Nathanael D. Striker Posted December 27, 2017 Report Share Posted December 27, 2017 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. [spoiler=Main Deck Monsters]Fire EffigyLevel 4FIREPyro/Effect1500/0This card can be treated as 2 Tributes for the Tribute Summon of a FIRE Normal Monster. Water EffigyLevel 4WATERAqua/Effect800/1700This card can be treated as 2 Tributes for the Tribute Summon of a WATER Normal Monster. Katrina, the Storm EffigyLevel 8WATERAqua/Effect2900/1300This card is treated as a Normal Monster while in your hand and Deck. You can Normal Summon/Set this card without Tributing, but its original ATK becomes 1900. Once per turn, if this card was Tribute Summoned: You can target 1 Spell/Trap Card your opponent controls; return that target to your opponent's hand. Once per turn, if your opponent activates a card or effect that would affect either an “Effigy” monster(s) or a Normal Monster(s) (Quick Effect): You can negate that effect, then if that card or effect was a Spell/Trap Card's effect, shuffle that Spell/Trap Card into the Deck. If this card is destroyed by an opponent's card effect: You can return all Spell/Trap Cards on the field to their respective owner's hand. Gabriel, the Angelic EffigyLevel 8LIGHTWarrior/Effect2800/1400This card is treated as a Normal Monster while in your hand and Deck. You can Normal Summon/Set this card without Tributing, but its original ATK becomes 1900. Once per turn, if this card was Tribute Summoned: You can shuffle 1 “Effigy” card from your GY to your Deck; add 1 other “Effigy” card from your Deck to your hand. Once per turn, if your opponent activates a card or effect that targets either an “Effigy” monster(s) or a Normal Monster(s) (Quick Effect): You can shuffle 1 card from your hand into your Deck; negate that effect. If this card is destroyed by an opponent's card effect: You can shuffle 1 card your opponent controls into their Deck, then add 1 Normal Monster from your Deck to your hand. Lucifer, the Demonic EffigyLevel 8DARKFiend/Effect2700/1600This card is treated as a Normal Monster while in your hand and Deck. You can Normal Summon/Set this card without Tributing, but its original ATK becomes 1900. Once per turn, if this card was Tribute Summoned: You can send 1 “Effigy” card or 1 Normal Monster from your Deck to your GY; add 1 other “Effigy” card or Normal Monster from your GY to your hand. Once per turn, if your opponent activates a card or effect that targets either an “Effigy” monster(s) or a Normal Monster(s) (Quick Effect): You can discard 1 card; negate that effect. If this card is destroyed by an opponent's card effect: You can destroy 1 card your opponent controls, then add 1 “Effigy” monster or 1 Normal Monster from your GY to your hand, except “Lucifer, the Demonic Effigy”. Terra, the Shattering EffigyLevel 8EARTHRock/Effect3000/2000This card is treated as a Normal Monster while in your hand and Deck. You can Normal Summon/Set this card without Tributing, but its original ATK becomes 1900. Twice per turn, if this card was Tribute Summoned, if a monster you control attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. Twice per turn, if a monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is destroyed by an opponent's card effect: You can destroy 1 card your opponent controls, then Special Summon 1 “Effigy” monster or 1 Normal Monster from your GY, except “Terra, the Shattering Effigy”. Aero, the Blistering EffigyLevel 8WINDWinged Beast/Effect2600/1900This card is treated as a Normal Monster while in your hand and Deck. You can Normal Summon/Set this card without Tributing, but its original ATK becomes 1900. Once per turn, if this card was Tribute Summoned: You can target 1 monster your opponent controls; return that target to your opponent's hand, and if you do, this card cannot attack this turn. Once per turn, if your opponent activates a card or effect that would affect either an “Effigy” monster(s) or a Normal Monster(s) (Quick Effect): You can negate that effect, then if that card or effect was a monster's effect, shuffle that monster into the Deck. If this card is destroyed by an opponent's card effect: You can return all monsters on the field to their respective owner's hand. Inferno, the Magma EffigyLevel 8FIREPyro/Effect3000/1400This card is treated as a Normal Monster while in your hand and Deck. You can Normal Summon/Set this card without Tributing, but its original ATK becomes 1900. Twice per turn, if this card was Tribute Summoned, if a monster you control battles an opponent's monster, after damage calculation: Destroy that opponent's monster, then inflict damage equal to half its original ATK. Twice per turn, if a monster you control attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card is destroyed by an opponent's card effect: You can destroy 1 monster your opponent controls, then inflict damage equal to its original