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[Written/DPR] Shrouding Slumberer Archetype


Fukato

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This is a prompt from the Duel Portal Royal Club that involves sleep. It functions in a way that the monsters cannot attack but they get their effects when they cannot attack by another card effect.

 

[spoiler=Monsters]

 

Shrouding Slumber Slepton

EARTH Psychic Level 1 Tuner

0/0

Effect: While this face-up card cannot attack due to another card effect, it gains the following effects;

·You can Synchro Summon or Link Summon 1 "Shrouding Slumber" monster from your Extra Deck using monsters on either side of the field.

·Once per turn: You can add 1 "Shrouding Slumber" monster from your Deck to your hand.

 

Shrouding Slumber Naprin

EARTH Psychic Level 1 Tuner

0/0

Effect: While this face-up card cannot attack due to another card effect, it gains the following effects, also you can only use each of the following effects of "Shrouding Slumber Naprin" once per turn.

·You can Special Summon 1 "Shrouding Slumber" monster from your hand or Deck, except "Shrouding Slumber Naprin", but you cannot conduct your Battle Phase this turn.

·If you activate a "Shrouding Dreamland" Field Spell Card this turn: You can add 1 "Shrouding Confliction" card from your Deck to your hand.

 

Shrouding Slumber Dreamton

EARTH Psychic Level 1 Tuner

0/0

Effect: While this face-up card cannot attack due to another card effect, it gains the following effects, also you can only use each of the following effects of "Shrouding Slumber Dreamton" once per turn;

·If a "Shrouding" Spell Card is activated: You can Special Summon 1 "Shrouding" monster from your Deck, then your opponent Special Summons 1 monster from their Deck.

·You can Synchro Summon or Link Summon 1 "Shrouding" monster from your Extra Deck using monsters on either side of the field.

 

 

 

 

[spoiler=Spell/Traps]

 

Shrouding Dreamland - First Fall

Field Spell Card

Effect: When this card is activated: You can add 1 "Shrouding Dreamland - Before Deep Dive" from your Deck to your hand, except "Shrouding Dreamland - First Fall". Cannot be targeted by your opponent's card effects. Face-up monsters on the field cannot attack.

 

Shrouding Dreamland - Before Deep Dive

Field Spell Card

Effect: During your Draw Phase: Send 1 "Shrouding Dreamland - First Fall" you control to the GY, then activate this card. When this card is activated: You can add 1 "Shrouding Dreamland - Clearful Imagery" from your Deck to your hand. Face-up monsters on the field cannot attack. Once per turn, if you control a "Shrouding Slumber" monster: You can add 1 "Shrouding Conflict" Spell Card from your Deck to your hand. You cannot conduct your Battle Phase the turn you activate this effect.

 

Shrouding Dreamland - Clearful Imagery

Field Spell Card

Effect: During your Draw Phase: Send 1 "Shrouding Dreamland - Before Deep Dive" you control to the GY, then activate this card. When this card is activated: You can add 1 "Shrouding Dreamland - Final Moments" from your Deck to your hand. Face-up monsters on the field cannot attack. Each time a "Shrouding" card or effect is activated, inflict 100 damage to your opponent.

 

Shrouding Dreamland - Final Moments

Field Spell Card

Effect: During your Draw Phase: Send 1 "Shrouding Dreamland - Clearful Imagery" you control to the GY, then activate this card. When this card is activated: You can shuffle 3 "Shrouding Dreamland" Field Spell Cards with different names in your GY to your Deck, then draw 1 card. Face-up monsters on the field cannot attack. Once per turn: You can Special Summon 1 "Shrouding Slumber" monster from your hand or GY. Each time a "Shrouding" card or effect is activated, inflict 300 damage to your opponent.

 

Shrouding Conflict - Nightmarish Sleeptalk

Continuous Spell Card

Effect: While you control a "Shrouding Dreamland" Field Spell Card, each time a "Shrouding" monster effect or an opponent's monster effect is activated, inflict 300 damage to your opponent. If this card is destroyed by a card effect: You can add 1 "Shrouding Conflict - Nightmarish Sleepwalk" from your Deck to your hand. You can only use this effect of "Shrouding Conflict - Nightmarish Sleeptalk" once per turn. You can only control 1 "Shrouding Conflict" Continuous Spell Card.

