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[Written/DPR] Romanticdere Archetype, producing romance in the middle of battle?!


Fukato

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Prompt: The Romanticondere Archetype, an archetype that has Level 1 and 2 monsters. Their Spell/Trap Cards have effects that the opponent chooses for you, some negative and some positive. There are also effects that happens when they are returned to your hand like a love letter being returned. (Think of the GX episode of Manjoume/Chazz confessing his love for Asuka/Alexis.) They have Link Monsters called "Dramaticondere" that gives your opponent's your Spell/Trap Cards and can even force their activations. The Spell/Trap Cards vary from doing effect damage, increasing LP, drawing cards, discarding cards, etc. The Main Deck monsters search out the Spell/Trap Cards and can give control of themselves to the opponent.

[spoiler=Monsters]

Romanticdere Tenkousei
LIGHT Zombies Level 1
500/800
Effect: If this card is in your hand: You can add 1 "Dokidoki Scene" Spell/Trap from your Deck to your hand; Special Summon this card on your opponent's field. You can only use this effect of "Romanticdere Tenkousei" twice per turn.

Romanticdere Senpaisei
LIGHT Zombie Level 1
500/800
Effect: If this card is in your GY and your opponent controls a card originally in your possession: You can Special Summon this card, then you can discard 1 card; add 1 "Dokidoki Scene" Spell/Trap Card from your GY to your hand. You can only use this effect of "Romanticdere Senpaisei" once per turn.

Romanticdere Senseisei
LIGHT Zombie Level 2
1000/800
Effect: If you control no monsters and your opponent controls a monster: You can target 1 "Dokidoki Scene" Spell/Trap on the field; return it to the hand, and if you do, Special Summon this card from your hand. If this card is sent to the GY while your opponent controls a card originally in your possession: You can target 1 "Dokidoki Scene" Spell/Trap you control and 1 Spell/Trap your opponent controls; return them to the hand. You can only use each effect of "Romanticdere Senseisei" once per turn.

Romanticdere Kouhaisei
LIGHT Zombie Level 2
1000/800
Effect: If you Normal or Special Summon a "Romanticdere" monster: You can discard 1 card; Special Summon 1 "Romanticdere" monster from your Deck. If a "Dokidoki Scene" Spell/Trap Card is returned to the hand: You can shuffle it into your Deck; Set 1 "Dokidoki Scene" Spell/Trap Card with a different name directly from your Deck to either player's field. You can only use 1 "Romanticdere Kouhaisei" effect per turn, and only once that turn.

 

Romanticdere Ichinensei

LIGHT Zombie Level 1

500/800

Effect: If this card is Summoned: Each player can add 1 Level 1 or 2 monster from their Deck to their hand. If you activate a "Dokidoki Scene" Spell/Trap: You can switch control of this card; add 1 "Dokidoki Scene" Spell/Trap from your Deck to your hand. You can only use each effect of "Romanticdere Ichinensei" once per turn.

 

Romanticdere Ninnensei

LIGHT Zombie Level 2

1000/800

Effect: If this card is sent to the GY: You can target 1 "Romanticdere" monster and 1 "Dokidoki Scene" Spell/Trap in your GY, except "Romanticdere Ninnensei"; add them to your hand, then discard 1 card. You can only use this effect of "Romanticdere Ninnensei" once per turn.

 



[spoiler=Spells/Traps]

Dokidoki Setting - Koukou
Field Spell Card
Effect: Set Spell/Trap Cards cannot be destroyed by card effects. Once per turn, if a "Dokidoki Scene" Spell/Trap is activated (Quick Effect): You can target 1 other face-up "Dokidoki Scene" Spell/Trap on the field; return it to the hand.

Dokidoki Scene - First Meeting
Continuous Spell Card
Effect: When this card is activated: Special Summon 1 "Romanticdere" monster from your Deck to your opponent's field. Your opponent chooses 1 of the following effects for you to activate.
·Add 1 "Romanticdere" monster from your Deck to your hand.
·Special Summon 1 "Romanticdere" monster from your Deck to either field.

You can only use each of the above effects of this card's name once per turn. If this card is returned to the hand: The player that controlled this card on the field discards 1 card, then takes 400 damage.

Dokidoki Scene - Love Letter
Continuous Trap Card
Effect: When this card is activated: Special Summon 1 "Romanticdere" monster from your hand to your opponent's field. If you control a "Dokidoki Setting" Field Spell, you can activate this card the turn it is Set. Your opponent chooses 1 of the following effects for you to activate.
·Each player gains 2000 LP.
·Each player takes 1000 damage.
You can only use each of the above effects of this card's name once per turn. If this card is returned to the hand: Gain 1000 LP.