DEF, and if you do, add 1 “Effigy” monster or 1 Normal Monster from your GY to your hand. [spoiler=Spells]Effigy PromotionQuick-Play SpellTribute 1 Level 4 “Effigy” monster you control; Special Summon 1 Normal from your Deck. If this card is in your Graveyard and wasn't sent there this turn (Quick Effect): You can banish this card; Special Summon 1 Normal Monster from your Deck. Effigy CycleNormal SpellShuffle 1 “Effigy” card from your GY to your Deck, then add 1 other “Effigy” card from your Deck to your hand. If this card is in your Graveyard and wasn't sent there this turn (Quick Effect): You can banish this card; Special Summon 1 “Effigy” monster or 1 Normal Monster from your GY. Effigy Summoning NetworkField Spell“Effigy” monsters can be treated as 2 Tributes for the Tribute Summon of a Monster with the same Attribute. Once per turn, during either player's turn: You can target 1 “Effigy” monster you control; shuffle that target into your Deck, then Special Summon 1 “Effigy” monster with the same Level as the target from your Deck. If this card is destroyed by an opponent's card effect: You can Special Summon 1 “Effigy” monster or 1 Normal Monster from your GY. Note: First effect bypasses the Normal Monster restriction of the Level 4 Effigy monsters, which allows things like Monarchs to be teched, if one so chose to do so. Effigy PresenceContinuous SpellOnce per turn: You can discard 1 "Effigy" monster; Special Summon 1 "Effigy" monster with the same Level as the discarded monster from your Deck. If this card is destroyed by an opponent's card effect: You can add 1 “Effigy” card from your Deck to your hand. [spoiler=Traps]Effigy ManipulationContinuous TrapOnce per turn: You can declare 1 monster Attribute. All monsters on the field and in both player's hands become that Attribute, until the End Phase. If this card is destroyed by an opponent's card effect: You can Special Summon 1 "Effigy" monster or 1 Normal Monster with the Attribute last declared by this card's effect from your GY. 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Phelphor, of the Deep Posted December 27, 2017 Report Share Posted December 27, 2017 [spoiler=can you review my thread now?]https://forum.yugiohcardmaker.net/topic/369439-written-deviloid-archetype/ Come help this old geezer out with this Archetype here. [spoiler=my review for yours?]first 2 monsters are okay but since lucy is dark, first two are pointless (unless you make more similar to lucy but other attributes)Lucifer, the Shadow Effigy: level 8 DARK Fiend / 2700 TK / 1600 DEFThis card is treated as a Normal Monster while in your hand. You can Normal Summon/Set this card without Tributing, but its original ATK becomes 1900. If this card is Tribute Summoned or Special Summoned, it gains the following effects.● Once per turn: You can send 1 “Effigy” card from your Deck to your GY; add 1 “Effigy” card from your GY to your hand, except the sent card. Once per turn, if an opponent's card effect is activated that would target an “Effigy” monster: You can discard 1 card; negate that effect. If this card is destroyed by an opponent's card effect: You can destroy 1 card your opponent controls; add 1 “Effigy” monster from your Deck to your hand.This card is treated as a Normal Monster while in your hand.Sure, so you get the one that can be treated as 2 tributes for a dark normal monster then summon this.You can Normal Summon/Set this card without Tributing, but its original ATK becomes 1900.-the king barbabos copy/paste sure plus it will not be completely useless in hand all the time.If this card is Tribute Summoned or Special Summoned, it gains the following effects.-similar to the mega monarchs● Once per turn: You can send 1 “Effigy” card from your Deck to your GY; add 1 “Effigy” card from your GY to your hand, except the sent card.-Thins the deck plus recycles good effigy cardsOnce per turn, if an opponent's card effect is activated that would target an “Effigy” monster: You can discard 1 card; negate that effect.-previous effect helps this part out. each turn you use the previous effect to have ammo for this effect making targeting pointless.If this card is destroyed by an opponent's card effect: You can destroy 1 card your opponent controls; add 1 “Effigy” monster from your Deck to your hand.Your opponent uses card or effect (maybe the opponent going -1) you get to pop 1 card and replace this card with a new monster that could be a copy of this card.this is a tad overpowered since you do not need the actual tribute summon. just the special summon which can happen in may ways easy.Effigy Promotion:Quick-Play SpellTribute 1 Level 4 “Effigy” monster you control; Special Summon 1 Level 8 “Effigy” monster (from your Deck).Whoa, even though its a minus 1 you can get lucy out quickly (also special summon too which I just talked about which makes the whole minus 1 thing worth it)Effigy Cycle: Normal SpellDiscard 1 “Effigy” card from your hand; shuffle 1 “Effigy” card from your GY to your Deck, then add 1 “Effigy” card from your Deck to your hand.Activate this, discard 1 effigy...now you can shuffle what you just discarded making it a moot point or shuffle something else.add whatever you shuffled or any other effigy card even a copy of this card.still a minus 1 cardEffigy Summoning Network: Field SpellOnce per turn: You can target 1 “Effigy” monster you control; it can be treated as 2 Link Materials for the Link Summon of a Link Monster.