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Wolves Archetype


zepheris

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Please, please please comment. None of my archetypes have gotten a proper review... Are people ignoring me on purpose?

 

Forest Dweller of the wolfpack

Lvl 4

Wind/Beast

Atk 1600

def 900

This card gains 500 atk and def for each wolfpack monster on the field except this card. If there are two or more wolfpack monsters on the field when this card is normal summoned, special summon one wolfpack monster from your deck.

 

Shadow Stalker of the wolfpack

Lvl 4

Dark/Beast

Atk 1600

def 900

This card gains 500 atk and def for each wolfpack monster on the field except this card. If there are two or more wolfpack monsters on the field when this card is normal summoned, destroy one card on the field.

 
Wolf rider of the wolfpack
lvl 4
Earth/Beast

Atk 1600

def 900

This card gains 500 atk and def for each wolfpack monster on the field except this card. If there are two or more wolfpack monsters on the field when this card is normal summoned, add one card from your opponent's graveyard to your hand.

 
Arctic Frost of the wolfpack
lvl 4

Water/Beast

Atk 1600

def 900

This card gains 500 atk and def for each wolfpack monster on the field except this card. If there are two or more wolfpack monsters on the field when this card is normal summoned, add one wolfpack spell or trap card from your deck to your hand.

 

Burning Flames of the wolfpack

lvl 4

Fire/Beast

Atk 1600

def 900

This card gains 500 atk and def for each wolfpack monster on the field except this card. If there are two or more wolfpack monsters on the field when this card is normal summoned, deal damage to your opponent equal to the number of wolfpack monsters on the field X 800.

 
Leader of the wolfpack

lvl 8

Light/Beast

Atk 2600

def 1400

This card cannot be special summoned, except by its own effect. This card gains 1000 atk and def for each wolfpack monster on the field except this card. If there are two or more wolfpack monsters on the field when this card is normal summoned, gain life points equal to the combined attack points points of all wolfpack monsters on the field. During the end phase, if this card was destroyed and sent to the graveyard, banish it, along with one other wolfpact monster from your graveyard. During your next standby phase after this card is banished, special summon it.

 
Spells
 

Law of the wolfpack

Activate only when you have less than 3 wolfpack monsters on the field. Summon wolfpack monsters from your hand or graveyard until you have exactly 3 wolfpack monsters on the field. You cannot special summon for the rest of the turn. You cannot conduct your battle phase the turn you activate this card.

 

The wolfpack's howl

Activate only if you have 1 or more wolfpack monsters on the field. Destroy one card on the field; Special summon one wolfpack monster from your hand.

 

Forest of the wolfpack

field

Once per turn, if a card you control would be destroyed by a card effect, you can destroy another card you control instead. If a wolfpack monster you control is destroyed, wolfpack monsters cannot be destroyed for the rest of the turn. If this card is destroyed, special summon wolfpack monsters from your deck until you have 3 on the field, their effects are negated, and you cannot special summon while any of those cards are on the field.

 

Unity of the wolfpack

continuous

All wolfpack monsters on the field gain 500 attack points. If a wolfpack monster on the field would be destroyed, destroy this card instead. If this card is destroyed, special summon one wolfpack monster from your hand.

 

Treasures of the wolfpack

Activate only if you control 3 or more wolfpack monsters, draw 2 cards.

 

Return of the wolfpack

Activate only if there are 3 or more wolfpack monsters in your graveyard that were sent there from the field and you control no monsters. Special summon them. You cannot special summon for the rest of the turn. You cannot attack directly the turn you activate this card.

 

Legend of the wolfpack

Continuous

Once per turn, you can shuffle 3 wolfpack monsters from your graveyard into your deck; draw one card. If this card is destroyed, add one wolfpack card from your deck to your hand

 

Traps

 

Encirclement of the wolfpack

continuous

Activate only if you control 3 or more wolfpack monsters. Your opponent cannot special summon. Destroy this card if a wolfpack monster you control leaves the field.

 

Ambush of the wolfpack

Activate only if you have 3 or more wolfpack monsters. Destroy all cards on the field.

 

Approach of the wolfpack

Activate only if a card you control got destroyed and you now control no face up cards. Special summon wolfpack monsters from your hand, deck, or graveyard equal to the number of your cards that were destroyed this turn.

 

End of the wolfpack

Banish all wolfpack cards from your hand, field, and graveyard. Deal damage to your opponent equal to the cards sent X 300.

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I personally have made a deck similar to this, so I’ll try my had at this review thing.

 

The level 4 Wolfpack monsters I think are fine, although I would change the amount of burn damage to x400 on Flames. 800 seems like too much, and I think Wolf Rider could be used as a recovery card rather then taking a card from your opponent’s GY. Leader is fine, but i’d Make it a bit harder to summon; maybe you should add a banish cost in order to summon it.

 

Spells

Law is flat out overpowered. It just is. Even if you can’t special summon, you can still attack with 3 Wolfpack monsters that would all have 3k+ Attack points. That needs to be fixed.

