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(Written) Pokermage Archetype


Wolfire4

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So, this is my first post here, but I think that this is quite a nice archetype, so... here it is!

 

Quick Overview: The Pokermages are an archetype of 13 monsters and 6 spells/traps, which have a focus on revealing themselves in the hand to gain certain effects. The smaller monsters and Spells reveal, and the bigger monsters and Traps are revealed. Enjoy!

 

Pokermage Ace

DARK Level 1 Spellcaster/100/100

If this card is Summoned, you can reveal 1 card in your hand. If this monster is destroyed (by battle or card effect), you can reveal any number of cards in your hand; gain 300 Life Points x the number of cards revealed. You can only Special Summon 1 'Pokermage' monster by its own effect per turn. 'Pokermage Ace' cannot be used as material for an Xyz, Synchro or Link Summon during the turn you activate either of its effects.

 

Pokermage Two

DARK Level 2 Spellcaster/300/300

If this card is destroyed(by battle or card effect), you can reveal your entire hand; Special Summon as many 'Pokermage' monsters as possible from your hand. You can only Special Summon 1 'Pokermage' monster by its own effect per turn. This card cannot be used as material for an Xyz, Synchro or Link Summon during the turn you activate its effect.

 

 

Pokermage Three

DARK Level 3 Spellcaster/600/600

If your opponent would Special Summon a non-'Pokermage' monster, you can reveal up to 2 cards in your hand; negate the Summon and destroy that monster. You can only use the effect of 'Pokermage Three' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn. This card cannot be used as material for an Xyz, Synchro or Link Summon during the turn you activate its effect.

 

Pokermage Four

DARK Level 4 Spellcaster/1000/1000

If your opponent would activate a Spell/Trap card, you can destroy up to 2 cards in your hand or field; negate the activation and destroy it, then reveal a number of cards in your hand equal to the number of cards destroyed. You can only use this effect of 'Pokermage Four' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn.This card cannot be used as material for an Xyz, Synchro or Link Summon during the turn you activate its effect.

 

Pokermage Five

DARK Level 5 Spellcaster/1500/1500

Once per turn, if you reveal a card in your hand, you can reveal one more card; Special Summon this monster. When this card is destroyed, destroy one card your opponent controls. You can only use the effect of 'Pokermage Five' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn.

 

Pokermage Six

DARK Level 6 Spellcaster/2100/2100

Once per turn, if a card in your possession is destroyed, you can Special Summon this card from your hand. When this card is destroyed, reveal one card in your hand. You can only use the effect of 'Pokermage Six' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn.

 

Pokermage Seven

DARK Level 7 Spellcaster/2500/2500

When this card in your hand is revealed; Special Summon it, then add 1 'Poker' card from your Deck to your hand. You can only use the effect of 'Pokermage Seven' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn.

 

Pokermage Eight

DARK Level 8 Spellcaster/2900/2900

Once per turn, you can reveal one card in your hand; draw one card and reveal it. If this card in your hand is revealed, you can draw one card and reveal it. You can only use the effect of 'Pokermage Eight' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn. Any card revealed by this effect is banished from your hand, field or GY during the End Phase, and cannot attack until the End Phase.

 

Pokermage Nine

DARK/ Level 9 Spellcaster/3100/3100

If this card in your hand is revealed, you can discard 1 card; add 1 'Poker' card from your Graveyard to your hand. When this card is Special Summoned, you can destroy 1 card on the field. You can only use the effect of 'Pokermage Nine' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn.

 

 Pokermage Ten

DARK Level 10 Spellcaster/3500/3500

If this card in your hand is revealed, you can banish 6 'Poker' cards from your GY; Special Summon it. During either player's turn, you can reveal 1 card in your hand; negate the effects of all monsters your opponent controls. You can only use this effect of 'Pokermage Ten' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn.

 

Pokermage Jack

DARK Level 11 Spellcaster/3600/3600

Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect, and can then be Special Summoned by the effect of a 'Poker' card. If this card is Special Summoned, you can destroy all Spells and Traps on the field. When this card is revealed in your hand, you can Special Summon it. When this card is destroyed by a card effect; Special Summon 1 other 'Pokermage' monster from your Graveyard. You can only use the effect of 'Pokermage Jack' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn.