 

Shrouding Conflict - Nightmarish Sleepwalk

Continuous Spell Card

Effect: While you control a "Shrouding Dreamland" Field Spell Card, each time a "Shrouding" monster effect or an opponent's monster effect is activated, inflict 100 damage x its Level to your opponent. If this card is destroyed by a card effect: You can add 1 "Shrouding Conflict - Nightmarish Sleeptalk" from your Deck to your hand. You can only use this effect of "Shrouding Conflict - Nightmarish Sleepwalk" once per turn. You can only control 1 "Shrouding Conflict" Continuous Spell Card.

 

Shrouding Conflict - Rising Dawn

Normal Spell Card

Effect: Target any number of "Shrouding Slumber" monsters you control; negate their effects until the end of your opponent's next turn, and if you do, destroy cards on the field up to the number of cards negated by this effect. You cannot conduct your Battle Phase this turn.

 

Shrouding Conflict - Lucid Nightmares

Quick-Play Spell Card

Effect: Target 1 "Shrouding" card you control; negate its effects until the End Phase, then Special Summon 1 "Shrouding Token" (Psychic/EARTH/Level 7/ATK 0/DEF 2500). You cannot conduct your Battle Phase the turn you activate this card.

 

Shrouding Conflict - Nightmarish Horrors

Counter Trap Card

Effect: When your opponent activates a card effect, while you control a monster that cannot attack due to another card effect: Negate the activation, and if you do, destroy it. If this card is in your GY: You can shuffle this card into your Deck; add 1 "Shrouding Conflict" card from your Deck to your hand, except "Shrouding Conflict - Nightmarish Horrors". You can only use this effect of "Shrouding Conflict - Nightmarish Horrors" once per turn.

 

Shrouding Conflict - Recurring Dreams

Normal Spell Card

Effect: Shuffle any number of "Shrouding" cards in your hand into your Deck; draw cards equal to the number of cards you shuffled into your Deck +1. You can shuffle this card from your GY into your Deck; Special Summon 1 "Shrouding" monster from your GY. You can only use this effect of "Shrouding Conflict - Recurring Dreams" once per turn.

 

 

 

 

[spoiler=Extra Deck]

 

Shrouding Slumber Astral Dreamer

EARTH Psychic Level 8 Tuner

0/0

Effect: 1 "Shrouding Slumber" Tuner + 1 or more non-Tuner monsters

While this face-up card cannot attack, it gains the following effects;

·All monsters your opponent controls loses 800 ATK for each monster they control.

·Once per turn: You can shuffle up to 3 "Shrouding" cards from your GY into your Deck; inflict 400 damage to your opponent for each card banished by this effect.

 

Shrouding Slumber Comaton

EARTH Psychic Link 3

Link Markers: Down-Left, Down, Right

0

Effect: 2+ "Shrouding" monsters

While this face-up card cannot attack, it gains the following effects;

·Each time a monster is Summoned into a Main Monster Zone this card points to, inflict 200 damage to your opponent.

·Once per turn, during your End Phase: You can add 1 "Shrouding" Spell Card from your GY to your hand.

 

Shrouding Slumber Dazerin

EARTH Psychic Link 3

Link Markers: Left, Down-Left, Right

0

Effect: +2 monsters, including 1 "Shrouding" monster

While this face-up card cannot attack, it gains the following effects;

·Each time a "Shrouding" Spell/Trap Card is shuffled into the Deck, inflict 200 damage for each card shuffled.

·Your opponent cannot target cards this card points to with card effects.

 

 

 

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The concept sounds interesting. It makes me think of those Pokémon moves that can be used only if you're asleep, you know.

Anyway. Let's review this.

 

Shrouding Slumber Slepton

If it can't attack, OPT, add a Shrouding Slumber, and you can Synchro/Link with both player's monsters. Ok, so it's both a searcher and a playmaker, which is good, and the Super Poly eff is really interesting. Except for the fact that the Link monster requires Slumber monsters, and there's only one Synchro so far. I don't know if getting to level 8 will be that easy.

 

Shrouding Slumber Naprin

If it can't attack, OPT: SS a Slumber from hand or Deck (cannot conduct Battle Phase) or search a Confliction card. Yeah, there's no need for the second effect to exist - mostly because of Deep Dive. The first one is swarming, and that's needed in a Synchro Deck. Hope you'll make more high Level monsters. Maybe making this a Tuner that can use the opponent's monsters, like Slepton, but it Summons monsters on the opponent's side of the field?

 

Shrouding Dreamlands

Send the one before this to the GY, activate this card, then search for the next one. Monsters cannot attack. Ok so, the idea is nice, and the attack blocking makes the Archetype work, but it kinda doesn't make much sense. You're just reducing the amount of cards in your Deck to accumulate stuff in the GY to use other effects, and that can be abused by Exodia Decks. Oh, Royal Library would love this. Also, consider that if you draw First Fall first, everything's fine, but if you don't, you'll have a lot of useless cards in the hand. I don't know, the whole concept seems just abusable by other Decks, and not by the Archetype itself.

