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[Striker][Written] Effigy (13/13)

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#1
Nathanael D. Striker

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For your reviewing pleasure, I present to you the expansion of the Effigy Archetype. Originally a group of four monsters that can act as a Double Tribute for the Tribute Summon of a Normal Monster of the same Attribute, I thought I'd take this hardly used Archetype and give it some love. Yea, a lot of Special Summoning for an Archetype supposedly around Tribute Summoning, but an issue with just relying on Tribute Summoning is that of field presence and consistently getting those big plays with the Extra Deck out. So, hopefully this Archetype works alright.

 

As for some of my design choices, the Level 8s have the Beast King alt-Summon in the off-chance you have an Attribute mismatch (without one of the Spell/Trap Cards able to deal with it) or if you want to pull some Rank 8 shenanigans. Each Level 8 does have an effect that only is available upon Tribute Summon, which encourages Tribute Summoning to unlock their full potential. The Normal Monster in hand and Deck effect helps mesh with Normal Monster-based Decks better and because the Level 4 Effigy monsters only work on Normal Monsters, which I wish I didn't have to deal with but oh well. And as the Level 8s deal with the protection duties, most of the consistency duties rest on the Spell/Trap lineup, which isn't a bad trade-off come to think of it. Anyway, enjoy.

 

 

Main Deck Monsters
Spells
Traps

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#2
SK79LinkXyz

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can you review my thread now?

 

my review for yours?

yo

#3
Dr. Jolly Glot the III

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Water, Fire: standart Effigies. Well i guess the blandness of the effect (especially summoning departament) is taken care of by the big bosses and S/T support

Lucifer: our first boss to accompany Dark Effigy, nice. Its effects is really good too. It has 2 resource management effect (which 1 of them provide a pop) and a targeting protection effect to otherwise superweak Effigies. Can't say much since its kinda a golden recipe ro create Tribute Summon Archetype now days. Im agree that the effect gain on generic Special Summon is to much, maybe modified it only if its special summon in a "special way" (oh the ironiy) preferably archetypal ones

Promotion: Its fine for what it does. Turning a bricking, element mismatch into a sudden board establisment.

Cycle: another searcher to complement the 4s blandness. Bit tricky with the need for GY but otherwise solid and doable

Summoning Network: While the 2nd and 3rd effect its solid, i dont really get the need for it supporting Link especially using experimental wording (usually this kind off effect is translated as "Summon 2 monster") it will more make sense if it was like Catalyst Field, Laser Qlip, or True Draco S/T lineup of extra normal/tribute summon

#4
Nathanael D. Striker

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Slight edits have been made to Effigy Summoning Network, Lucifer has been reworked, and Gabriel has been added. Shame I didn't get more of the Level 8s done, but creative juices could only produce Gabriel atm.


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#5
Darj

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2 things that mildly bother me about these cards:

First, the last effects of the Level8 Effigies are removal as cost. Not only such thing had no precedence, also I feel it's unfair to remove an opponent's card even if the effect is negated and before giving it a chance to respond to the removal.

Second, the Quick Effect on the Field. Spells don't have Quick Effects, they have Spell Speeds, so you can't realistically use this PSCT on a Spell. You could use a "During either player's turn" PSCT instead I guess, but that also would be questionable since Field Spells are Spell Speed 1, or at least until the Crystal Beast Field is reprinted, and even then, who knows if the +3 effect of said Field would be reprinted as a Continuous Effect.

 

Other than that, the set looks unwieldy IMO. I mean, you got some searches, the Spells look good and got some kind of "return an Effigy, take an Effigy" trading going on, but without really placing things on the board except through Promotion. The bosses aren't that scary either, except for their "removal as cost" effects, since targeting protection, and only on Effigies no less, is not really an outstanding protection effect.


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#6
Nathanael D. Striker

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2 things that mildly bother me about these cards:

First, the last effects of the Level8 Effigies are removal as cost. Not only such thing had no precedence, also I feel it's unfair to remove an opponent's card even if the effect is negated and before giving it a chance to respond to the removal.

Second, the Quick Effect on the Field. Spells don't have Quick Effects, they have Spell Speeds, so you can't realistically use this PSCT on a Spell. You could use a "During either player's turn" PSCT instead I guess, but that also would be questionable since Field Spells are Spell Speed 1, or at least until the Crystal Beast Field is reprinted, and even then, who knows if the +3 effect of said Field would be reprinted as a Continuous Effect.

 

Other than that, the set looks unwieldy IMO. I mean, you got some searches, the Spells look good and got some kind of "return an Effigy, take an Effigy" trading going on, but without really placing things on the board except through Promotion. The bosses aren't that scary either, except for their "removal as cost" effects, since targeting protection, and only on Effigies no less, is not really an outstanding protection effect.

 

A simple "..., then ..." instead of "...; ..." should suffice for that, I think. And to be fair, I don't have a full-on idea for this.

 

Can't make the Level 8 monsters too powerful effect-wise given the Beast King-esque Alt Summoning. I could, for example, have the EARTH Level 8 do a "Once per turn: You can discard 1 "Effigy" monster; Special Summon 1 "Effigy" monster with the same Level from your Deck" effect that's only usable when it is Tribute Summoned, to ease those worries and better establish field presence.

