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Prophecy Breaker Archetype [Legacy]


KingofMayhem

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Whew! I've been working on this post all day, finally got it done! Hey guys! This is my first Archetype, and one I'm pretty proud of. The fictional set in which this archetype came out is called "The End of Magic". It's a DARK Spellcaster Archetype partially inspired by the Endymion Structure Deck and a Macro-Monarch Mill deck one of my old High School buddies used to run. I designed the archetype to mesh well with the Chaos Archetype (Chaos Sorcerer, BLS ect.), especially the new "Chaos" cards I will be releasing in the "Casual Multiples" forums sometime in the near future. The main strategy of the archetype (besides summoning their boss monsters) is to Banish cards from the top of the opponent's Deck without the need for Macro Cosmos or Dimensional Fissure, as such all the milling effects state that the cards are banished rather than sent to the Graveyard. This aligns with the "Prophecy Breaker" title as the archetype literally destroys your opponent's future in a rather permanent way. Decking your opponent out isn't the only win condition of the archetype though, merely the most prominent.
 
Feel free to review individual cards, the entire archetype, or anything in between! This archetype is not necessarily complete and most of the cards are still open to editing as far as I'm concerned, provided I like the ideas put forward about a particular card. I'm trying to make this archetype balanced, while still making it a force to be reckoned with in a competitive environment. So keep that in mind when suggesting buffs or nerfs to one or more cards.
 
But that's all I can think to say to summarize the Archetype, so lets get down to the main event: the cards!
 
Update: I am slowly going through and editing the archetype. Feel free to continue to comment/review, or update your responses to reflect the new cards!
 
Update: Janux's name has been changed to "Xelor" in honor of the character "Nox" from the anime: Wakfu.
 
Errata Update: Dark Xelor's effect has been changed to allow you to choose between banish-milling and Spec-Summoning on the turn he's summoned.
 
Main Deck: Updated
Extra Deck: Updated
Spell Cards: Updated
Trap Cards: Updated
 
The cards from "The Rising Darkness", "Eldritch Entity", and "Chaos Unleashed" sets have been added.
 

[spoiler=Main Deck Monsters]
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Effect: When this card is Summoned: Banish the top 3 cards of your opponent's Deck. Once per turn, while this card is in your Graveyard, if 1 or more card(s) are banished from your opponent's Deck: You can Special Summon this card, but banish it when it leaves the field.
 
Lore: When Diabul led the rebellion against the Council of Prophecy, Marak was the first to join him. Ever since he has been by Diabul's side, serving him as an advisor and bodyguard. He is a master of arcane arts long thought lost and possessed of a cruel and unforgiving nature. Do not underestimate him.
 
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Effect: Once per turn, while you control another "Prophecy Breaker": You can negate the activation and effect of an opponent's Spell Card, and if you do, destroy it and banish the top 3 cards of your opponent's Deck. Once per turn, you can banish both this card and 1 other "Prophecy Breaker" monster in your Graveyard: Add 1 "Prophecy Breaker" monster from your Deck to your hand.
 
Lore: Meeris was another of those who joined Diabul's rebellion. She now serves as one of his best generals, defending the City of Prophecy from any external threats.
 
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Effect: Once per turn, while you control another "Prophecy Breaker": You can negate the activation and effect of an opponent's Trap Card, and if you do, destroy it and banish the top 3 cards of your opponent's Deck. Once per turn, you can banish this card in your Graveyard: Special Summon 1 "Prophecy Breaker" monster from your Graveyard.
 
Lore: A trickster and mischief maker by nature, Zeenikar was often disliked or even hated in the City of Prophecy before Diabul's rebellion. Now he is its most celebrated spy.

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Effect: If this card declared an attack during your previous turn, it cannot declare an attack this turn. When this card destroys a monster by battle: Special Summon 1 level 4 or lower "Prophecy Breaker" monster from your hand. You can only activate the effect of  1 "Prophecy Breaker Dulnorr" per turn.
 