Dokidoki Scene - Confrontation
Continuous Trap Card
Effect: When this card is activated: Either take 1 "Dokidoki Scene" from your hand or GY; Set it to your opponent's field. If you control a "Dokidoki Setting" Field Spell, you can activate this card the turn it is Set. Your opponent chooses 1 of the following effects for you to activate.
·Special Summon 1 Level 1 monster from your hand or GY.
·Special Summon 1 Level 2 monster from your hand or GY.
You can only use each of the above effects of this card's name once per turn. If this card is returned to the hand: Each player's LP becomes 4000.

Dokidoki Scene - Visiting You
Continuous Spell Card
Effect: If you Summon a "ticdere" monster: Set this card from your field to your opponent's field. Your opponent chooses 1 of the following effects for you to activate.
·Take control of 1 monster your opponent controls until the End Phase.
·Negate the effects of all face-up monsters you control until the End Phase, and if you do, draw 1 card.
You can only use each of the above effects of this card's name once per turn. If this card is returned to the hand: The player who controlled this card on the field banishes the top card of their Deck face-down, then take 800 damage.

Dokidoki Setting - Summer Festival
Field Spell Card
Effect: When this card is activated: You can target 2 "Dokidoki Scene" Spell/Traps on the field; return 1 of them to the hand, then send the other to the GY. You can use both effects of "Dokidoki Scene" Spell/Traps when you activate them. Once per turn, during your Standby Phase: You can target 1 "Dokidoki Scene" or 1 "Romanticdere" monster in your GY; shuffle it into your Deck.

Dokidoki Scene - Firework Show
Continuous Trap Card
Effect: When this card is activated, if you control a "Dokidoki Setting" Field Spell: You can target 1 face-up "Dokidoki Scene" Spell/Trap on the field; return it to the hand. Your opponent chooses 1 of the following effects for you to activate;
·Target 1 face-up card your opponent controls; shuffle it into the Deck.
·Target 1 face-up card your opponent controls; return it to the hand.
You can only use each of the above effects of this card's name once per turn. If this card is returned to the hand: You can inflict 1000 damage to your opponent.

Dokidoki Scene - Festival Fire
Continuous Spell Card
Effect: Each time a "Dokidoki Scene" is activated or returned to the hand, place 1 Dokidoki Counter on this card. If there are 12 Dokidoki Counters on this card, you win the Duel. Your opponent chooses 1 of the following effects for you to activate;
·Activate 1 "Dokidoki Scene" Spell/Trap from your hand and choose 1 of its effects for you to activate.
·Activate 1 "Dokidoki Scene" Spell/Trap from your GY and choose 1 of its effects for your to activate.
You can only use each of the above effects of this card's name once per turn. If this card is returned to the hand: Inflict 200 damage to your opponent for each Dokidoki Counter on this card. 



[spoiler=Extra Deck]

Dramaticdere Shounensei
LIGHT Zombie Link 2
1900
Link Markers: U, D
Effect: 2 "Romanticdere" monsters
You can use monsters on either side of the field to Link Summon this card. Once per turn (Quick Effect): You can target 1 Set Spell/Trap Card on the field; reveal that target, and if you do, force its activation, then negate its effects if its activation timing is incorrect, and if you do, return it to the hand, and if you do that, give control of this card to your opponent.

 

Dramaticdere Sannensei

LIGHT Zombie Link 3

2300

Link Markers: U, DL, DR

Effect: 2+ monsters, including 1 "ticdere" monster
You can send "ticdere" monsters on either field to the GY for the Link Summon of this card. If you return a "Dokidoki Scene" Spell/Trap to the hand: You can Special Summon 2 "Romanticdere" monsters from your GY, 1 to each player's field. (Quick Effect): You can excavate the top 5 cards of your Deck, then if you excavated any "Dokidoki Scene" Spell/Traps; add 1 of them to your hand, then send the rest to the GY. You can only use each effect of this card's name once per turn.

Dramaticdere Shoujosei
LIGHT Zombie Link 4
2500
Link Markers: DR, D, DL, U
Effect: 2+ monsters, including a "ticdere" monster
You can send "ticdere" monsters on either field to the GY for the Link Summon of this card. Once per turn: You can reveal any number of "Dokidoki Scene" Spell/Traps in your hand; Set them on your opponent's field. Once per turn, while your opponent controls a card(s) that you own (Quick Effect): You can target 1 Set Spell/Trap your opponent controls; force its activation for you to activate. If the activation timing is wrong, return it face-down. Your opponent cannot activate the targeted card in response to this effect.

