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Gh8stree

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Ok so, the playstyle looks cool and I have to say it's quite easy to lock the opponent out, unless he makes proper plays. It makes the Duel more interesting because you have to play every card in a specific zone, otherwise you risk getting negated.

Swarm Decks will have a bad time facing this Archetype, while the ones who focus on getting a single big monster may not be affected (but considering you only have 2 Extra Monster Zones, the user of this can prevent that too). Of course, keep testing it.

 

Rain Corp. Sandman

Same column, effect negated. OPT, negate and bounce a monster in an adjacent coloumn. Does "negate all monster effects in the same coloumn as this card" include Sandman as well? Just add a "other" before "monster effects" to prevent creating a loop of autonegation. Add a (Quick Effect) to let them work the intended way.

 

Rain Corp. Skeleton

Same but with Spells, so the problem of autonegation isn't an issue anymore. 1800 ATK is a bit high for a Level 3, but it's okay, if you don't want them at all to be Level 4.

 

Rain Corp. Spectre

Same but with Traps.

 

Sandman, Skeleton and Spectre are pretty much the same thing but they just work on different types of cards. You're missing the "can" on Sandman and Spectre, right now you're forced to negate and that can be a huge nerf, if they start becoming overpowered. But if you feel after testing that they aren't broken, add that can to let you decide if a card is negated or not. Otherwise the opponent can just bait it.

 

Rain Corp. Saint

If 3 zones in the same column are occupied, the opponent can activate 1 card from the hand per turn. So this prevents Ogre/Effect Veiler and some effects that say "if this card is in your hand, you can...". Not sure if the OCG is correct. I just hope activating a Spell isn't considered a "activation from the hand".

If 3 zones in the adjacent column to this card are occupied, OPT, you can negate an effect in the hand. So the one he can use, gets negated. Cool. Also, getting 3 zones occupied is gonna be a task, which can be simple with swarm Decks, but it's not gonna be always easy.

 

Rain Corp. Stork

Same as Saint, with GY effects. I like it. We'll just need to see how often you can get 6 almost specific zones to be occupied to completely negate all GY effects.

 

Rain Corp. Sprite

Same as Saint, but this time the effects are negated from the field and the opponent can activate 2 of them (one can be negated). Yeah. Activating a Spell from the hand is gonna be blocked by Sprite or by Saint? If Sprite, then it's okay, but if Saint, then, well, you still have to consider the conditions to activate the effects. This looks fine. 1400 ATK isn't much and it's okay for a Level 3 monster.

 

Rain Corp. Sentience

When the opponent activates an effect in the same column as a Rain Corp, you can move a Rain Corp, draw and discard a card. +100 twice per turn. This is gonna be painful in the Duel Portal. Move, draw, discard, give a boost to all the Rain Corp monsters. Anyway, the first effect is okay, moving Corpses - what - is gonna be very helpful and the recycling effect is cool too. The ATK boost seems, well, bad. +200 each turn isn't much, and it looks like an effect added just because the first one wasn't enough. You can make it "Rain Corp" monsters adjacent to the column of this card gain - idk - 400/500 ATK. This way you'll need to be extra careful on the Zones and it's gonna be less weird when playing.

 

Rain Corp. Stacking

OPT, excavate the top 4 cards, place up to 2 for each card in the same column, the rest on the top. +200 ATK/DEF for each card in the same column as this card. Okay, I don't really get why you should stack monsters - we're not playing Sylvans. You could make it a semi-searching card: excavate the top 4 cards, add 1 of them to the hand, discard a card. Shuffle the rest back into the Deck. Or something like that. This time the ATK boost is on point, and in a lock-down Deck is needed. Maybe with a Link monster added you can guarantee a +600.

 

Rain Corp. Style

Discard a Rain Corp, draw a card, Rain Corps can't be removed by the field exept by targeting. This needs an OPT or at least a twice per turn. You can tecnically use it in an Exodia Deck to keep drawing until you run out of Corps, but you would have already used more than half the Deck. The protection is okay, but why doesn't it prevent from targeting? I'd change it to "until the end of the Phase, Rain Corp monsters can't be destroyed or targeted by a card effect. Yeah, that sounds better.

If a Rain Corp is removed from the field, SS a Rain Corp from the GY. This kinda doesn't go well with the first effect, but it's cool anyway. And it needs an OPT. You can just keep Summoning the monster the opponent has just destroyed.

 

The concept of the Archetype is cool, even though Lockdowns aren't always appreciated.

They don't have a boss monster/some removals to get rid of a wall or a card that has protection. Maybe a Link monster with a lot of Arrows pointing to the opponent's side of the field, locking them? Wow, that can be an idea. 

Just test them to see how annoying they can be, and after that you can make proper adjustments.

