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[Written] That "Clear World" Thing Expanded Upon... Holloworld Archetype


Fukato

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The Clear World archetype is a very very small archetype used by an antagonist of the GX series during season 4. It was poorly adapted as it only got two cards out of the nine(?) cards in the entire archetype in both the TCG and OCG. The Holloworld Archetype is going to expand upon that playstyle.

 

The Holloworlds have slower swarming capabilities but do have the searchabilities of any normally built archetype and more. Their main goal is to get their Field Spell out and begin the disruptions. Furthermore, the Equip Spells helps add in varieties of Attributes.

 

[spoiler=Monsters]

 

Holloworld Skullbrand

LIGHT Fiend Level 1

500/300

Effect: This card is not treated as a LIGHT monster. When this card is Normal Summoned: You can add 1 "Holloworld" card from your Deck to your hand. You can target 1 face-up monster your opponent controls, then declare 1 Attribute; that target's Attribute becomes the one you declared. You can only use this effect of "Holloworld Skullbrand" once per turn.

 

Holloworld Dreadspawn

LIGHT Fiend Level 1

800/100

Effect: This card is not treated as a LIGHT monster. You can reveal this card and 1 other "Holloworld" card in your hand; add 1 "Holloworld" card from your GY to your hand. If this card is Special Summoned: You can discard 1 card, then target 1 face-up Spell/Trap Card your opponent controls and declare 1 Attribute; treat that card as a monster with the declared Attribute. You can only use each effect of "Holloworld Dreadspawn" once per turn.

 

Holloworld Crackblaze

LIGHT Fiend Level 4

1800/800

Effect: This card is not treated as a LIGHT monster. When this card destroys a monster by battle: You can Special Summon 1 "Holloworld" monster from your Deck. If an opponent's monster is sent to the GY: Your opponent Special Summons 1 Level 4 or lower monster from their GY with its effects negated.

 

Holloworld Wrathcommander

LIGHT Fiend Level 6

2300/1700

Effect: This card is not treated as a LIGHT monster. If this card is Special Summoned by a "Holloworld" card effect: You can return 1 "Holloworld" card you control to your hand. You can only use this effect of "Holloworld Wrathcommander" once per turn. If your opponent Special Summons a monster: You can declare 1 Attribute; that Special Summoned monster's Attribute becomes the one you declared.

 

Holloworld Demonslayer

LIGHT Fiend Level 9

3200/2500

Effect: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by Tributing 3 face-up "Holloworld" monsters you control, and cannot be Special Summoned by other ways. This card is not treated as a LIGHT monster and is unaffected by your opponent's card effects. Once per turn (Quick Effect): You can change each of your opponent's monsters Attribute to any Attribute. If this card is sent to the GY: You can Set 1 "Holloworld" Spell/Trap Card directly from your Deck. You can only use this effect of "Holloword Demonslayer" once per turn.

 

 

 

 

[spoiler=Spells/Traps]

 

Fragmented Holloworld

Field Spell Card

Effect: Each "Holloworld" monster you control cannot be destroyed by battle once per turn. Each player applies the following effects based on the monsters they control;

·LIGHT: Keep all your Set cards revealed.

·DARK: At the start of the Battle Phase, and after damage calculations: Your opponent shuffles all monsters they control and Sets them face-down on the field (without changing their battle position) until the end of the Battle Phase.

·FIRE: During your End Phase: Destroy 1 monster you control or in your hand; take damage equal to its Level/Rank/Link x 300.

·WATER: During your Standby Phase: Draw 2 cards, then banish 2 cards in your hand (or your entire hand if 2 or less).

·WIND: If you do not control a face-up Spell Card: You cannot Special Summon monsters from the Extra Deck.

·EARTH: When a monster is Summoned: Halve its ATK and DEF.

 

Holloworld Dominion

Continuous Spell Card

Effect: Once per turn (Quick Effect): You can target 1 "Holloworld" monster you control; it cannot be destroyed by card effects once this turn. If a "Holloworld" monster activates its effects: You can draw 1 card, then discard 1 card. You can only use this effect of "Holloworld Dominion" once per turn.