Lore: At the command of his monarch, Dulnorr lead an attack on the City of Prophecy not long after Diabul's rebellion. The attack failed tremendously, and Dulnorr quickly became the City of Prophecy's new Captain of the Guard. No one has tried an attack like that since.
 
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Effect: When this card is Summoned: Banish the top 3 cards of your opponent's Deck. Banish this card in your Graveyard: Add 1 "Prophecy Breaker" monster or "Avalon, the City of Prophecy" from your Deck to your hand.
 
Lore: Mezyria was a powerful sorceress who came to join Diabul after his successful revolution. She has proved herself time and again to be one of his most valuable Seers, mostly because she is in love with him.
 
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Effect: When this card is Summoned: Special Summon 1 level 4 or lower "Prophecy Breaker" monster from your hand or Graveyard. You can only use this effect of this card's name once per turn.
 
Lore: While Xeurik's origin is a secret to all but the highest-ranking members of Diabul's order, his ability to create trans-dimensional portals is not. His gifts have helped his fellow mage-prophets tremendously. Thus nobody really cares where he came from, as long as he sticks around for a good while.
 
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Effect: When this card is Summoned, target 1 "Prophecy Breaker" monster on your field or in your Graveyard: This monster's effect becomes that monster's effect. If that monster's effect activates upon being Summoned: Activate it as this card's effect.
 
Lore: Seena was a former witch who committed serial murders, disguising her face behind one of her many creepy masks. The masks are apparently forged from the souls of her victims, and allow her to mimic any powers and abilities they had in life. Since joining Diabul, she has learned how to create masks without needing to kill, but her bloodlust demands she continue to do so. Most of the Prophecy Breakers are just glad she's on their side.
 
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Effect: When this card is Summoned: Special Summon 2 level 3 or lower Zombie-type monsters OR 1 "Prophecy Breaker" monster from your Graveyard.
 
Lore: After learning necromancy from her father, Tali struck out on her own to forge her own destiny. Perhaps that inner strength is what drew Diabul's attention in the first place...
 
Note: Released in "The Rising Darkness" set
 
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Effect: Once per turn, when card(s) are banished from your opponent's Deck: Special Summon 1 "Prophecy Breaker Familiar" monster from your hand, Graveyard, or Deck. You cannot Special Summon any other monsters this turn, except "Prophecy Breaker" monsters.
 
Lore: A Dark Elf with a penchant for animals and beasts of all kinds, she immediately took to Zuroli and the rest of Avalon's four-legged denizens, and has since been officially appointed Avalon's Beastmaster by Diabul himself.
 
Note: Released in "The Rising Darkness" set
 
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Effect: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
- Once per turn: Special Summon 1 banished "Prophecy Breaker" monster.
 
Lore: Geminias's claims of being an inter-dimensional traveler seeking entertainment through combat and the spreading of chaos were more than validated in the eyes of Diabul when the starry-skinned entity breached the fabric of reality to return comrades long thought lost. Now he serves as the main ground commander of Avalon's shocktroops, working closely with Dulnorr to bring victory to the forces of Chaos.
 
Note: Released in the set: "Chaos Unleashed".

 

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Effect: Once per turn: You can inflict 500 damage for each card banished from your opponent's Deck this turn. When this card is Special Summoned while "Avalon, the City of Prophecy" is face-up on the field: Add 1 Spell Card from your GY to your hand.
 
Lore: A young sorceress with an exceptional talent for magic, she was quickly accepted by Diabul and has since shown little interest in anything other than fomenting chaos, wreaking untold devastation, or mastering lost and forbidden arts. This hasn't won her any favor from the majority of her peers in Avalon, but that doesn't seem to bother her. Most of the females are just happy she isn't romantically interested in Diabul. The males are also happy about that, but for very different reasons.
 
Note: Released in "The Rising Darkness" set
 
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Effect: This card also always counts as a LIGHT monster. Once per turn, when this card is Normal Summoned: You can Special Summon 1 of your banished level 4 DARK monsters.
 
Lore: These strange creatures have a talent for war and violence accompanied by a bloodlust that seems nearly insatiable. This makes them the perfect soldiers, which explains why they make up the bulk of the Chaos army's forces.
 
