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[Written/DPR] Streamclunk/Steamclunk Archetype, Continuous Spell Card and Tokens


Fukato

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Streamclunk/Steamclunk Archetype. An Aqua and Pyro monster archetype that utilizes two Continuous Spells where 1 creates Hydro Tokens, and the other creates Pyro Tokens, whenever a Streamclunk is Summoned, based on the typing they have, i.e. Aqua summons Hydro Tokens and vice versa. However, a Pyro and Hydro Tokens cannot exist at the same time. If they both do, all those tokens are destroyed and instantly makes the Steamclunk Fusions from the Extra Deck, all the while dealing minor effect damage to the opponent. Furthermore, the Fusions are not using the Extra Monster Zone and instead go straight to the Main Monster Zone by the Continuous Spells effects.

 

There will be little monsters and many more Continuous Spells. The Deck will be majority of Spells.

 

[spoiler=Monsters]

 

Streamclunk Viciquid

WATER Aqua Level 2 Tuner

1100/700

Effect: If this card is Normal Summoned or destroyed by battle or card effects: You can add 1 "Clunksteam" card from your Deck to your hand. You can only use this effect of "Streamclunk Viciquid" once per turn. Once per turn: You can destroy 1 Spell Card you control; Special Summon 1 Level 2 "Streamclunk" monster from your Deck.

 

Streamclunk Liviyro

FIRE Pyro Level 2 Tuner

200/1600

Effect: If this card is Normal Summoned or destroyed by battle or card effect: You can add 1 of your banished Continuous Spell Card to your hand. You can only use this effect of "Streamclunk Liviyro" once per turn. Once per turn: You can banish 1 Spell Card from your GY; Special Summon 1 Level 2 "Streamclunk" monster from your Deck.

 

Steamclunk Saber Steamnician

WATER Pyro Level 7

2500/2100

Effect: Cannot be Normal Summoned/Set. Must be Special Summoned by a "Clunksteam" effect and cannot be Special Summoned by other ways. Once per turn, if you Special Summon a Token using a Spell effect (Quick Effect): You can target 1 card on the field; banish it, and if you do, each player draws 1 card.

 

 

 

 

[spoiler=Spells]

 

Clunksteam Aquatic Generator

Continuous Spell Card

Effect: If you Summon a "Streamclunk" Aqua monster: You can Special Summon 1 "Hydro Token" (Aqua/WATER/Level 2/ATK 0/DEF 0). If you Summon a "Pyro Token", while there is a face-up "Hydro Token": Destroy all "Hydro Tokens" and "Pyro Tokens" on the field, then activate 1 of the following effects. You can only use each of the following effects of "Clunksteam Aquatic Generator" once per turn.

·Add 1 Aqua monster from your Deck or GY to your hand.

·Special Summon 1 "Steamclunk" monster from your hand, Deck, GY, or Extra Deck.

 

Clunksteam Pyronic Generator

Continuous Spell Card

Effect: If you Summon a "Streamclunk" Pyro monster: You can Special Summon 1 "Pyro Token" (Pyro/FIRE/Level 2/ATK 0/DEF 0). If you Summon a "Hydro Token", while there is a face-up "Pyro Token": Destroy all "Hydro Tokens" and "Pyro Tokens" on the field, then activate 1 of the following effects. You can only use each of the following effects of "Clunksteam Pyronic Generator" once per turn.

·Add 1 Pyro monster from your Deck or GY to your hand.

·Special Summon 1 "Steamclunk" monster from your hand, Deck, GY, or Extra Deck.

 

Clunksteam Pump Chamber

Continuous Spell Card

Effect: Each time a "Hydro Token" or "Pyro Token" is destroyed, inflict 300 damage to your opponent for each. Once per turn: You can discard 1 "Streamclunk" monster; Special Summon 1 "Hydro Token" or 1 "Pyro Token".

 

Clunksteam Pressure Gauge

Continuous Spell Card

Effect: All Aqua and Pyro monsters you control gain 300 ATK/DEF. If a "Streamclunk" monster or a "Steamclunk" monster is destroyed by battle or card effects: You can Special Summon 1 "Hydro Token" or 1 "Pyro Token".