Dramaticdere Tenkousei
LIGHT Zombie Link 6
2500
Link Markers: DR, D, DL, L, UL, U
Effect: 2+ Link Monsters
You can send "ticdere" monsters on either field to the GY for the Link Summon of this card. If this card is Link Summoned: You can target any number of Spell/Traps on the field; return them to the hand. Once, while this card is face-up (Quick Effect): You can target "Dokidoki Scene" Spell/Traps in your GY, up to the number of monsters used to Link Summon this card; Set them on either field. If this Link Summoned card is destroyed by battle or card effects: Inflict 500 damage to your opponent for each "Dokidoki Scene" Spell/Traps on the field.



Please offer some CnC?

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This took a LONG TIME to do. The longest and most relevant reviews on how I feel the archetype should work is on the Field Spell and the Link 4. There may be a couple contradictions because I didn't read them all at once and again, this wasn't done in one sitting, so if there's anything that needs addressing please address it.

 

 

 

Romanticdere Tenkousei
LIGHT - Level 1 - Zombie/Effect - 500 ATK/800 DEF

Once per turn: You can add 1 “Dokidoki Scene” Spell/Trap Card from your Deck to your hand, and if you do, give control of this card to your opponent.

 

Pretty good, although I wish you wouldn’t have to use your Normal Summon. Instead, could you Special Summon it to your opponent’s side of the field, and then search after you Special Summon it to your opponent’s side of the field? Idk I just feel there’s a big difference between Lava Golem and the Kaijus for that reason. If you do though maybe add a OPT.

 

Might also give it a continuous effect, like “this card cannot be Tributed or used as a material for the Special Summon of a monster, except for the Summon of a Zombie monster.” Possibly could give you an extra turn if you leave it on your opponent’s side of the field.

 

 

Romanticdere Senpaisei
LIGHT - Level 1 - Zombie/Effect - 500 ATK/800 DEF

If your opponent controls a card that was originally in your possession while this card is in your GY: You can Special Summon this card. When this card is Normal or Special Summoned: You can discard 1 card; add 1 “Dokidoki Scene” Spell/Trap Card from your GY to your hand. You can only use each effect of “Romanticdere Senpaisei” once per turn.

 

Like the idea, but this feels kinda inferior to Tenkousei. I guess it’s good enough (a necessary evil for Spell/Trap recovery). 

 

 

Romanticdere Senseisei
LIGHT - Level 2 - Zombie/Effect - 1000 ATK/800 DEF
While your opponent controls a monster and you control no monsters: You can target 1 Spell/Trap Card on the field; return it to your hand, and if you do, Special Summon this card from your hand. If this card is sent to the GY while your opponent controls a card that was originally in your possession: You can target 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls; return them to the hand. You can only use each effect of this card’s name once per turn.

 

I would be VERY CAREFUL with face-up Spell/Trap recovery. Being able to recycle Continuous Spell/Traps in this fashion has been said to cause loops, and in this fashion it would be used as a staple rather than a card in the Deck. Looking at some of the cards I can see that you were intending to give Set Spell/Traps to your opponent. I may make it instead force the activation of a Set Spell./Trap your opponent controls, and no matter whether it activates or not it would return to the hand, which activates the rest of the Spell/Trap's return to hand effects. 

 

 

Romanticdere Kouhaisei
LIGHT - Level 2 - Zombie/Effect - 1000 ATK/800 DEF
If you Normal or Special Summon a "Romanticdere" monster: You can discard 1 card; Special Summon 1 "Romanticdere" monster from your Deck. If a "Dokidoki Scene" Spell/Trap Card is returned to the hand: You can shuffle it into your Deck; Set 1 "Dokidoki Scene" Spell/Trap Card with a different name directly from your Deck to either field. You can only use 1 "Romanticdere Kouhaisei" effect per turn, and only once that turn.

 

This is really good, and pretty cool. It doesn’t specify which field you Summon to, so it means if you wanted you could

 

 

Dokidoki Setting - Koukou
Spell - Field
Set Spell/Trap Cards cannot be destroyed by card effects. Once per turn, if a "Dokidoki Scene" Spell/Trap Card is activated (Quick Effect): You can, immediately after that effect resolves, Set that card in either player's field instead of sending it to the GY.