Note: Released in the set: "Chaos Unleashed".
 
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Effect: This card is also treated as a Spellcaster. You can Special Summon this card from your hand if you control 1 face-up "Prophecy Breaker" monster. Once per turn you can target 1 Spellcaster-type monster you control, discard 1 Card: Special Summon 1 "Prophecy Breaker Spirit Token" (Zombie/DARK/ATK 0/DEF 0) with the same level as the targeted monster.
 
Lore: Diabul's personal familiar. Rarely speaks to anyone but it's master, and is a capable magic-user in it's own right. Is most known for its ability to conjure realistic illusions.
 
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Effect: This card can be Special Summoned (from your hand) by controlling 1 face-up "Avalon, the City of Prophecy" or "Cave of Madness". When this card on the field is destroyed or banished: Special Summon any number of "Chaos Spirit Knights" from your Deck.
 
Lore: Ever since Diabul's rebellion, the corrupted ghosts of the knights slain by the power of chaos have served as the city's street guard and foot soldiers. If you destroy one, its dying howl will summon countless more of its brethren to overwhelm the intruders. Turned into living chaos energy, these spirits can be used to great effect by the clever or the foolhardy to unleash even greater power.
 
Note: Released in the set: "Chaos Unleashed".
 
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Effect: This card is also always treated as a LIGHT monster. You can Special Summon this card from your hand while "Avalon, the City of Prophecy" is face-up on the field. When this card is Summoned: Banish the top 4 cards of your opponent's Deck. If this card would be used for an XYZ Summon: Increase its level by 1.
 
Lore: Lunylia joined Diabul's uprising more out of a dissatisfaction with the Council than belief in Diabul's ideology. Under Diabul's mostly lawless reign she has flourished and prospered, and for that Diabul has her loyalty.
 
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Effect: You can Special Summon this card (from your hand) while "Avalon, the City of Prophecy" is face-up on the field. Once per turn: You can reveal the top 4 cards of either player's Deck, then return them in the same order. Once per turn, you can declare any Spell Card name: If that card was revealed by the effect of a "Prophecy" monster you control this turn: You can activate that Spell Card's effect(s) as this card's effect(s). You can only use the effect(s) of one "Lord of Prophecy Nulia" per turn.
 
Lore: A member of the Council of Prophecy which Diabul overthrew, Nulia, like most of her peers, was slain during the violent revolution. Her gift of prophecy was matched only by her benevolence and compassion, and it is said that she begged the gods to forgive her executioners even as they tortured and murdered her.
 
Note: Released in "Eldritch Entity" set.
 
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Effect: You can Special Summon this card (from your hand) while "Avalon, the City of Prophecy" is face-up on the field. Once per turn, you can discard 1 card: add 1 Spell Card from your Deck to your hand that includes banishing cards from the top of your opponent's Deck in its card text.
 
Lore: A member of a peculiar species of bird-men, Demeel left the nest as a hatchling to pursue a career in dark magic as well as escape a brutal and violent father. He now serves Avalon as a scholar and librarian, along side Mii'shuza Hyak Nuu, keeping the City's most valuable resource: knowledge, under his hawkish gaze at all times.
 
Note: Released in "Eldritch Entity" set.

 

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Effect: When this card battles: Banish the top 4 cards of your opponent's Deck. When this card is destroyed and sent to your GY, you can banish 1 "Prophecy Breaker" monster from your GY: Special Summon this card.
 
Lore: A rogue deathknight who joined Diabul after being promised power beyond his wildest dreams. He is quite satisfied with the results of the rituals performed on him in order to fulfill that promise.
 
Note: Released in "The Rising Darkness" set
 
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Effect: Once per turn, you can either: Target one "Prophecy Breaker" Spellcaster-type monster you control; equip this card in your hand or on your field to that target, OR: Unequip this card and Special Summon it in ATK position. While equipped by this effect: the equipped monster is unaffected by Spell cards and cannot be targeted for an attack. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) This card is also treated as a Spellcaster.
 