 

Howl is good, no problems there.

 

End needs to be a trap card. It just does. That’s too strong for a Spell, quick-play or not.

 

The field spell is ok. There’s enough to make it not broken.

 

Unity needs to be fixed. Make the ATK boost 500 and nerf that SS effect and it will be fine.

 

Treasures is fine. No problems at all.

 

Return is fine except it has that glaring attack problem as mentioned before.

 

Legend is fine. It’s a good recovery card too.

 

Traps

 

Encirclement is actually fine given its destruction effect.

 

Ambush needs to hit monsters OR back row. Not both.

 

Approach is good. It’s REALLY good. The cost is fair enough, and the reward meets the cost.

 

So really I think some of the cards need to nerf that attack bonus problem, otherwise you’re staring at a board of 3k+ monsters every turn. I like it, it just needs some fixing.

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Well, the issue is you may wanna either reduce their stats or reduce the boost they get. Think about it like this. If you can apply a swarm strategy to these cards, a level 4 monster from this deck can take down beasts like Obelisk and Blue-Eyes Ultimate Dragon and that leaves 4 other 4k+ ATK monsters that either wipe the opponent's field or go for a direct attack.

 

Maybe make keep the 1000 point boost and make it during the damage step. Also, make the boost apply only if you have another Wolfpack monster on the field.

 

During the Damage Step, if you control another face-up "Wolfpack" monster: This card gains 1000 ATK and DEF.

 

That should make it seem pretty fair.

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I personally have made a deck similar to this, so I’ll try my had at this review thing.

 

The level 4 Wolfpack monsters I think are fine, although I would change the amount of burn damage to x400 on Flames. 800 seems like too much, and I think Wolf Rider could be used as a recovery card rather then taking a card from your opponent’s GY. Leader is fine, but i’d Make it a bit harder to summon; maybe you should add a banish cost in order to summon it.

 

Spells

Law is flat out overpowered. It just is. Even if you can’t special summon, you can still attack with 3 Wolfpack monsters that would all have 3k+ Attack points. That needs to be fixed.

 

Howl is good, no problems there.

 

End needs to be a trap card. It just does. That’s too strong for a Spell, quick-play or not.

 

The field spell is ok. There’s enough to make it not broken.

 

Unity needs to be fixed. Make the ATK boost 500 and nerf that SS effect and it will be fine.

 

Treasures is fine. No problems at all.

 

Return is fine except it has that glaring attack problem as mentioned before.

 

Legend is fine. It’s a good recovery card too.

 

Traps

 

Encirclement is actually fine given its destruction effect.

 

Ambush needs to hit monsters OR back row. Not both.

 

Approach is good. It’s REALLY good. The cost is fair enough, and the reward meets the cost.

 

So really I think some of the cards need to nerf that attack bonus problem, otherwise you’re staring at a board of 3k+ monsters every turn. I like it, it just needs some fixing.

I nerfed the deck overall.

 

All monsters now only get 500 boost (Except leader who is now level 8 and cannot be special summoned.)

 

Law stops your BP

 

Return stops you from directly attacking(Since it's law is so much better than return otherwise).

 

I actually kept ambush as is, because:

1) It's a trap.

2) It requires 3 cards on my field, who will then be destroyed by its very effect

3)Think of BRD and Excition. Putting aside BRD for now, if I was playing OCG or before excition was banned, I could just overlay 2 of the 3 wolf monsters, then blow up the field, and I'd still be left with excition. Same if I had a level 3 tuner. Just think of ambush as a level 3 tuner, and you'll see that it's not as good as it seems on paper.

 

I also kept wolf rider as is because it's a reference to one of my best archetypes, the skull raiders.

https://forum.yugiohcardmaker.net/topic/368387-skull-raiders-archetype-an-archetype-based-on-stealing/

Well, the issue is you may wanna either reduce their stats or reduce the boost they get. Think about it like this. If you can apply a swarm strategy to these cards, a level 4 monster from this deck can take down beasts like Obelisk and Blue-Eyes Ultimate Dragon and that leaves 4 other 4k+ ATK monsters that either wipe the opponent's field or go for a direct attack.

 

Maybe make keep the 1000 point boost and make it during the damage step. Also, make the boost apply only if you have another Wolfpack monster on the field.

 

During the Damage Step, if you control another face-up "Wolfpack" monster: This card gains 1000 ATK and DEF.

 

That should make it seem pretty fair.

Well, not really. King of the skull servants exists. It's a level one that consistantly gets 8k, 9k, even 15k atk. I did halve their attack boosts, though.

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Yeah. That's true but I do like when cards aren't broken. Although, your ace monster might be able to get away with getting a small boost from the wolfpack members in the grave (similar to Red-Eyes Darkness Dragon and Blue-Eyes Shining Dragon). Just a thought.

 

Or maybe make an upgrade to your leader.

 

Like maybe a Supreme Leader of the Wolfpack.

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