 

First Fall

Can't be targeted. Yeah. That's everything it does, if you're not considering the Dreamland formula.

 

Before Deep Dive

OPT, if you control a Slumber, search a Conflict. Cannot conduct the Battle Phase. Well, preventing from the Battle Phase isn't an issue at all in this Deck. A searched card that searches 2 cards. Well, if you draw First Fall and use this to search Sleeptalk, you'll be able to activate 5 Spells just starting with one. Can't you feel Royal Magical Library here?

 

Clearful Imagery

-100 each time a Shrouding card is activated. You'll be using this just to get Final Moments, which deals more damage, so the effect is useless. Just a piece of the combo.

 

Final Moments

Shuffle the 3 Field Spells, draw a card. OPT, SS a Slumber from hand or GY. -300 each time a Shrouding card is activated. So, free +1, swarming and burning. I mean. It's not like you're Leveling Up monsters, so getting the last one is actually difficult, you're activating Spells. If they were Traps, okay, if they were something like the Fairy Tail Field Spells, that can be replaced only during the Draw Phase, then they would be way slower - and balanced. But if you draw Fall, you'll get to Final Moments in the same turn. So this sounds a little overpowered, considering that you've already searched a Conflict. The recycling effect just makes it worse, because you can keep cycling through the Spells using a fast Exodia Deck.

 

Shrouding Conflict - Nightmarish Sleeptalk

-300 each time a Shrouding/opponent's monster activates its effect. If destroyed, search Sleepwalk. So the concept of this Archetype is basically block the opponent from attacking and then keep burning to death, right? This card looks like it will do its job. I just hope it won't be as annoying as the Trickstar burn Deck. 

 

Sleepwalk

-100xLevel if a monster uses its effect. If destroyed, search Sleepwalk (?). I think you meant "Sleeptalk". I like the never-ending nightmare idea behind the synergy of the Conflicts. Which card will do more damage? I think Sleepwalk. I mean, so far Slumbers are Level 1 (or the Level 8 Synchro) (or without a Level), but since it involves the opponent's monsters too... well it depends if the opponent is using Links or Xyz monsters. Ok, maybe Sleeptalk will do more damage. Btw, having the two Conflicts in the hand means having a dead card, and even if the other one is destroyed, you'll search for another one and you'll still have that problem. Maybe adding some Shrouding card that is basically Magical Mallet which doesn't give you a -1?

 

Rising Dawn

Negate the effect of Slumbers until the end of the next turn and for each negated card, destroy cards on the field. Cannot Battle this turn. I can't really see why negating your own monsters is beneficial (you lose the ability to use the opponent's monster to Synchro Summon) but it's a nice removal, after all. Negating effects after they have been used, then proceed to Synchro/Link? Yes, that's an idea. Also, the swarming abilities of this Archetype makes me think about if this card is overpowered or not. I don't think it is, but it has the potential to be.

 

Lucid Nightmares

Negate the effect of a Shrouding card, SS a Shrouding Token with 2500 Def. Cannot Battle this turn. Ok, well, you can just negate a Field Spell which is going to be replaced anyway and you have a free monster to Synchro Summon. Well, there are Spells that say "Special Summon an "Archetype" monster from your Deck" so it's basically the same thing. Good card, and also the only consistent way to Synchro Summon so far.

 

Nightmarish Horrors

If a monster can't attack, negate the activation of a card and destroy it. GY effect, OPT: shuffle it, add a Conflit card except this one. Nice Counter. It basically stops a card for free, then searches a Conflict. 

 

Shrouding Slumber Astral Dreamer

If it can't attack, negate all your opponent's monsters, and OPT, you can banish 3 Shrouding cards, -400 for each. Why is it a Tuner? An Accel Synchro coming soon? Also, negating effects so Sleepwalk and Sleeptalk do less damage. I'd change the cost to Shuffling instead of Banishing; this Archetype likes shuffling more (the Fields, Horrors already do that, and you could shuffle Sleeptalk/walk to recycle them). If you have an idea of an another Synchro, that one could discard cards - you'll have many dead cards.

 

Shrouding Slumber Comaton

If it can't attack, -200 each time a monster is Summoned to a Linked Zone, and OPT during the End Phase, add a Shrouding Spell from GY to hand. Great recovery and burn effect. The Link Arrows are just perfect, and that might be a problem. At least make a Right Arrow.

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