 

Pokermage Queen

DARK Level 12 Spellcaster/4000/4000

Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect, and can then be Special Summoned by the effect of a 'Poker' card. If this card is revealed in your hand, you can reveal 1 'Pokermage King' in your hand; Special Summon both it and this card, then add 1 'Poker' Spell/Trap from your Deck to your hand. Once per turn, when you Special Summon a 'Pokermage' monster, you can draw 1 card for each 'Pokermage Queen', 'Pokermage King' and 'Pokermage Jack' you control. You can only use each effect of 'Pokermage Queen' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn.

 

Pokermage King

DARK Level 12 Spellcaster/4000/4000

Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect, and can then be Special Summoned by the effect of a 'Poker' card. If this card is revealed in your hand, you can reveal 1 'Pokermage Queen' in your hand; Special Summon both it and this card, then add 1 other 'Pokermage' monster from your Deck to your hand. Once per turn, when you Special Summon a 'Pokermage' monster, you can destroy 1 card on the field for each 'Pokermage Queen', 'Pokermage King' and 'Pokermage Jack' you control. You can only use each effect of 'Pokermage King' once per turn. You can only Special Summon 1 'Pokermage' monster by its own effect per turn.

 

 

Poker Shuffle

Continuous Spell

Once per turn, you can reveal 1 card in your hand; shuffle 1 card from your hand into your Deck, then draw 1 card. When this card is sent from the field to the GY, reveal all cards in your hand. You can only use each effect of 'Poker Shuffle' once per turn

 

Poker Table

Field Spell

When this card is activated, add 1 'Poker' card from your Deck to your hand, reveal it, then apply the following effect depending on the type of card revealed:

Monster: Special Summon it

Spell: Reveal 1 card in your hand

Trap: Destroy 1 card on the field

Once per turn, during either player's turn, you can reveal your entire hand, banish 1 card on the field.

You can only activate 'Poker Table' once per turn.

 

Poker Straight

Quick-Play Spell

If you reveal a card in your hand; draw 1 card and reveal it. During the End Phase, discard 1 card from your hand or destroy all cards you control.

 

Poker Joker

Trap

If this card is revealed in your hand, banish it; banish a number of cards on the field equal to the number of banished 'Poker Joker'. If this card is banished, you can banish 1 card from the top of your Deck. You can only use each effect of 'Poker Joker' once per turn

 

Poker Deceit

Continuous Trap

If this card is revealed in your hand, activate it. Once per turn, you can pay 1500 LP;  return 1 card you control to the hand; reveal 1 card in your hand.

 

Poker Bluff

Counter Trap

If this card is revealed in your hand, you can Set it. This card can be activate during the turn it is Set by this effect.. If your opponent activates a Spell/Trap or monster effect, reveal 1 'Poker' card in your hand; negate the activation and destroy it. You can only activate 'Poker Bluff' once per turn

 

I am open to criticism or ideas, so please feed back if you have any ideas.

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So, this is my first post here, but I think that this is quite a nice archetype, so... here it is!

 

Quick Overview: The Pokermages are an archetype of 13 monsters and 6 spells/traps, which have a focus on revealing themselves in the hand to gain certain effects. The smaller monsters and Spells reveal, and the bigger monsters and Traps are revealed. Enjoy!

 

Pokermage Ace

DARK Level 1 Spellcaster/100/100

If this card is Summoned, you can reveal 1 card in your hand. If this monster is destroyed (by battle or card effect), you can reveal any number of cards in your hand; gain 300 Life Points x the number of cards revealed.

 

Pokermage Two

DARK Level 2 Spellcaster/300/300

If this card is destroyed(by battle or card effect), you can reveal your entire hand; Special Summon as many 'Pokermage' monsters as possible from your hand.

 

Pokermage Three

DARK Level 3 Spellcaster/600/600

If your opponent would Special Summon a non-'Pokermage' monster, you can reveal up to 2 cards in your hand; negate the Summon and destroy that monster.

 

Pokermage Four

DARK Level 4 Spellcaster/1000/1000

If your opponent would activate a Spell/Trap card, you can destroy up to 2 cards in your hand or field; negate the activation and destroy it, then reveal a number of cards in your hand equal to the number of cards destroyed.

 

Pokermage Five

DARK Level 5 Spellcaster/1500/1500

Once per turn, if you reveal a card in your hand, you can reveal one more card; Special Summon this monster. When this card is destroyed, destroy one card your opponent controls.

