreciate placing limits on busted effects, you also have, within the same set, cards that circumvent said weaknesses, making the rstrictions of said monsters useless, and breaking them design wise. you break a few conventional rules of card creation, some for the better, others for worse, and that's interesting enough as far as review material goes. you have to start thinking about interactions outside of the vacuum of design though, there are a ton of cards in the monsters alone, that could be used to create, or extend generic variants of FTK's and OTK's. i doubt you wish for your cards to contribute to such a gametate, so i'd advice keeping balance more in mind. also, while not too much of a problem, the sheer amount of cards within it can dissuade reviewers, so i'd advise making sets a little smaller in the future.. not that you cannot have such a large collection of monsters spells and traps in an archetype, but when you have so many, with so many of them doing so many different things, in so many different places, you kind of lose the focus of said archetype. go for it if you wish, but remember to try tying them together, with something, be it theme, like six samurai, gimmicks, like crystal beast, or costs, like lightsworns. you have that down, somewhat, but it never really felt as if they were tied together by anything, you could see the attempts here and ther, but then you'd get to something else in the set, that just didn't match the plan i thought was there. nice for mixing things up, but bad for making coherent archetypes that aren't abused as engines in other decks. if you're designig in a vaccum, or with a specific era in mind, that's not a ad thing, but here, i don't think that was your aim.

 

thank you for sticking that out with me. it was an interesting set, and i hope to see it improved upon one day.

Link to comment
Share on other sites

I will try to approve upon these when i have the chance. I hardly ever have the time, but I will try. I want to thank you for taking the time to review every last one of these, I know it was a lot of work. TBH, this was one of the archetypes I made that really had no purpose to it... that's kinda why you were unable to find the main reason for their effects. But, if you would like to see one I made with a purpose, Check out these. I made those guys as a Synchro based archetype because I went against someone who could Synchro ladder 5 times in one turn, and it inspired me. I'm also having art drawn for them! They would be a better exampole of what I can do when I am actually trying to make something great. But, enough about them. I will try later to make these guys balanced and improved where you said they would need to be, and once again, thank you for your hard work.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...