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So, recently, I was thinking about how Meklords were designed to be the Anti-Synchro monsters, but failed miserably. I wondered, what if Konami made an Archetype like that, but for Links, and actually viable? So, my idea for this Archetype came to be. Most of the monsters are designed to counter Links, but the spells and traps cover their protection. I can't access YGOPro for Playtesting, so if someone could Playtest these for me, I would greatly appreciate that. Anyways, without further ado, here is the Archetype. 

 

Vortex

 

Main Deck

 

Vortex Lancer

Level 3 ATK 1400/DEF 800

WIND/Warrior/Effect

Effect: When this card attacks a Link monster, Flip the Link Arrows. Neither player takes battle damage from battles involving this card. This monster can not be destroyed by battle.

 

This guy sets the tone for the archetype as a whole, screwing with Links, and using them to your benefit. He'll be one of the main playmakers, allowing you to use your opponent's Links against them.

 

Vortex Sealer

Level 2 ATK 800/DEF 1200

WIND/Spellcaster/Effect

Once per turn, you can target one Link Monster the enemy controls: Until your next Standby Phase, seal the Link Arrows.

 

This card screws up your opponent using Link Monsters to get more Extra Deck monsters on the field. Without any protection, this card seems like a waste, but later, you'll see why he's beneficial, even in the Graveyard.

 

Vortex Falcon

Level 4 ATK 1800/DEF 600

WIND/Winged-Beast/Effect

When this monster is Normal or Special Summoned, you can add one "Vortex" card from your deck to your hand.

 

Right here, I was designing an Archetypal search card, similar to Ancient Gear Wyvern, so the deck has a monster that can quickly search.

 

Vortex Minuteman

Level 3 ATK 600/DEF 800

WIND/Warrior/Tuner

If you control another "Vortex" monster, you may Special Summon this card(from your hand). Once per turn, you can target one "Vortex" monster you control and one Link Monster the enemy controls: Increase or decrease the level of the targeted "Vortex" monster by the Link Number of the targeted Link Monster(min. 1).

 

Combine this guy with Vortex Lancer to flip the Link arrows to your side of the field and give you some zones for Fusion or Synchro summoning.

 

Vortex Enchanter

Level 5 ATK 2000/DEF 800

WIND/Spellcaster/Effect

Once per turn, you may target one Link Monster that your opponent controls. Until your next Standby Phase, this card gains ATK equal to the current ATK of the targeted Link Monster.

 

Since Link Monsters can get fairly high values, this guy can reach some devastating ATK values. Because of this though, I felt it was necessary to give him no effect protection.

 

Vortex Huntsman

Level 4 ATK 1200/DEF 800

WIND/Warrior/Effect

If this Attack Position card battles a Link Monster, destroy the Link Monster before damage calculation.

 

I wanted to give the Archetype an equivalent to Ally of Justice Catastor, considering how good he is, but more limited.

 

Vortex Rifleman

Level 6 ATK 2000/DEF 1600

WIND/Warrior/Effect

If this card attacks a Link Monster, before damage calculation, destroy all cards the defending monster has Link Arrows pointing to.

 

A way of crushing the enemy's hopes and dreams. They get a few good monsters out behind that Link Monster, and they lose everything.

 

Vortex Monk

Level 5 ATK 1400/DEF 1000

WIND/Warrior/Effect

Monsters battling this card can not be destroyed by battle. This monster gains ATK and DEF equal to 800 times the total combined Link Number of all Link Monsters the enemy controls.

 

Again, starts low, but can get extremely powerful given the right circumstances. It can't destroy, so it leaves the Link monsters that boost it on the field, but it has no protection, so a well placed Mirror Force can screw it over... or so you think... more on that later.

 

Vortex Wyvern

Level 8 ATK 2800/DEF 1800

WIND/Dragon/Effect

You can Special Summon this card(from the hand) by banishing 2 "Vortex" monsters from your hand. If this card is summoned by this effect, destroy all Link Monsters on the field. This card's ATK increases by 500 times the number of cards destroyed by this effect.

 

Again, good beatstick, Special Summoning from the hand. Pretty useful overall.

 

Vortex Jackal

Level 6 ATK 2300/DEF 1600

When this monster destroys a Link Monster by battle, inflict battle damage to your opponent equal to half the destroyed Link Monster's ATK.

 

...I like Flame Wingman.

 

Vortex Guardsman

Level 4 ATK 800/DEF 2000

Once per turn, this monster can not be destroyed by battle or card effect. When a "Vortex" monster you control would be destroyed by battle or card effect, you may destroy this card instead.

 

Good overall protection for the archetype, but there is something that makes him even greater. More on that later.

 

Extra Deck

 

Vortex Knight

Rank 4 ATK 2000/DEF 1800

2 Level 4 WIND Monsters

WIND/Warrior/Xyz/Effect

This card gains 300 ATK for each Xyz Material attatched to it. Once per turn, you can target one Link Monster the enemy controls: Attach it to this card as an Xyz Material. When a "Vortex" monster you control that isn't "Vortex Knight", you can detach one Xyz material to increase the Attack target monster's attack by the current ATK of this card.