 

Pokermage Six

DARK Level 6 Spellcaster/2100/2100

Once per turn, if a card in your possession is destroyed, you can Special Summon this card from your hand. When this card is destroyed, reveal one card in your hand.

 

Pokermage Seven

DARK Level 7 Spellcaster/2500/2500

When this card in your hand is revealed; Special Summon it, then add 1 'Poker' card from your Deck to your hand.

 

Pokermage Eight

DARK Level 8 Spellcaster/2900/2900

Once per turn, you can reveal one card in your hand; draw one card and reveal it. If this card in your hand is revealed, you can draw one card and reveal it.

 

Pokermage Nine

DARK/ Level 9 Spellcaster/3100/3100

If this card in your hand is revealed, you can discard 1 card; add 1 'Poker' card from your Graveyard to your hand. When this card is Special Summoned, you can destroy 1 card on the field.

 

Pokermage Ten

DARK Level 10 Spellcaster/3500/3500

If this card in your hand is revealed, Special Summon it. Once per turn, during either player's turn, you can reveal 1 card in your hand; negate the effects of all monsters your opponent controls.

 

Pokermage Jack

DARK Level 11 Spellcaster/3600/3600

If this card is Special Summoned, you can destroy all cards on the field. When this card is revealed in your hand, you can Special Summon it. When this card is destroyed by a card effect; Special Summon 1 other 'Pokermage' monster from your Graveyard.

 

Pokermage Queen

DARK Level 12 Spellcaster/4000/4000

If this card is revealed in your hand, you can reveal 1 'Pokermage King' in your hand; Special Summon both it and this card, then add 1 'Poker' Spell/Trap from your Deck to your hand. Once per turn, when you Special Summon a 'Pokermage' monster, you can draw 1 card for each 'Pokermage Queen', 'Pokermage King' and 'Pokermage Jack' you control.

 

Pokermage King

DARK Level 12 Spellcaster/4000/4000

If this card is revealed in your hand, you can reveal 1 'Pokermage Queen' in your hand; Special Summon both it and this card, then add 1 other 'Pokermage' monster from your Deck to your hand. Once per turn, when you Special Summon a 'Pokermage' monster, you can destroy 1 card on the field for each 'Pokermage Queen', 'Pokermage King' and 'Pokermage Jack' you control.

 

Poker Shuffle

Continuous Spell

Once per turn, you can reveal 1 card in your hand; shuffle 1 card from your hand into your Deck, then draw 1 card. When this card is sent from the field to the GY, reveal all cards in your hand.

 

Poker Table

Field Spell

When this card is activated, add 1 'Poker' card from your Deck to your hand, reveal it, then apply the following effect depending on the type of card revealed:

Monster: Special Summon it

Spell: Reveal 1 card in your hand

Trap: Destroy 1 card on the field

Once per turn, during either player's turn, you can reveal your entire hand; destroy a number of cards on the field equal to the number of cards revealed.

 

Poker Straight

Quick-Play Spell

If you reveal a card in your hand; draw 1 card and reveal it.

 

Poker Joker

Trap

If this card is revealed in your hand, banish it; banish a number of cards on the field equal to the number of banished 'Poker Joker'. If this card is banished, you can banish 1 card from the top of your Deck.

 

Poker Deceit

Continuous Trap

If this card is revealed in your hand, activate it. Once per turn, you can return 1 card you control to the hand; reveal 1 card in your hand.

 

Poker Bluff

Counter Trap

If this card is revealed in your hand, negate the effects of all monsters your opponent controls. If your opponent activates a Spell/Trap or monster effect, reveal 1 'Poker' card in your hand; negate the activation and destroy it.

 

I am open to criticism or ideas, so please feed back if you have any ideas.

This idea with revaling from hand is nice, but I mean king, Queen, and jack should be synchros, because king and Queen are especialy hard to summon, but that is Just my opinion.
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This idea with revaling from hand is nice, but I mean king, Queen, and jack should be synchros, because king and Queen are especialy hard to summon, but that is Just my opinion.

 

Just make sure you flesh your review out more here, because Multiples requires more writing (min. 60 words). Some suggestions for you would be to just expand on what you would do in particular to make the Deck easier to use or something. Would more/less expand on what you got here. 

 

Only a heads-up. 