Lore: Unicorns and Pegasus are rare enough, but the offspring of both a Pegasus and a unicorn? Nearly unheard of! So the fact that Diabul has one serving as the Librarian in the Hall of Prophecy is something that keeps people awake at night.
 
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Effect: You can Special Summon this card from your hand by banishing 2 "Prophecy Breaker" monsters from your Graveyard. This card cannot be targeted for attacks or by card effects unless it declared an attack this turn. If a "Prophecy Breaker" monster you control would be destroyed and sent to the Graveyard, banish it until the End Phase.
 
Lore: A wood elf that Diabul found beaten and dying in the forests surrounding the City of Prophecy, he took her in and nursed her back to health, while simultaneously filling her amnesia-afflicted mind with lies and half-truths. Whatever he told her, she now serves him with undying loyalty. She lives in the forests around the city, using her ability to communicate with nature to protect it from invaders.
 
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Effect: "Prophecy Breaker" monsters you control are unaffected by the effects of your opponent's monsters. When this card is Summoned: Banish the top 5 cards of your opponent's Deck. You can only use this effect of this card's name once per turn.
 
Lore: Suufra'Kuris is a Dark Elf with a mastery of Ice magic. She is as cold and calculating as a Frost Elf, but with the cruelty and arrogance of a Dark Elf. A bad combination in such a breathtaking young Elven woman.

 

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Effect: When this card is used as Link Material to summon a "Prophecy Breaker" monster: You may treat this card as 2 Link Materials. When this card is used as Material to summon a "Prophecy Breaker" monster: That monster cannot be destroyed in battle and is unaffected by card effects once per turn.

 

Lore: No one is quite sure who or what Wukuus actually is. Some say he's an incredible warrior endowed with strength from the gods, others that he's one of the infamous man-ape warriors of the Southern Isles. Whatever he is, one thing is sure: he serves Diabul with unmatched ferocity and strength, and his devotion to his own personal code of honor is unwavering. Since Diabul imbued him with the power of Chaos, he has become infinitely more fearsome and vicious, even going so far as to break his own warrior's code. Whatever kind of creature Wukuus eventually becomes, you can be certain not many sane beings will want to be around him any longer than they have to be once the transformation is complete.

 

Note: Released in "The Rising Darkness" set
 
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Effect: This card is also always treated as a LIGHT monster. Once per turn, banish 1 Spell Card in your Graveyard and target 1 face-up "Prophecy Breaker" monster you control: Take control of 1 level 4 or lower monster your opponent controls until the End Phase. It's level becomes the same as the targeted "Prophecy Breaker" monster.
 
Lore: The story of Harlika is one of love and tragedy. As a child, a soothsayer told her that she was destined to become a princess. When she grew up, she became a dancer in the king's court, and drew the ire of the queen by flirting with the crown prince, whom she had genuine feelings for. The prince, much to the queen's disdain, returned her affections, and the budding relationship was on the cusp of flowering when the queen hired a sorcerer to curse Harlika with nymphomania, a curse the poor girl struggled to keep secret, with virtually no success. When the prince found out, he broke off all contact with her, leaving her heartbroken and disillusioned. On the prince's wedding night, she vanished without a trace, and was never seen or heard from in the palace again. Even sadder, was that nobody really noticed or cared that she was gone.

 

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Effect: You can Special Summon this card (from your hand) by Tributing 1 "Prophecy Breaker" monster you control. Once per turn, you can target 1 monster your opponent controls whose level is equal to or less than the number of cards banished from your opponent's Deck this turn: Take control of that target for as long as this card is face-up on the field.
 
Lore: A mysterious and extremely powerful sorceress who appeared from nowhere and swore allegiance to Diabul, she has gathered the ire of both of Diabul's aspiring lovers: Harlika and Mezyria for her attempts to seduce him, which have proven far more successful than the efforts of either of the Black Prophet's afore-mentioned female suitors. She is extremely prideful and vain, also being capable of great cruelty and subtlety. Truly an extremely dangerous woman.

