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(Written) Chaac Khaan Archetype


Phelphor, of the Deep

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(Written) Chaac Khaan Archetype: Mayan Rain deitie(s) combined with one of star trek's most notorious villains. Just imagined the artwork?

 

 

Chaac Khaan speeds through the deck to shuffle them back into the deck to turn opponent's card(s) into worthless token monsters in defense position (difference in cards stays 0 but your opponent can not expand or really play off these tokens which still creates a pseudo minuses for the opponent).

 

 

Archetype runs on ruining opponent's moves and strategies, taking stuff off the field with consistent fury and whittling down the resources/options opponents have before striking the last nail in the coffin.

 

 

Deck lacks offense but has high disruption opting to cause chaos rather than actually fighting.

 

 

Ceti Chaac Khaan Alpha V

Field Spell

All "Chaac Khaan" monsters you controls gain 100 ATK and DEF for each monster on the field. When this card activated; add 1 "Chaac Khaan" card except "Ceti Chaac Khan Alpha V" from your Deck or GY to your hand. If a "Chaac Khaan" monster you control targets a level 1 "Chaac Khaan" monster your opponent controls for an attack, target 1 non-token card your opponent controls and if you do; banish the targeted card until the End Phase. During either player's turn you can Special Summon 1 Level 6 or lower "Chaac Khaan" monster from your hand or GY. You can only activate each effect of "Ceti Chaac Khan Alpha V" once per turn.

 

 

Arrival of Chaac Khaan

Quick-Play Spell

Add 1 "Chaac Khaan" card except "Arrival of Chaac Khaan" from your Deck or GY to your hand or Special Summon 1 level 6 or lower "Chaac Khaan" monster from your Deck or GY. If you activate "Ruse of Chaac Khan" while this card is in the GY and you have no cards in your hand, shuffle 1 other "Chaac Khan" card in your GY into your Deck to target 1 monster your opponent control and if you do; take control of the targeted monster. You can only use each effect of "Arrival of Chaac Khaan" once per turn.

 

 

Ruse of Chaac Khaan

Quick-Play Spell

Send 1 "Chaac Khaan" card except "Ruse of Chaac Khaan" from your Deck or hand to the GY then, draw 1 card. If you activate "Arrival of Chaac Khaan" while this card is in the GY and you have no cards in your hand, shuffle 1 other "Chaac Khan" card in your GY into your Deck to target 1 Spell or Trap card your opponent control and if you do; Shuffle the targeted card into the Deck. You can only use each effect of "Ruse of Chaac Khaan" once per turn.

 

 

Cunning of Chaac Khaan

Normal Spell

Shuffle 1 "Chaac Khaan" card in your GY; shuffle 1 card in your opponent's hand or 1 card your opponent controls into the Deck, then Special Summon 1 "Pawn of Chaac Khaan" Token Monster(Thunder-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position on your opponent's side of the field and 1 "Pawn of Chaac Khaan" Token Monster(Thunder-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position on your side of the field. If you activate "Ruse of Chaac Khan" while this card is in the GY and you have no cards in your hand, shuffle 1 other "Chaac Khan" card in your GY into your Deck to target 1 monster your opponent control and if you do; Banish the targeted monster. You can only use each effect of "Cunning of Chaac Khaan" once per turn.

 

 

Wrath of Chaac Khaan

Normal Trap

Shuffle 2 level 6 or lower "Chaac Khaan" monsters in your GY into your Deck then you can, Special Summon 2 "Chaac Khaan" monsters with the combined level that is equal to 7 from your Deck or GY. If you activate "Ruse of Chaac Khaan" while this card is in the GY and you have no cards in your hand, shuffle 1 other "Chaac Khan" card in your GY into your Deck to target 1 Spell or Trap card your opponent control and if you do; banish the targeted card. You can only use each effect of "Wrath of Chaac Khaan" once per turn.

 

 

Chaac Khaan JR

WATER Level 1 Thunder/Tuner/Effect/100/2100

During either player's turn you can shuffle 4 "Chaac Khaan" cards with different names in your GY; shuffle 1 card in your opponent's hand or 1 card your opponent controls into the Deck, then Special Summon 1 "Pawn of Chaac Khaan" Token Monster(Thunder-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position on your opponent's side of the field. During either player's turn you can tribute this card; add 1 "Chaac Khaan" Spell or Trap card from your Deck or GY to your hand. You can only activate each effect of "Chaac Khaan JR" once per turn.

 

 

Chaac Khaan Kid

WATER Level 2 Thunder/Effect/900/1300

During either player's turn you can shuffle 4 "Chaac Khaan" cards with different names in your GY; shuffle 1 card in your opponent's hand or 1 card your opponent controls into the Deck, then Special Summon 1 "Pawn of Chaac Khaan" Token Monster(Thunder-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position on your opponent's side of the field. During either player's turn you can tribute this card; add 1 Level 1 "Chaac Khaan" monster from your Deck or GY to your hand. You can only activate each effect of "Chaac Khaan Kid" once per turn.