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I'm going to post this in order, meaning, in the early parts of my review, I won't know your latter cards.

 

Ace: Fine, fresh card, shows off the concept nicely. Unfortunatly, destruction is no longer a particularly hard condition, with true kings and dragonic diagram. True king pokermage?

 

Two: The summon all is a bit powerful, but with no tuners and all monsters at different levels, you can't abuse it, so it seems fine.

 

Three: No. You can negate all summons with one pokermage 3. It's not once per turn, and revealing cards does not make them go away. Unless your opponent plays s/t cards with monster destruction, one performage 3 is an unbreakable, unbeatable card. Most people don't run s/t monster destruction outside Raigeki and occasionally dark hole. It's far too good. It could be a lvl 12 synchro and it'd still be too good. In short, make the effect once per turn.

 

Four: faces the same problem as 3. In fact, if you somehow got both out, your opponent would just resign. This card also shows that 2 is a bit powerful as well, so make both 4 and 2 once per turn effects as well, and add some downsides to 3 and 4, like you cannot link, synchro, or xyz with them or something (Which is not really a downside considering how amazing their effects are. Just nerf them quite a bit.) Let's make 3 not special summonable, put a "this card cannot be special summoned" under 3, along with the once per turn clauses. Make all 3 hard once per turn clauses.

 

Five: Efficient removal, but you're pulling him out with virtually no cost. And I find it funny how the once per turn doesn't really matter (Since it's SOPT), how do you summon one card twice from the hand anyway? Don't say something like bouncing it, because then it'd be covered by hard, not soft once per turns. I think you should make this one hard oce per turn as well. In fact, put a hard once per turn at turn at the bottom of every single card.

 

Six: again, no real cost. More removal, and the OPT doesn't matter. Make it HOPT.

 

Seven: Free +1. Incredibly easy to summon. Again, put HOPT.

 

Eight: No no no. Far too good. HOPT again. Still a bit too strong... How about making the card revealed by this effect not activating it's effects. This card's just far too good.

 

Nine: Great recovery at no cost. HOPT again.

 

Ten: FAR TOO GOOD! A 3500 beater at no cost, with a built in negate effect at no cost. Revealing is not a cost, really, there are far too many cards that reveal. This card is too good. Remove the special summon. In fact, give him a complicated summoning condition, because in YGO, there's an unspoken rule that if you have more than 3000 atk or def, you either can't be tribute summoned normally, or have some sort of downside to you. YGO has over 300 cards with over 3000 atk or def, and only one of them, super conductor tyranno, has over 3000 (3300) and can be normal summoned. Nine's still fine because SCT exists, but Ten's a bit too much. Give 10 a complicated condition, like having 5 poker's with different names in grave or destroying 3 pokers from hand or field or something similar. A cost that feels like a cost.

 

Jack: It's just next level broken. A board wipe at no cost? Not to mention, It's destroyed by it's own effect, so you get a board wipe and a monster reborn, presumably to go into some cards like 3 or 10 from the graveyard, and your opponent is no longer able to cope. Then you can reuse it's effect with nine. Heck, you could make an infinite loop with just 2 Jacks. It works like this: Special summon Jack, destroy field, target jack, summon jack, destroy field, target jack..... until your opponent rage quits. Give him a huge cost to summon, like needing to destroy 3 PM cards in your hand or field.

 

King and queen are actually not that good, at least compared to the atrocities that are 3, 10, and jack. Still, between the queen's effects and 8's effects, yu could go for an exodia build, no problem. There's insane stall and insane draw power in this deck. Something like "This card cannot be normal summoned or set. This card can only be special summoned by it's own effect." Followed by a hard effect to follow. All cards in this deck are broken. All of them. Except Ace. Ace seems balanced.

 

Edit: Ironically, although I posted an exodia build at the bottom of the comment, I didn't really use queen. It's not that great a card. Although it can help you search with king and draw multiple cards, the deck's really consistant if you get table, so I didn't want to ruin it by using too many monsters. If I make a 60 card build, sure. It's so tempting...

 

Table is too good. You can board wipe just for having a hand? It's crazy. But I guess it doesn't matter, since you can combo this effect with 11's effect to nuke the field anyway. However, Using this effect, summoning 10 from the deck, then summoning 4 is yet another broken combo. Nerf everything. Everything. Shuffle's fine. Glorified card trader.