(This review is meant to affect all of the Spell/Traps, and in a way comment on how the archetype functions)

 

So this is a bit too generic, but that’s not really my main concern right now. My main concern is that you want to give Set cards to your opponent, and then treat them as in it’s public knowledge that your opponent controls a card originally owned by you. That is REALLY confusing, but I think I have a way around it.

 

Instead, you could have Continuous Spell/Traps. Not only could you give them to your opponent while they’re face-up, it would make more sense for the cards you have that can return them to the hand, since you can specify the archetype in their ability to return those cards into the hand and not be generic anymore.

 

It also means you could exploit Quick Effects that could give the cards to your opponent, and then have some small restrictions on a couple of the Spell/Traps or effects that affect both players like the Field Spell. This means you would be able to restrictively but effectively use your opponent’s Spell/Trap Zones as your own in some cases.

 

If this becomes the case, I might make it so it says “Your opponent cannot destroy face-up Spell/Trap Cards that you control or that you originally owned by card effects.” It would make it so your opponent can’t MST negate your cards and allows you to give your opponent your cards without them being able to destroy them. The last effect is fine but I would be skeptical of giving your opponent Set cards, since they wouldn’t be protected.

Dokidoki Scene - First Meeting
Spell - Normal

They will pick “take 1000 damage” EVERY time. Otherwise it’s just Card Destruction which I feel isn’t all that good in this Deck anyway. The last effect is interesting but I feel too punishing since if you take your card back with a card it’s kind of a +0 for you and a -2 for your opponent.

 

I would instead make this card a searcher, like either “Add 1 “” from your Deck to your hand” or “Send 1 “” from your Deck to your GY.” While it’s a great effect, they get to choose which one you get, so it loses out on that versatility. It makes since because a meeting can either go north or south, and it makes mechanical sense because you don’t have a card that searches monsters.

 

If this goes the way I think it will, It’ll function more like Fire Formation - Tenki as it did for Fire Fists. This is a far cry from what the original card did, but tbh the card has 1 option for your opponent. It should be a tough decision for your opponent. If you end up making it so you can give your opponent face-up Spell/Traps rather than face-down and make it continuous, the fact that it searches specifically for the archetype shouldn’t be a problem.

Dokidoki Scene - Love Letter
Normal Trap Card
If you control "Dokidoki Setting - Koukou", you can activate this card the turn it is Set. Your opponent chooses 1 of the following effects for you to activate.
Gain 1200 LP.
Your opponent gains 2000 LP.
If this card is returned to the hand: Gain 600 LP.

 

I’m noticing the cards aren’t all that archetype specific. I like the first bit where it can activate the turn it was Set, but other that it just says “Your opponent gains 2000 LPs” unless you get to choose. Otherwise it’s a worse Poison of the Old Man which just gives you the right to not only choose but also be able to burn your opponent. What I’m trying to say here is if you’re giving your opponent the ability to choose it should be better than Poison of the Old Man.

 

There’s also that the card isn’t all that archetype specific, and doesn’t really support the idea of the archetype. If you do have this effect, I would have it so either both players gain LPs or both players take damage. Not sure if they need the card either way though.

Dokidoki Scene - Confrontation
Spell - Normal
Your opponent chooses 1 of the following effects for you to activate.
Special Summon 1 Level 2 or lower monster monster from your GY.
Add 1 card from your hand to your opponent's hand.
If this card is returned to the hand: Each player's LP becomes equal to half the combined LP of each player.

 

Again this is really generic, and not only that it’s obvious what your opponent is going to want you to do. Remember you don’t want your opponent to choose, so in compensation both effects should be at least better than as if they were given on there own. Now your opponent should be able to exploit the choices they’ve been given, but there should be at least some similar direction to both choices, since you already played the card with a purpose.

 

Instead, I would have 1 effect be “Special Summon 1 Level 1 monster from your hand or GY” or “Special Summon 1 Level 2 monster from your hand or GY”. This turns the entire choice for your opponent into a mind game. You could just not have monsters of a particular level in your GY, but they probably don’t know much about your hand, making the card pretty interesting for your opponent, and rewards them for paying attention.

 

As for the last effect, I feel that kind of effect will be exploited A LOT, so I may equalize your LP totals in another way, like having both your LP totals become 4000, or making it so neither player can take damage for a short period.

