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Suneku (Written)


Spyre of the Wolves

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This is an archetype of Lv. 8 Sea Serpents that work by banishing themselves to search and meet summon requirements. Hopefully it's not too broken or op.

 

Monsters:

 

Suneku Shi

2600/1400

 

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); add 1 Level 8 "Suneku" monster from your Deck to your hand, except "Suneku Shi" You can only use each effect of "Suneku Shi" once per turn.

 

Suneku Uu

2400/1600

 

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); add 1 "Suneku" Spell/Trap card from your Deck to your hand. You can only use each effect of "Suneku Uu" once per turn.

 

Suneku Yumi

2500/1500

 

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); destroy one Spell/Trap card our opponent controls. You can only use each effect of "Suneku Yumi" once per turn.

 

Suneku Hebi

2900/1100

 

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); target one effect monster on the field and if you do, it has its effects negated until the End Phase. You can only use each effect of "Suneku Hebi" once per turn.

 

Suneku Bagu

2800/1200

 

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); Target 1 "Suneku" monster you control; it cannot be destroyed by battle or card effects this turn. You can only use each effect of "Sunkeu Bagu" once per turn.

 

Suneku Tsumaeru

2200/1800

 

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); Target 1 "Suneku" monster you control; any Battle Damage done with that card is doubled until your opponent's End Phase. You can only use each effect of "Sunkeu Tsumaeru" once per turn.

 

 

Spells:

 

Suneku Hidden Lair

Continuous

 

If there are at least 3 banished "Suneku" monsters in your Banished Zone when you activate this card, place 1 "Suneku" Spell/Trap card from your Deck into one of your empty Spell/Trap Card Zones face up. Once per turn, you can banish this card (until the End Phase) to target 1 Spell/Trap card your opponent controls; banish it.

 

Suneku Hidden Ocean

Field

All "Suneku" monsters you control gain 300 ATK and DEF. If this card were to be destroyed by card effect, you can banish 1 "Suneku" Spell/Trap card you control (except this card) until the End Phase instead. Once per turn, when your opponent Normal or Special Summons a monster, you can Special Summon 1 "Suneku Token" (Sea Serpent-Type/WATER/Level 1/ATK 0/DEF 0) to your opponent's side of the field in Defense Position. These Tokens cannot be used as Link, Tribute, or Synchro Summons.

 

Suneku Hidden Sea Swords

Continuous

 

If there are at least 3 banished "Suneku" monsters in your Banished Zone when you activate this card, place 1 "Suneku" Spell/Trap card from your Deck into one of your empty Spell/Trap Card Zones face up. Flip all of your opponents Spell/Trap Cards face-up (no effects are activated at this time.) Destroy this card during your opponents 2nd End Phase after this cards activation. Spell/Trap Cards your opponent currently controls cannot activate their effects.

 

Traps:

 

Suneku Hidden Hunting Ground

Continuous

 

If there are at least 3 banished "Suneku" monsters in your Banished Zone when you activate this card, place 1 "Suneku" Spell/Trap card from your Deck into one of your empty Spell/Trap Card Zones face up. Once per turn, you can banish this card (until the End Phase) to target 1 monster your opponent controls; banish it.

 

Suneku Stormsurge

Continuous

 

If there are at least 3 banished "Suneku" monsters in your Banished Zone when you activate this card, place 1 "Suneku" Spell/Trap card from your Deck into one of your empty Spell/Trap Card Zones face up. Once per turn, if a "Suneku" monster you control were to be destroyed by battle or card effect, you can target that monster; it is not destroyed, also inflict damage equal to half that monsters original ATK as Battle Damage to your opponent.

 

Suneku Typhoon

Continuous

 

If there are at least 3 banished "Suneku" monsters in your Banished Zone when you activate this card, place 1 "Suneku" Spell/Trap card from your Deck into one of your empty Spell/Trap Card Zones face up. Once per turn, when a "Suneku" monster you control is targeted for an attack, you can banish this card (until the End Phase); change the attack target to another Sunkeu monster you control.