 

Fairly good support monster. Also inspired by Cyber Dragon Infinity.

 

Vortex Raider

Level 7 ATK 2500/DEF 2000

WIND/Warrior/Synchro/Effect

1 "Vortex" Tuner + 1 or more non-tuner monsters

When this monster is Synchro Summoned, you can shuffle 3 "Vortex" cards from your Graveyard into your deck and draw one card. If this monster destroys a Link Monster by battle, you can target one card in your opponent's Graveyard: Banish it.

 

Pretty good removal, good use of a Link to clear out their Graveyard. Stops Necro Slimes and Swirl Slimes Dead in their tracks.

 

Vortex Titan

Level 8 ATK 3000/DEF 2700

WIND/Warrior/Synchro/Effect

When this card is Synchro Summoned, return all Link Monsters on the field to the Extra Deck. While this monster is on the field, Neither player can summon Link Monsters from the Extra Deck.


Prevents Link Summoning from the Extra Deck, gets rid of your own Link Monsters, makes a massive wall. Does not prevent reviving Link Monsters from the Graveyard, to not completely break everything.

 

Daemon of the Vortex

Level 10 ATK ?/DEF ?

WIND/Fiend/Fusion/Effect

3 or more "Vortex" monsters

When this monster is successfully Fusion Summoned, destroy all other cards on your side of the field. This monster's original ATK and DEF are equal to 800 times the number of Fusion Material Monsters plus 300 times the number of cards destroyed by this effect. This effect of "Daemon of the Vortex" can not be negated. Link Monsters can not be summoned while this card is on the field. When this card is destroyed and sent to the Graveyard, destroy all cards on the field.
 

The boss monster. Gets rid of Link monsters, can have massive ATK and DEF, and has a Field Nuke on death.

 

Spells and Traps


Vortex Highlands

Field Spell

To activate this card, you must send one "Vortex" monster from your hand to the Graveyard. Once per turn, you may target one "Vortex" monster on your side of the field and one "Vortex" monster in your Graveyard. The "Vortex" monster targeted on your side of the field gains the effect of the "Vortex" monster in the Graveyard until your next Standby Phase.

 

This is why Daemon of the Vortex nukes your side of the field when summoned. Imagine being able to give any of your mosnters a Field nuke. Devastating. Aside from that, it allows the whole Archetype to benefit from others being in the Graveyard.

 

Sigil of the Vortex

Normal Spell

Discard one "Vortex" monster in your hand, to add one "Vortex" monster in your Graveyard to your hand, other than the one discarded.

 

Pretty good recovery, plus allows the user to switch out one effect for one that may be more beneficial to a monster on the field.

 

Vortex Typhoon

Quick Play

Discard one "Vortex" card to destroy up to 2 Spell/Trap cards on the field.

 

Archetypal Twin Twisters. Benefits with other cards in the Archetype.

 

Vortex Chain Summoning

Quick Play

Activate this card only as a Chain Link 2 or higher. When this card is activated: Target Level 4 or lower "Vortex" monsters in your Graveyard, up to the number of Spell/Trap cards activated in the chain before this card: Special Summon the targeted monsters. You can only Special Summon "Vortex" monsters during the turn you activated this card. You can only activate "Vortex Chain Summoning" once per turn.

 

Fairly powerful Quick play spell, allows you to chain with "Sigil of the Vortex" and "Vortex Typhoon" for an easy 2 monsters.

 

Call of the Vortex

Normal Spell

You may Normal Summon another monster this turn, as long as both monsters are "Vortex" monsters.You can only Special Summon "Vortex" monsters during the turn you activated this card. You can only activate "Call of the Vortex" once per turn.

 

Archetypal Double Summon with limits.

 

Vortex Barrier

Normal Trap

Your opponent can not target "Vortex" monsters you control with card effects or target "Vortex" monsters you control for attacks this turn.

 

Fairly good protection for the archetype.

 

Vortex Golem

Continuous Trap

When this card is activated, Special Summon it to your side of the field as an Effect monster(WIND/8/Rock/Effect ATK 0/DEF 3000) While this monster is face up on the field, your opponent can not target "Vortex" monsters you control with card effects and can not target "Vortex" monsters you control for attacks, except this one. If an opponent's card effect would destroy one or more cards you control, you may send this face up card on the field to the Graveyard to negate the activation of that card and destroy it. If this card is destroyed by this effect, during the end of the turn this effect is activated: Set it in the Spell/Trap zone.

 

Great protection, can negate Dark Hole, Stardust Dragon style Recovery. All around good.

 

Vortex Mirror

Counter Trap

If your opponent targets a "Vortex" monster you control with a card effect, change the target of the effect to an appropriate card they control.

 

Good protection, good destruction. Can't be abused by Counter Fairies.

 

Thanks for reading. Hopefully I made an interesting Archetype.

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