 

Edit: Table's even more broken than I thought. The destruction effect's just a bonus really, the real power's in the draw loops.

 

Straight is just another upstart. I don't even care is this deck uses it, because this deck has crazy draw power anyway, with 8. More importantly, this card would be used in every single exodia, OTK and Turbo deck. Upstart is limited for a reason. Heck, this card and 8, and maybe table, in an exodia or magical explosion deck, would be just so broken. You can activate table, search 8 and immediately draw, summon 8, activate 8's effect again, else, search deciet to get 8 back to the hand, or straight for draw power, then activate it's destruction effect and draw again for every 8 in your hand. This card'd just be a bonus. If you have 8, draw 2, else, draw 1. Crazy card.

 

What is the point of Joker? I don't see it's synergy with the rest of the deck. Why are Joker and ace such pointless cards when joker and ace are usually so good for any standard card game, that both joker and ace have evolved to mean 'Trump card' or 'This is the best thing I got' in day to day life. In yugioh, you could pull your boss monster and say "this card's my ace" So, why are joker and ace so weak for this deck?

 

Oh, yeah, deceit is another pointless card. If I was playing PM, I wouldn't run any of the s/t except table and straight.

 

On the other hand, let me try making an exodia build with the cards in this deck.

 

3x shuffle

1x Upstart

3x terraforming

3x table

3x straight

3x into the abyss

3x eight (For obvious reasons)

1x queen (You can pitch this with any discard effect, then bring it back with Jack. Not particularly important, although, you can get an extra draw off an 8.

1x jack (Solves the pesky problem of having to work around your opponent's field.)

3x deceit (Bounce the seven's and other cards summoned by table.)

3x Nine (Pitch cards you don't need, like queen, then return table or straight to your hand.)

3x Seven

5x exodia

3x Allure of darkness

2x magical mallet

 

With just 9 and table, you can loop enough to draw all cards.

Play table, search table

(You can use table's eff here for extra, but not required to.)

play table search 8, and activate, drawing 2 cards (One by each of 8's effects)

Use table's eff, reveal 9, discard random card, add table in grave.

Play table, search deceit, reveal and activate, bouncing 8, then draw another card

Use table's effect, reveal 8 and 9, draw another card, discard random card, add back table.

Play table (If you have another 8, you don't need to search anymore, else get another 8)

Use table's effect, reveal 8(s) and 9, draw cards, discard random card, add back table.

Play table (If you have another 8, you don't need to search anymore. else, search deceit.)

Use table's effect and win.

 

If you have 9, straight and RML,  you get the same effect. I'm not even running RML though, to make space for all the great poker cards. An exodia deck without RML. This insanity has to stop! I'm actually tempted to use  more than 40 cards, just to fit the massive amount of draw support I've yet to add, like bamboo swords, RML, Toon table, spell power grasp, etc.

 

Great deck. The only downside is that you absolutely need terra, table, shuffle or straight first turn (One card out of a fourth of your deck. half your deck, if you can do some complex plays, like activating upstart goblin, magical mallet, or allure of darkness. Heck, as long as you have a spell card in your hand, you're set.). And if you get a really good first turn hand, like drawing table(Or terra)? Well, then it's an instant win, is it not?

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Honestly, I forgot to HOPT all of them, should be fixed now

Also made some changes based on criticism that I completely missed, and added Summoning restrictions, and a few other clauses

 

Hopefully, they should be (somewhat) less broken and exodia-abusable now?

 

Anyway, please respond and tellme if any glaring mistakes are still in place.

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No problems now. No longer broken and only slightly exodia usable (Exodia decks would still probably use straight, still)

 

The only real problem I can think of is that you seem to have overcompensated quite a bit. While they cannot be as restriction-free as they used to be, I feel like you've restricted them a bit too much this time around. I'm probably just being picky. Cards such as seven and eight still have the same effects, although HOTP now, so they'd not be too bad. I also retracted my previous statement, like I said I would.

 

I feel like the "This card cannot be used as ... the turn you activate this effect" is overkill, for every monster except three. It's fine on three.

Same for the "You can only summon one pokermage monster by its own effect." Just overkill. I think it should be fine allowing you to use multiple different monsters, but not multiple copies of the same one. Personal opinion only. The edits are like the ones on crush card virus. It was far too good before, but it's terrible now.

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