Dokidoki Scene - Visiting You
Spell - Normal
Your opponent chooses 1 of the following effects for you to activate.
Take control of 1 monster your opponent controls until the End Phase.
Negate the effects of all face-up monsters you control until the End Phase, and if you do, draw 1 card.
If this card is returned to the hand: The player who controlled this card on the field banishes the top card of their Deck face-down, then take 800 damage.

 

Seem interesting. Not sure about the return to hand effect but this is the kind of card that needs testing before approval.

Dramaticdere Shounensei
LIGHT - N, NE - Zombie/Link/Effect - 1900 ATK/LINK-2
2 "Romanticdere" monsters
You can use monsters on either side of the field to Link Summon this card. Once per turn (Quick Effect): You can target 1 Set Spell/Trap Card on the field; reveal that target, and if you do, force its activation, then negate its effects if its activation timing is incorrect, and if you do, destroy it, and if you do that, give control of this card to your opponent.

 

Bait Doll sounds fun, especially if you can give your cards to your opponent. I can see what you were trying to do here. I saw something recently that was along the lines of “after this effect resolves, Set this card on your opponent’s side of the field.” Maybe Traps like that might help you, but considering your effects allow you to activate the effect even if your opponent chooses, it might not work. This part needs testing.

 

It’s also really cool that it only gives you Link Arrows while it’s on the opponent’s side of the field, but there is a ruling problem if you do this. If they already have a monster in the Extra Monster Zone, you cannot switch control of this card. For that reason, I might make it point up and down instead so you don’t get locked out.

Dramaticdere Shoujosei

LIGHT - SE, S, SW, N - Zombie/Link/Effect - 2500 ATK/LINK-4
2+ monsters
You can use monsters on either side of the field to Link Summon this card, including a "Romanticdere" monster. When this card is Link Summoned: You can target up to 2 "Romanticdere" monster in your GY; Special Summon them to zones this card points to. Once per turn: You can reveal 4 "Dokidoki Scene" Spell/Trap Cards; your opponent randomly chooses 4 of them, then Set them on your opponent's field, and shuffle the rest into your Deck. (Quick Effect): You can target any number of Set Spell/Trap Cards your opponent controls; reveal them, and if you do, force their activations in sequence of the targets, then negate the effects if its activations timings are incorrect, and if you do, destroy it. You can only use this effect of "Dramaticdere Shoujosei" once per turn.

 

Why does your opponent pick 4 of 4 of them? Anyway, your Spell/Traps still say “for you to activate” so I’m guessing this was the reason for having negative effects all this time. That’s a valid reason, and you would might run them for this card, but with all of the negative effects it’s not going to be fun running a bunch of usually bad cards just so you can Summon this, if this wasn’t broken already.

 

I didn’t really touch on this before but there’s still the problem that your opponent cannot really respond to them losing 3 monsters, or 5 if you run several of these. This probably means you should restrict the Summoning condition to using only monsters in the Extra Monster Zone on either side of the field, which means if they have a Link 2 and you have Shonensei, instant this. After adding a HOPT similar to what’s on the Zoodiac monsters, the total bit of this should probably look like this:

 

2+ monsters, including a “ticdere” monster.

Once per turn, you can use monsters in the Extra Monster Zone on either field to Link Summon “Dramaticdere Shojousei”.

 

As for the “Give your opponent 4 cards from your Deck” and “Activate them all” bit but also block off there Spell/Trap Zones, but I feel there’s a better way of wording this so that you can have 2 good effects on each card and still benefit from this kind of effect:

 

“Force its activation for you to activate”

 

So for starters, you not only get the effect, but you get to CHOOSE which effect. That is what we call synergy. To modify the effect to be more appropriate for this, I might make it so you can Set “Dokidoki” Spell/Traps from your hand to your opponent's side of the field, and then you can OPT activate any Set Spell/Trap your opponent controls for you to activate.

In the end imo it should look something like this.

 

Dramaticdere Shoujosei

LIGHT - SE, S, SW, N - Zombie/Link/Effect - 2500 ATK/LINK-4

2+ monsters, including at least 1 “ticdere” monster.

Once per turn, you can use monsters in the Extra Monster Zone on either field to Link Summon “Dramaticdere Shojousei”. Once per turn: You can reveal any number of “Dokidoki” Spell/Trap cards in your hand; Set them on your opponent’s field. Once per turn, while your opponent controls a card(s) that you own (Quick Effect): You can target 1 Set Spell/Trap your opponent controls; force its activation for you to activate. If the activation timing is wrong, return it face-down.  Your opponent cannot activate the targeted card in response to this effect.

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