 

Extra Deck

 

Suneki Torappu

Sea Serpent Rank 8

3200/1800

4 Level 8 WATER monsters

Once per turn, you can detach 2 Xyz Material from this card; negate all other card effects on the field (until the End Phase).

 

Suneki Ōkami

Sea Serpent Rank 8

3000/2000

4 Level 8 WATER monsters

Once per turn, you can detach 4 Xyz Material from this card; destroy all Spell/Trap cards on the field. This card cannot attack the turn you activate this effect.

 

Suneki Hakai

4000/0

5 Level 8 WATER monsters

Once per turn, you can detach 5 Xyz Material from this card; destroy all monsters your opponent controls. If this card attacks your opponent directy, any Battle Damage is halved.

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Not really OP at all. A balanced, and honestly, underwhelming archetype. The spells are very mediocre. The biggest problem is that they wouldn't work for face downs, and if they were face up, and hence continuous, banishing it for a turn wouldn't do much at all. (100 damage, really? Even if you were running 3 copies of each monster and each and every one of them was banished, you'd get 1200 dmg. That's nothing.) The reason they won't work on face downs is because you can't be sure whether they're spells or traps, unless they have an effect similar to that of de-spell. If you use an effect like De-spell, they're fine for quickly removing backrow, but the 5 suneku requirement is massive, so they probably won't be able to place multiple copies. Just use twin twisters or cosmic cyclone, both are far better. Heck, even galaxy cyclone, mystical space typhoon and night beam are better.

 

On the other hand, the monsters aren't really usable as a standalone archetype. Because they banish themselves until the end phase, you can't go into xyz or link until next turn, neither can you attack. During that time, they'd be popped by the massively fast decks of today. If they could banish themselves during the opponent's turn, sure, as they'd at least be able to protect themselves, but then they'd be far too good for their simple summoning cost. They still wouldn't be used as an archetype, but rather, they'd just be far more powerful techs.

 

As the deck is right now, the individual Sunekus might be teched in as easy lvl 8's for lvl 8 xyz. They'd make great standalone cards, but they don't work great as an archetype. There's not too much support within the archetype. The spells are mediocre at best, just use twin twisters or cosmic cyclone, and without spells, Uu's effect doesn't mean much. Thus, the only real support within this deck is Shi, a searcher. A good play would be summoning and then banishing shi, adding one of the other two to the field, then just playing around with whatever deck features them, because 3 cards aren't a deck on their own.

 

If you made more spells or monster effects that focused on your sunekis, rather than popping your opponent's back row, then I could see it working.

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Hidden sea swords is an amazing new card, and stormsurge isn't bad either. I don't know why you buffed hunting ground but not lair... Maybe you forgot to buff lair? The new buffs all around really help the archetype. The new monster is nice too, but I'd say the biggest buff is the banish protection (Also not sure why bagu's left out for this one).

 

Hidden ocean is terrible. The only thing it can do except protecting itself is increasing attack by 300, and even that comes at a cost... It doesn't even have the spell search ability the other s/t have.

 

Finally, the "Your opponent must possess 2 monsters" is really harsh on the deck. This deck becomes useless turn 1, and it must always deal with enemy monsters, most of whom have hindering effects. It's also terrible if your opponent knows this deck is being played.

 

One suggestion for you, make ocean generate tokens over time onto your opponent's field that cannot be used for link, tribute, or synchro summons. Not only would this freeze up his field, it'd help you actually summon the sunekus in the off chance that your opponent just brings 1 big monster and attacks directly, like, thrice for game... 

 

Another thing I might do is make a continous spell, like lair or hunting ground, which banishes monsters. In fact, why don't you consolidate both lair and hunting ground's effects into lair, and make hunting ground affect monsters. You should also just remove the "Until the end phase" clause. (Not for your card, the one you target.) It's not OP to banish a spell card permanently, even if it's reusable.

 

Just suggestions.

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