 

Clunksteam Power Supplement

Continuous Spell Card

Effect: All Aqua and Pyro monsters you control gain 300 ATK/DEF. When this card is activated: You can Set 1 "Clunksteam" Continuous Spell directly from your Deck. You can only activate 1 "Clunksteam Power Supplement" once per turn.

 

Clunksteam Steam Power Factory

Field Spell Card

Effect: All Tokens you control cannot be Tributed or be banished by card effects. Once per turn: You can target 1 "Hydro Token" or "Pyro Token" you control; destroy it, and if you do, draw 1 card. If this card leaves the field, while you control 5 "Clunksteam" Continuous Spells with different names: You can send all monsters in your opponent's hand and Extra Deck to the GY.

 

 

 

 

[spoiler=Extra Deck]

 

Steamclunk Steam Punk

FIRE Aqua Level 7 Fusion

2000/1000

Effect: Must first be Special Summoned by a "Clunksteam" card effect. If this card is Special Summoned: You can target 1 face-up monster your opponent controls; this card gains ATK equal to that monster's original ATK until the End Phase. If a "Clunksteam" card you control would be destroyed, you can destroy this card instead. Each time you Special Summon a Token(s), inflict 300 damage to your opponent for each.

 

Steamclunk Steam Panic

WATER Pyro Level 7 Fusion

2400/400

Effect: Must first be Special Summoned by a "Clunksteam" card effect. You can target 1 Token you control and 1 card your opponent controls; destroy them. If you control no Tokens: You can destroy this card; add 1 "Clunksteam" Continuous Spell from your GY to your hand. You can only use each effect of "Steamclunk Steam Panic" once per turn.

 

Steamclunk Steam Polarizer

FIRE Aqua Level 7 Fusion

1800/1500

Effect: Must first be Special Summoned by a "Clunksteam" card effect. Gains 300 ATK for each Token on the field. Once per turn: You can destroy 1 Spell Card you control; Special Summon 1 "Hydro Token" (Aqua/WATER/Level 2/ATK 0/DEF 0) or 1 "Pyro Token" (Pyro/FIRE/Level 2/ATK 0/DEF 0). If this card is sent from the field to the GY: You can Set 1 "Clunksteam" card in your GY to your field.

 

 

 

 

Please give me some notes about the Token spawning and such. The main monsters are Tuners to allow some splashability with Synchros. And to think we never had a mashup of Pyros and Aquas ever... I think.

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Not a fan of Fusion Monsters without any form of Fusion Materials, and sad to see it wasn't implemented that way, but judging from the prompt, it would've been extremely difficult with those requirements, and you did a decent job. I will say, however, that you didn't get over the Extra Monster Zone problem, as the Continuous Spells still Summon the Fusions there; as long as you Special Summon a monster from the Extra Deck, unless a card effect says otherwise, you Special Summon to the EMZ. Again, prompt is a little blunt about this, giving you little room to maneuver, but at least it's simple.

 

Oh, and good to see Aqua and Pyro getting some love!

 

Viciquid is harder to get active than Liviyro, as since your Spells are mostly going to stay on your side of the field unless your opponent wants to get rid of them. However, said spells aren't going into the GY very often, which really is a shame. In fact, I was hoping for some destruction of your own cards, not only for the Spells to enable Viciquid, but to actually activate the monster's effects when destroyed, or even trigger cards like Pressure Gauge. As such, you're not really going to be running said Continuous Spell, as you not really being able to trigger your Field Spell's hand/Deck at your own whim, at least not consistently. Also, mill the entire Deck? What? See the Mekk-Knight equivalent; it mills your opponent's hand and Extra Deck, not actual Deck, because that is an instant loss next turn. You can just pass and your opponent wins; they cant even negate its effect in the GY outside of special negators.

 

Due to the aforementioned lack of Triggering, and lack of real consistency, the Deck doesn't have an amazing speed, but thanks to cards like Power Supplement you'll get the Continuous Spells decently quickly...unfortunately, these guys are almost completely dead outside of their Generators. Even so, the boss Fusions...don't really cover much ground the cards themselves already didn't. Yes, you get some bonus removal and beatdown, but with no protection, or getting over protection, unless you get this deck going really fast, you're going to have a hard time getting over strong fields. And as said before, these guys aren't fast at all.

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