 

 

Chaac Khaan Messenger

WATER Level 3 Thunder/Effect/1500/400

During either player's turn you can shuffle 4 "Chaac Khaan" cards with different names in your GY; shuffle 1 card in your opponent's hand or 1 card your opponent controls into the Deck, then Special Summon 1 "Pawn of Chaac Khaan" Token Monster(Thunder-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position on your opponent's side of the field. During either player's turn you can tribute this card; Special Summon 1 Level 2 or lower "Chaac Khaan" monster from your Deck or GY. You can only activate each effect of "Chaac Khaan Messenger" once per turn.

 

 

Chaac Khaan Subordinate

WATER Level 4 Thunder/Effect/1700/800

During either player's turn you can shuffle 4 "Chaac Khaan" cards with different names in your GY; shuffle 1 card in your opponent's hand or 1 card your opponent controls into the Deck, then Special Summon 1 "Pawn of Chaac Khaan" Token Monster(Thunder-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position on your opponent's side of the field. During either player's turn you can tribute this card; add 1 level 3 or lower "Chaac Khaan" monster from your Deck or GY to your hand. You can only activate each effect of "Chaac Khaan Subordinate" once per turn.

 

 

Chaac Khaan Double

WATER Level 5 Thunder/Effect/1900/1400

While you control "Chaac Khaan" monster(s), you can Special Summon this card from your hand. During either player's turn you can shuffle 4 "Chaac Khaan" cards with different names in your GY; shuffle 1 card in your opponent's hand or 1 card your opponent controls into the Deck, then Special Summon 1 "Pawn of Chaac Khaan" Token Monster(Thunder-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position on your opponent's side of the field. During either player's turn you can tribute this card; Special Summon 1 level 4 or lower "Chaac Khaan" monster from your Deck or GY. You can only activate each effect of "Chaac Khaan Double" once per turn.

 

 

Chaac Khaan Rouge

WATER Level 6 Thunder/Effect/2100/1700

While you control no monsters, you can Special Summon this card from your hand. During either player's turn you can shuffle 4 "Chaac Khaan" cards with different names in your GY; shuffle 1 card in your opponent's hand or 1 card your opponent controls into the Deck, then Special Summon 1 "Pawn of Chaac Khaan" Token Monster(Thunder-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position on your opponent's side of the field. During either player's turn you can tribute this card; add 1 "Chaac Khaan" card except "Chaac Khaan Chaac Khaan Rouge" from your Deck or GY to your hand or Special Summon 1 level 5 or lower "Chaac Khaan" monster from your Deck or GY. You can only activate each effect of "Chaac Khaan Chaac Khaan Rouge" once per turn.

 

 

Chaac Khaan, Envoy of Disaster

WATER Link 2 Thuner/Link/2300/Link-2

link points south and southeast

2 "Chaac Khaan" monsters

During either player's turn you can shuffle 4 "Chaac Khaan" cards with different names in your GY; shuffle 1 card in your opponent's hand or 1 card your opponent controls into the Deck, then Special Summon 1 "Pawn of Chaac Khaan" Token Monster(Thunder-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position on your opponent's side of the field. Once per turn while this card is co-linked, you can target 1 "Chaac Khan" monster your opponent controls and if you do; take control of the targeted monster until the End Phase then, draw 1 card. You can only activate each effect of "Chaac Khaan, Envoy of Disaster" once per turn.

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Arrival and Ruse are pretty good, any archetype would benefit from a few ROTAs but I can not understand why they are quickplays?

 

Pretty sure this deck will be running a Grass deck with a Lightsworn engine to get the cards in the grave, but that since the cards that are milled it's difficult to come up with a combo for hand looping your opponent turn 1 but it definitely exists since basically, every monster has the effect. I say with some experimentation and optimisations you could get 3 cards out of your opponent's hand consistently and all 5 if you open broken.

 

The deck will be pretty consistent since it has a ton of research and tributing them isn't a big deal since you can use them to activate the next hand loop effect. The deck also has access to Moray of Greed which is a great draw card.

 

Also, non-targeting non-destruction and not-sent-to-the-grave removal is a bit busted. 

 

Basically, I would not want to play against this deck. Between not being able to have card interaction like dodging your removal since there is no targeting and you trying to shuffle my hand into my deck. The worst part is that this deck operates a lot like Psy-frames and barrier statues as in if they can stop me from playing they win but the moment I make a comeback they just go and quit because their deck has absolutely no comeback ability.

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