 

Holloworld Monotony

Continuous Spell Card

Effect: Each player applies the following effects based on the monsters they control;

·LIGHT/DARK: Banish all cards sent to your GY.

·EARTH/WIND: You must discard 1 card to Normal Summon a monster.

·FIRE/WATER: Once per turn, if a monster you control is destroy by battle or card effects: Banish the top 3 cards of your Deck to the GY.

 

Holloworld Possession

Equip Spell Card

Effect: If you do not control a monster with an Attribute: Pay 1200 LP and reveal 1 "Holloworld" monster in your hand, then target 1 monster in your opponent's GY; Special Summon it to your side of the field. Also, it is treated as a monster without an Attribute. When this card leaves the field, destroy that monster. You can only use 1 "Holloworld Possession" per turn.

 

Holloworld Maelstrom Orb

Equip Spell Card

Effect: Special Summon 1 "Holloworld" monster from your hand and equip it with this card. You cannot Special Summon other monsters for the rest of this turn, except by a "Holloworld" monster effect. The equipped monster gains 600 ATK. If it is sent to the GY while equipped with this card: You can banish it; add this card from your GY to your hand. You can only use each effect of "Holloworld Maelstrom Orb" once per turn.

 

Holloworld Vibe Change

Equip Spell Card

Effect: When this card is activated: Declare 1 Attribute, then equip this card to a monster on the field. The equipped monster loses 600 ATK and its effects are negated, also it gains the declared Attribute. If you do not control a "Holloworld" monster, destroy this card.

 

Holloworld Passing

Normal Trap Card

Effect: Apply the following effects based on the monsters with different Attributes your opponent controls;

·2+: Send 1 card on the field to the GY.

·4+: Add 1 "Holloworld" monster from your Deck to your hand, then you can Fusion Summon 1 "Holloworld" Fusion Monster from your Extra Deck using monsters you control and in your hand.

·5+: Special Summon 1 "Holloworld Demonslayer" from your Deck, ignoring its summoning conditions.

You can only use 1 "Holloworld Passing" per turn. You cannot activate other card effects for the rest of this turn, except "Holloworld" card effects.

 

Holloworld Fusion

Continuous Spell Card

Effect: When this card is activated: You can Fusion Summon 1 "Holloworld" Fusion Monster from your Extra Deck by banishing its Fusion Material Monsters from your Deck. Apply the appropiate effects based on the number of Attributes on the field;

·2+: Once per turn: You can target 1 face-up Fusion Monster you control; move it to an unoccupied Main Monster Zone.

·4+: Neither player can Summon monsters from the Extra Deck, except "Holloworld" Fusion Monsters.

·6+: Once per turn, during your Draw Phase: You can draw 1 more card in addition to your normal draw.

 

Mishap Holloworld

Normal Spell Card

Effect: Draw 1 card, and if it is a "Holloworld" monster, apply the following effect;

·Declare Attributes up to the number of "Holloworld" monsters you control, then target 1 monster your opponent controls; that monster is treated as a monster with all the Attributes you declared.

 

 

 

 

[spoiler=Extra Deck]

 

Holloworld Renderghast

LIGHT Fiend Level 7 Fusion

2600/1500

Effect: 1 "Holloworld" monster + 1 Fiend monster

This card is not treated as a LIGHT monster. If you control "Fragmented Holloworld" (Quick Effect): You can send 1 card you control to the GY; immediately apply 1 of "Fragmented Holloworld" effects to your opponent until the End Phase. If this card is sent to the GY: You can add 1 "Fusion" Spell Card or 1 "Holloworld" card from your GY to your hand. You can only use each effect of "Holloworld Renderghast" once per turn.

 

Holloworld Elementraspecter

LIGHT Fiend Level 6 Fusion

1800/1400

Effect: 2 Fiend monsters

This card is not treated as a LIGHT monster. Once per turn, if this is the only monster you control: You can target any number of Fiend monsters in your GY, up to the number of monsters your opponent controls with different Attributes; Special Summon them, then take 600 damage for each monster Summoned this way. You cannot activate monster effects the turn you activate this effect, except "Holloworld" monster effects.