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Ok so, the playstyle looks cool and I have to say it's quite easy to lock the opponent out, unless he makes proper plays. It makes the Duel more interesting because you have to play every card in a specific zone, otherwise you risk getting negated.

Swarm Decks will have a bad time facing this Archetype, while the ones who focus on getting a single big monster may not be affected (but considering you only have 2 Extra Monster Zones, the user of this can prevent that too). Of course, keep testing it.

 

Rain Corp. Sandman

Same column, effect negated. OPT, negate and bounce a monster in an adjacent coloumn. Does "negate all monster effects in the same coloumn as this card" include Sandman as well? Just add a "other" before "monster effects" to prevent creating a loop of autonegation. Add a (Quick Effect) to let them work the intended way.

 

Rain Corp. Skeleton

Same but with Spells, so the problem of autonegation isn't an issue anymore. 1800 ATK is a bit high for a Level 3, but it's okay, if you don't want them at all to be Level 4.

 

Rain Corp. Spectre

Same but with Traps.

 

Sandman, Skeleton and Spectre are pretty much the same thing but they just work on different types of cards. You're missing the "can" on Sandman and Spectre, right now you're forced to negate and that can be a huge nerf, if they start becoming overpowered. But if you feel after testing that they aren't broken, add that can to let you decide if a card is negated or not. Otherwise the opponent can just bait it.

 

Rain Corp. Saint

If 3 zones in the same column are occupied, the opponent can activate 1 card from the hand per turn. So this prevents Ogre/Effect Veiler and some effects that say "if this card is in your hand, you can...". Not sure if the OCG is correct. I just hope activating a Spell isn't considered a "activation from the hand".

If 3 zones in the adjacent column to this card are occupied, OPT, you can negate an effect in the hand. So the one he can use, gets negated. Cool. Also, getting 3 zones occupied is gonna be a task, which can be simple with swarm Decks, but it's not gonna be always easy.

 

Rain Corp. Stork

Same as Saint, with GY effects. I like it. We'll just need to see how often you can get 6 almost specific zones to be occupied to completely negate all GY effects.

 

Rain Corp. Sprite

Same as Saint, but this time the effects are negated from the field and the opponent can activate 2 of them (one can be negated). Yeah. Activating a Spell from the hand is gonna be blocked by Sprite or by Saint? If Sprite, then it's okay, but if Saint, then, well, you still have to consider the conditions to activate the effects. This looks fine. 1400 ATK isn't much and it's okay for a Level 3 monster.

 

Rain Corp. Sentience

When the opponent activates an effect in the same column as a Rain Corp, you can move a Rain Corp, draw and discard a card. +100 twice per turn. This is gonna be painful in the Duel Portal. Move, draw, discard, give a boost to all the Rain Corp monsters. Anyway, the first effect is okay, moving Corpses - what - is gonna be very helpful and the recycling effect is cool too. The ATK boost seems, well, bad. +200 each turn isn't much, and it looks like an effect added just because the first one wasn't enough. You can make it "Rain Corp" monsters adjacent to the column of this card gain - idk - 400/500 ATK. This way you'll need to be extra careful on the Zones and it's gonna be less weird when playing.

 

Rain Corp. Stacking

OPT, excavate the top 4 cards, place up to 2 for each card in the same column, the rest on the top. +200 ATK/DEF for each card in the same column as this card. Okay, I don't really get why you should stack monsters - we're not playing Sylvans. You could make it a semi-searching card: excavate the top 4 cards, add 1 of them to the hand, discard a card. Shuffle the rest back into the Deck. Or something like that. This time the ATK boost is on point, and in a lock-down Deck is needed. Maybe with a Link monster added you can guarantee a +600.

 

Rain Corp. Style

Discard a Rain Corp, draw a card, Rain Corps can't be removed by the field exept by targeting. This needs an OPT or at least a twice per turn. You can tecnically use it in an Exodia Deck to keep drawing until you run out of Corps, but you would have already used more than half the Deck. The protection is okay, but why doesn't it prevent from targeting? I'd change it to "until the end of the Phase, Rain Corp monsters can't be destroyed or targeted by a card effect. Yeah, that sounds better.

If a Rain Corp is removed from the field, SS a Rain Corp from the GY. This kinda doesn't go well with the first effect, but it's cool anyway. And it needs an OPT. You can just keep Summoning the monster the opponent has just destroyed.

 

The concept of the Archetype is cool, even though Lockdowns aren't always appreciated.

They don't have a boss monster/some removals to get rid of a wall or a card that has protection. Maybe a Link monster with a lot of Arrows pointing to the opponent's side of the field, locking them? Wow, that can be an idea. 

Just test them to see how annoying they can be, and after that you can make proper adjustments.

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