 

And about Effigy Summoning Network, wouldn't "the card text overrides the rules" deal with the Speed Spell issue? As Field Traps don't exist, I had to do something for that effect. Remaking it as a Continuous Trap could work to fix that, but the effects aren't really Trap Effects. That could pose issues.

 

Also, the Level 8s aren't actually the end of the road. Assuming I can get the rest of the card lineup right, the Level 8s should go into Rank 8s. I could beef their protection by making it any effect that would affect an "Effigy" monster, though I did have it pointed out that the mirror match would be interesting given how the protection effect is worded.


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#7
Darj

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Yeah, you can override the rule with the "during either player's turn" condition, there shouldn't be problems with that.


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#8
Nathanael D. Striker

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Lucifer and Gabriel have their protection effects beefed up a bit. Also, the first draft of Katrina is up with the WIND Level 8 (name TBD) being its counterpart effect-wise. Terra should come up next. And I feel like I'm just recycling names at this point.


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#9
Nathanael D. Striker

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Added a GY effect to Effigy Cycle and Effigy Promotion to help with this Archetype's field presence issues.


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#10
Nathanael D. Striker

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BUMP

I'm tempted to move this to Advanced at some point.

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#11
Nathanael D. Striker

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Added Effigy Manipulation, bringing up the number of cards to 10. I haven't been able to fully design Terra, but these additional Spell/Trap cards should suffice in helping the Archetype.


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#12
Darj

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It's a Trap Card, so it's inherently Spell Speed 2, and that means it doesn't need the Quick Effect PSCT.

 

I was thinking: Effigies are orginally intended to support the Tribute Summon of 2-Tribute Normals, or pseudo-Normals, right? Then some effects that empower said Normals when you use Effigies as Tribute could add some flavor there. Think of the bonus effects that the Yang Zings give to Synchros.


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#13
Nathanael D. Striker

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It's a Trap Card, so it's inherently Spell Speed 2, and that means it doesn't need the Quick Effect PSCT.

 

I was thinking: Effigies are orginally intended to support the Tribute Summon of 2-Tribute Normals, or pseudo-Normals, right? Then some effects that empower said Normals when you use Effigies as Tribute could add some flavor there. Think of the bonus effects that the Yang Zings give to Synchros.

 

I thought (Quick Effect) replaced the Once per turn, during either player's turn PSCT. Only reason I used it, tbh. And yes, the Effigies are originally intended to do that. Are you thinking that'd be good Spell/Trap support?


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#14
Darj

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I thought (Quick Effect) replaced the Once per turn, during either player's turn PSCT. Only reason I used it, tbh. And yes, the Effigies are originally intended to do that. Are you thinking that'd be good Spell/Trap support?

 

It replaces the "during either player's turn" part, but Traps don't need that PSCT either. They inherently can be used during either player's turn. You will still need the "Once per turn", though.

 

At the moment I don't have any specific ideas or suggestions for supporting Normals.


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#15
Nathanael D. Striker

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It replaces the "during either player's turn" part, but Traps don't need that PSCT either. They inherently can be used during either player's turn. You will still need the "Once per turn", though.

 

At the moment I don't have any specific ideas or suggestions for supporting Normals.

 

Alright. You can tell I don't typically make Spell/Trap cards. XD

 

And I suppose I could have a support card that allows for additional Normal Summons or get some searchers for Normals (granted, cards like that exist and could be teched in) in there?


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#16
Nathanael D. Striker

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Hmm, so the only way I can think of putting in Normal support is if I rework the Level 8s so that they are Gemini monsters, add an effect to ESN that turns them into effect monsters, and change some of the effects to support Normals. Thoughts?


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#17
Darj

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Wish I could help, but I'm just as stuck. The idea of adding searches for Normal monsters sounds good to me, though, especially if they can be splashed as a engine in decks with big Normals, namely Blue Eyes and Dark Magician.

Adapting the big Effigies as Geminis, or perhaps some kind of "new age" Geminis that no longer need a "Gemini Summon" to gain their effects could work, too.


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you are not alone.

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Credits: cat6757(dA) - Neko-Slay(dA)


#18
Nathanael D. Striker

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Wish I could help, but I'm just as stuck. The idea of adding searches for Normal monsters sounds good to me, though, especially if they can be splashed as a engine in decks with big Normals, namely Blue Eyes and Dark Magician.

Adapting the big Effigies as Geminis, or perhaps some kind of "new age" Geminis that no longer need a "Gemini Summon" to gain their effects could work, too.

 

I could make the big Effigies pseudo-Gemini. That being they are Normals everywhere except the field and GY (GY part only because I think rulings would stipulate they need to be Effect Monsters to use their GY effects). Essentially like your Parnimal prompt, but without the need for a Gemini Summon.


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#19
Nathanael D. Striker

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So, some somewhat major changes made to fit in Normal Support. This was done to give the option of Effigies being used as an engine in Normal-based Decks. *cough*BlueEyes*cough* As such, Card Grammar is probably shit now, so suggestions are appreciated.

 

EDIT: First draft of Terra is finally up. Yay?


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#20
Nathanael D. Striker

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Aero (Katrina's counterpart) is up. I've decided to hopefully have this finished with the last Level 8 (Terra's counterpart). I may or may not make Xyz Monsters, but doing so may hamper the original intent of the Archetype. Also, 13 is tentative as there could still be more room for Traps. Maybe, though I'm not entirely sure what holes those Traps could fill.


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