 

Note: Released in the "Chaos Unleashed" set
 
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Effect: You can Special Summon this card (from your hand) during your Main Phase if cards have been banished from your opponent's Deck this turn. Once per turn you can target 1 face-up monster on the field: that monster is treated as a Fusion or Synchro monster while face-up on the field or when used as Material.
 
Lore: A mysterious wizard from the same species as Demeel, he was discovered leading a cult that worshiped strange and ancient gods from before the dawn of civilization. After a brief but intense battle, Diabul convinced him that he could serve the will of the Ancient Ones by joining him and helping to spread chaos across space and time. Convinced that allying with the Black Prophet would allow him to prepare the world for the inevitable return of his masters, Vul'Obthok joined the Prophecy Breakers, and almost no one in Avalon has had a good's night's sleep since.
 
Note: Released in the "Eldritch Entity" set.
 
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Effect: You can Special Summon this card (from your hand) by Tributing 2 "Prophecy" monsters you control. Once per turn: You can reveal the top 5 cards of either player's Deck, then return them in the same order. Once per turn: You can Special Summon 1 level 6 or lower "Prophecy" monster that is banished or in your Deck. You can only use 1 of the effects of 1 "Lord of Prophecy Xelor" per turn.
 
Lore: This member of the Council of Prophecy is known as "The Worldwalker". Legend says he was present at the City's founding millennia ago, and he has served on the council for longer than anyone except Solis. His wisdom and knowledge are unmatched, and his ability to create portals through time and space speaks to him having far greater power and knowledge than he lets on. When Diabul began his revolution, Xelor was the first member of the Council he sought to neutralize. Unfortunately, those efforts appeared to have been successful. However, word on the streets of Avalon is that if you are close enough to the tower that used to serve as Xelor's personal quarters, and its the witching hour on a night of the full moon, you can still hear his ghostly, agonized screams echoing through the clear night air.
 
Note: Released in the "Eldritch Entity" set.
 
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Effect: You can Special Summon this card (from your hand) by Tributing 2 "Prophecy" monsters you control. When this card is Summoned: You can banish the top 5 cards of your opponent's Deck. Once per turn: You can Special Summon 1 level 6 or lower "Prophecy" monster that is banished or in your Deck. You can only use 1 of the effects of 1 "Prophecy Breaker Xelor" per turn.
 
Lore: It seems that one of Diabul's personal projects over the past few decades has been to break the mind of one of the former Lords of Prophecy: Xelor, and enslave him to his will. After several decades of being torn apart and reassembled then torn apart again in the timestream, Xelor has finally broken and become arguably one of the Black Prophet's most powerful and loyal servants. Everyone feared Diabul before, but now that time and space are seemingly at his command through Xelor, the notion that the leader of the Prophecy Breakers could ever be stopped seems laughable.
 
Note: Released in the "Eldritch Entity" set.
 
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Effect: You can Special Summon this card from your hand by banishing 2 Spell Cards from your Graveyard. Once per turn, banish 1 "Prophecy Breaker" monster from your Graveyard: Add 1 "Prophecy Breaker" monster from your Deck to your hand. Once per turn, banish 1 "Prophecy Breaker" monster from your hand: Special Summon 1 "Prophecy Breaker" monster from your Deck. That monster's effects are negated.
 
Lore: Morgalia was one of the Council of Prophecy's most outspoken critics before Diabul's rebellion. When the coup happened, Morgalia only joined Diabul after he convinced her that the Council could not be reformed or deposed by peaceful means. She mostly abhors violence, but only because she sees it as "messy" and prefers politics and manipulation to achieve her goals. Despite her "pacifism", she is very insidious and can be very cruel.
 
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Effect: You can Special Summon this card from your hand by discarding 1 other "Prophecy Breaker" from your hand to the Graveyard. When this card is used as an XYZ material for the XYZ Summon of a Spellcaster-type monster: Banish the top 5 cards of your opponent's Deck.
 