-ok this help makes up the minus 1Once per turn (Quick Effect): You can target 1 “Effigy” monster you control; shuffle that target into your Deck, then Special Summon 1 “Effigy” monster with the same Level as the target from your Deck.-sure just replace the monster (+0) also dodge stuff and maybe trigger something while we are at it. also the same level requirement makes not broken.If this card is destroyed by an opponent's card effect: You can Special Summon 1 “Effigy” monster from your GY.-Welcome back, lucyIt lacks at the moment and you go minus 1 a lot (if your opponent does not make that worse for you in the progress) Link to comment Share on other sites More sharing options...
Dokutah Posted December 27, 2017 Report Share Posted December 27, 2017 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 Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 7, 2018 Author Report Share Posted January 7, 2018 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. Link to comment Share on other sites More sharing options...
Darj Posted January 7, 2018 Report Share Posted January 7, 2018 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. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 7, 2018 Author Report Share Posted January 7, 2018 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. Link to comment Share on other sites More sharing options...
Darj Posted January 7, 2018 Report Share Posted January 7, 2018 Yeah, you can override the rule with the "during either player's turn" condition, there shouldn't be problems with that. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 7, 2018 Author Report Share Posted January 7, 2018 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. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 10, 2018 Author Report Share Posted January 10, 2018 Added a GY effect to Effigy Cycle and Effigy Promotion to help with this Archetype's field presence issues. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 11, 2018 Author Report Share Posted January 11, 2018 BUMP I'm tempted to move this to Advanced at some point. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 13, 2018 Author Report Share Posted January 13, 2018 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. Link to comment Share on other sites More sharing options...
Darj Posted January 13, 2018 Report Share Posted January 13, 2018 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. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 13, 2018 Author Report Share Posted January 13, 2018 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? Link to comment Share on other sites More sharing options...
Darj Posted January 13, 2018 Report Share Posted January 13, 2018 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. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 14, 2018 Author Report Share Posted January 14, 2018 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? Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 14, 2018 Author Report Share Posted January 14, 2018 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? Link to comment Share on other sites More sharing options...
Darj Posted January 15, 2018 Report Share Posted January 15, 2018 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. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 15, 2018 Author Report Share Posted January 15, 2018 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. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 19, 2018 Author Report Share Posted January 19, 2018 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 sheet now, so suggestions are appreciated. EDIT: First draft of Terra is finally up. Yay? Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 21, 2018 Author Report Share Posted January 21, 2018 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. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 22, 2018 Author Report Share Posted January 22, 2018 Well, that should be it. 13 cards made over the span of a month. Now, hopefully I didn't overlook sheet over the month. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted January 25, 2018 Author Report Share Posted January 25, 2018 What's this? Moved to Advanced? Well then, enjoy. Link to comment Share on other sites More sharing options...
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