 

Holloworld Fathombanshee

LIGHT Fiend Level 12

4000/3500

Effect: "Holloworld Demonslayer" + 1 "Holloworld" Fusion Monster + 1 or more "Holloworld" monsters

Must first be Fusion Summoned. This card's Summon cannot be negated. Unaffected by your opponent's card effects. When this card is Fusion Summoned: You can target face-up cards on the field, up to the number of monsters used to Fusion Summon this card, then declare Attributes for each card you targeted; all targeted cards becomes monsters with the Attribute you declared. If an other "Holloworld" card(s) you control would leave the field, you can banish this card you control until your next End Phase instead.

 

 

 

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  • 2 weeks later...

Never had much experience with Clear. I saw Clear Dragon in a YGOPro AI Deck once, but that's about it. Shouldn't hamper my review, hopefully!

 

Skullbrand has your basic searching on a NS, sets up the theme nicely, and is just a nice support for the archetype in general. Dreadspawn can provide some recycling, but feels a bit lacking IMO. Should probably have an additional effect to make it more interesting, and perhaps stronger, as while recycling from the GY is great, a single card dedicated to it that you might be able to play could do something else. Wrathcommander and Demonslayer are okay, with perhaps the latter requiring HOPT in case of broken loops with its Set from deck effect, but Crackblaze...why does it give your opponent a SS from deck when their cards are sent to the GY? The destruction by battle is alright by itself, perhaps even a tad lacking, but the monsters granted to your opponent makes completely unplayable. Yes, fodder for Attribute related effects, but not only does your opponent get a monster from their Deck, but they also get to choose their monster with the best off-field effect/utility? It seems so out place that I can only imagine that it's there for a reason, but for the life of me I can't think of any. If you are that desperate to grant your opponent a monster, at least let you decide, like Summon from the GY or something.

 

Fragmented makes me wish it was a continuous Spell, so that it could stack with Clear World, but that might be a bit much. At least it grants some additional protection. Dominion is rather weak as it stands rn, and could probably get away with targeting any face-up Holloworld monster. Monotony is an interesting take on the Attribute mechanic, with satisfying effects, and I like how those effects tie in with said Attribute's general mechanics (e.g. destruction by FIRE, GY play by LIGHT/DARK, etc.) . Possession, on the other hand, is too strong methinks. No HOPT, the ability to grab a monster with any basic field this archetype has to offer? Please. The very least you could do is add said HOPT, and I would suggest a steeper LP cost, or a steeper cost in general. Maelstrom is great with speed, and decent in its own right in terms of flavour, and Vibe is a fun continuous (not really tho) negator/enabler. Passing...is surprisingly decent. I would suggest, however, that there 6+ effect be changed to 5+ to be easier to activate, as Summoning Demonslayer isn't gamebreaking enough to warrant that. Otherwise, I do like it. Fusion is simply a good Fusion Spell, but I wish the mechanics had been done differently. Firstly LINK SUMMMONING, secondly it doesn't stack well, meaning you're not really going to have more than one of it. Mishap is a memey card, and I love it.
 

Renderghast could probably get away with a second, more generic effect if you gave the current one HOPT, as it is rather decent on its own. It's just a shame it isn't live currently if you don't have said field. Elementraspecter, on the other hand, is bad. You have better cards to change attributes for longer, and while I suggest you do give it a smaller modulation effect, you also give it a secondary effect that supports the archetype in some way.

 

On a side note, said monster's effect hinted towards the DIVINE attribute having some use. Wish it had, but might be a tad too gimmicky.

 

To be honest, despite the flawed cards dotted among this archetype, I had fun looking at them and imagining plays. I think you did a good job bringing Clear back to life, and I congratulate you!

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Honestly, I really like this Archetype. The only thing I'd change is for the Field Spell's FIRE Effect. Make it so that instead of "Destroy" it says "Send to the Graveyard". Otherwise, with how much protection larger boss monsters (Such as Blue-Eyes Chaos MAX Dragon) have for being specifically "Destroyed by card effects" It would make it so that they aren't immune one of the big effects of the Field Spell, since having the controller of the monster choose is not "Being destroyed by your opponent's card effects". Other than that, pretty good!

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