Lore: A deathknight with a considerable talent for magic, he joined the Prophecy Breakers after a clash with Diabul over territory. He has since become the City's greatest melee fighter, through both his arcane knowledge and mastery of armed combat.
 
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Effect: You can Special Summon this card from your hand by banishing 1 face-up "Prophecy Breaker" on your side of the field. Once per turn, when card(s) are banished from your opponent's Deck: You can Special Summon 1 "Prophecy Breaker" from your hand or Deck. That monster's effects are negated, and its ATK and DEF become 0.
 
Lore: Nobody really knows where Tenebrax came from. He has been in the City for as long as anyone can remember, and he won't talk about his past to anyone. His physical body is made of living shadow, allowing him to move stealthily and enter places that others normally can't. It is said he knows all the City's secrets, and it is for that reason that Diabul has made every effort to befriend him. Efforts which seem to have been very successful.
 
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Effect: You can Special Summon this card by Tributing 2 face-up "Prophecy Breaker" monsters you control. When this card is Summoned: Banish the top 5 cards of your opponent's Deck. When this card on the field is destroyed or banished: Special Summon "Prophecy Breaker" monsters from your hand or Graveyard whose total combined levels equal 8 or less.
 
Lore: Claiming to be a fallen angel, Valeena quickly established her raw strength not long after arriving in Avalon. In exchange for vengeance against those who saw her exiled, Diabul's only request was that she serve him and Avalon with the same passion and zealotry with which she had once served the forces of light.
 
Note: Released in "The Rising Darkness" set
 
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Effect: You can Special Summon this card (from your hand) by Tributing 2 "Prophecy" monsters you control. Once per turn: You can reveal the top 8 cards of either player's Deck, then return them in the same order. Once per turn: You can Special Summon from your Deck 1 monster that was revealed by the effect of a "Prophecy" monster you control this turn.
 
Lore: The former leader of the Council of Prophecy, Solis was a wise and powerful, if somewhat prideful and authoritarian leader. He believed he and the other lords of the council knew what was best for Avalon and all of its denizens, and that rebellion and disobedience were the mark of chaos and darkness upon one's soul. Ever since Diabul's arrival in the city, he was especially harsh towards the young man, often denying him simple pleasures and benefits seemingly for no reason other than dislike. It could be argued that the blame for Diabul's quest for the Book of Black Chaos and the genocide that followed lies also on Solis's shoulders as well, as it seemed the powerful prophet did everything he could to forge Diabul into a resentful and bitter man who felt oppressed and forsaken by his kin. Whether this is true or not, what is certainly true is that Solis was the most powerful prophet in Avalon, capable of peeling back the curtain of time with the same ease with which one might open a door or a window. He also possessed the power to share his powerful revelations, in all their intensity, with any others he chose. Many who experienced this described it as if he had brought the future to life around them, so real were his visions. When Diabul's rebellion occurred, Solis was the last of the Lords of Prophecy to fall. Although no-one but Diabul saw him die, which in light of recent events, has made some in Avalon question whether their former Lord is truly dead and gone.
 
Note: Released in the "Eldritch Entity" set.
 
 



[spoiler=Extra Deck Monsters]
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Effect: 2 Level 4 Spellcaster-type monsters
Once per turn, detach 1 XYZ Material from this card: Banish the top 3 cards of your opponent's Deck, and this card gains 600 ATK until the End Phase. If this card would be destroyed or banished: You can banish 1 "Prophecy Breaker" monster in your Graveyard instead.
 
Lore: Kuzuki came to Avalon fleeing the Necrolords, and found shelter there in exchange for her service to Diabul. Since then she has proved herself a powerful weapon in Diabul's arsenal, putting her skills and talents to good use destroying those who threaten Avalon or its leader.
 
Note: Last-minute addition to the Prophecy Breakers support for TRD. I planned to release it alongside my next card series, but bumped it up instead!
 
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Effect: 1 "Prophecy Breaker" Tuner Monster + 1 or more non-Tuner Monsters
When this card is Summoned: Banish the top 4 cards of your opponent's Deck. Once per turn: While "Avalon, the City of Prophecy" is face-up on the field: You can Special Summon 1 level 4 or lower "Prophecy Breaker" monster from your Deck.
 
Note: Released in "The Rising Darkness" set
 
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Effect: 1 "Prophecy Breaker" Tuner monster + 1 or more non-tuner monsters
Once per turn: You can reveal cards from the top of either player's Deck equal to the number of cards banished from your opponent's Deck this turn, if you do, you can select up to 5 of those revealed cards and banish them, then return the remaining cards in the order they were revealed. You can only activate this effect of this card's name once per turn.
 
Lore: Once one of the most potent mage-prophets in Diabul's service, he was believed permanently lost after a battle with Caius. That was until Geminias plucked him from the void to which he had been banished in order to prove his own worth to Diabul. Radically changed by his time in the void, Infinitus has returned to his place as one of the Black Prophet's most trusted and powerful advisors. His new powers have given him an entirely new perspective on the nature of reality, one he exploits to the fullest against his foes.
 
Note: Released in the set: "Chaos Unleashed".

 

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Effect: 1 "Chaos" Tuner monster + 1 or more non-Tuner "Prophecy Breaker" monsters
When this card is Synchro Summoned: Special Summon as many "Prophecy Breaker" monsters from your GY as possible, up to the number of cards banished from the top of your opponent's Deck this turn.
 
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Effect: 2 level 6 "Prophecy Breaker" monsters
Once per turn, you can detach 1 XYZ material from this card and target 1 banished card: Banish all copies of that card from both player's hands, fields, and Decks. When this card is removed from the field send all banished "Prophecy Breaker" monsters to the Graveyard.
 
Lore: The creation of Orianna, this serpentine entity is composed entirely of chaos energy infused with sentience by her mistress. She takes the form of a Gorgon out of preference, and her chaos energy arrows, while also deadly, can tear through the very fabric of space-time, ensuring no foe can ever truly escape her wrath. Unlike the other Chaos entities that she came with, her powers are much more limited, requiring her to rest and recuperate much more often. Given that she seems to be made entirely of chaos magic, there is no telling what might happen if her physical form were to be destroyed, and all that energy unleashed at once.
 
Note: Released in the set: "Chaos Unleashed".
 
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Effect: 2 Level 6 Spellcaster-type monsters
Once per turn, you can detach 1 XYZ material from this card: add 1 "Rank-Up" Spell card with "Chaos" in it's name from your Deck or Graveyard to your hand. Once per turn, you can detach 3 XYZ material from this card: Take control of all "CXyz" and "Number C" monsters on your opponent's side of the field, until the End Phase.
 
Lore: A mysterious, dimension-hopping traveler who appears to have some connection to Avalon, as she often appears there in times when Diabul's rule is threatened. No-one, not even Diabul (or so he claims) knows who she is or what she wants. If the corrupted Guardian Dragons, or the Chaos Dragon gods, know the answers to those questions they too are choosing to remain silent.
 
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Effect: 3 Level 8 DARK Spellcaster-type monsters
Detach 1 XYZ material from this card: Your opponent cannot conduct their next Draw Phase. Detach 2 XYZ materials from this card: Banish the top 8 cards of your opponent's Deck. Detach 3 XYZ materials from this card and declare a level/rank: Banish all monsters of the declared level/rank from your opponent's Extra Deck. You can only activate one of these effects of this card's name per turn, and only once that turn.
 
Lore: Diabul was once a normal mage prophet like many of the other denizens of Avalon. However, he was largely an exile among his own people due to his liberal values and rebellious nature. He constantly sought forbidden knowledge and actively disobeyed the Council of Prophets on many occasions. His constant disregard for the council and its laws drove them to ostracize him and threaten the same to anyone who supported him. Angered and disillusioned by this, Diabul one day decided to enter the Cave of Madness and attempt to retrieve The Book of Black Chaos, which had been laid to rest there millennia ago when the City of Prophecy was founded. Entering the cave, he managed to triumph over the 3 Guardian Dragons assigned to guard The Book and claimed its power. He was transformed, his previously formidable might becoming legendary, his prophetic gifts being magnified a hundredfold. Using The Book, Diabul unlocked the seal that imprisoned one of the three Chaos Dragon gods: Stalagbite, unleashing the Great Devourer upon the hapless world. On that same day Diabul started a coup that saw the members of the Council of Prophets killed and their supporters either massacred or enslaved. The City of Prophecy, once a bastion of light and hope, became a place of darkness and despair, despite retaining its beauty. To this day, Diabul reigns supreme over Avalon, using the power of Chaos and Prophecy to tighten his iron grip over the future, slowly leading the world towards the End Times, when the Chaos Emperor Dragon will once again be unleashed to destroy all that is.
 
BuuvhyT.jpg
 
Effect: 1 "Chaos" Tuner monster + 1 or more non-Tuner "Prophecy Breaker" monsters
When this card is Synchro Summoned: Special Summon any number of banished "Prophecy Breaker" monsters as long as their total combined levels are equal to or less than the number of cards banished from your opponent's Deck this turn.
 
Lore: Arguably the most powerful of the chaos entities who arrived in Avalon at the start of the Chaos invasion, Solora claims to have been sent under the direct orders of Orianna and Kha'Zix. She feeds off of chaos energy to strengthen herself, and at full power is capable of briefly fusing dimensions to create a variety of terrifying and disturbing consequences. She is to be feared and respected, not just because of who she represents, but also because of her power. Diabul understands this better than most, and so gives her nearly free reign over the city and its inhabitants.
 
Note: Released in the set: "Chaos Unleashed".

 

uCx24md.jpg

 

Effect: 1 "Chaos" Tuner monster + 1 or more non-Tuner "Prophecy Breaker" monsters
When this card is Synchro Summoned: Destroy and banish cards your opponent controls up to the number of cards banished from your opponent's Deck this turn.
 
Lore: Arguably the most powerful of the chaos entities who arrived in Avalon at the start of the Chaos invasion, Voidlord is the most mysterious and aloof among the servants of Orianna sent to assist Diabul and the Prophecy Breakers in the final battle. He destroys and erases entities, individuals, locations, and objects from existence without any apparent regard for the consequences. He almost never speaks, but when he does those who "hear" him do so in their heads, and with his words comes unwelcome images, sensations, and emotions which many theorize prolonged exposure to could drive mortals and even some immortals mad. Perhaps then it is for the benefit of the denizens of Avalon, and at the behest of his mother, that Voidlord holds his tongue. Who knows just how much damage he could inflict upon our world simply by speaking.
 
Note: Released in the set: "Chaos Unleashed".

 

kNUfbOp.png

 

Effect: 2 or more "Prophecy Breaker" or "Chaos" monsters
When a "Prophecy Breaker" monster is Summoned to a Main Monster Zone this card points to, banish the top 6 cards of your opponent's Deck. When card(s) are banished from your opponent's Deck: This card gains 500 ATK until the End Phase.

 

Lore: A war machine from a distant future where the battle with Chaos reached the stars, Solora's powers accidentally brought this massive monstrosity into this world. Now it hovers above the planet, feeding off of and intensifying the chaos and strife below. Nobody knows exactly what will happen should it fully recharge its reserves of chaos energy, but most are certain it will herald the final hours of the apocalypse.
 
s5K07oX.jpg
 
Effect: 1 "Prophecy Breaker" tuner monster + 1 or more non-tuner monsters
When this card is Summoned: Banish up to 2 Spell or Trap cards your opponent controls. When this card on the field is destroyed or banished: Banish all Spell and Trap cards your opponent controls.
 
Lore: Originally one of the three Guardian Dragons assigned to guard The Book of Black Chaos, Kyzuniss was defeated by Diabul when he seized The Book, and was corrupted by the power of Chaos to be used as a weapon in Diabul's uprising. Now he, along with his siblings, guards the City of Prophecy both at home and abroad, ravaging and destroying Diabul's enemies wherever they may be.
 
ZzlTU7w.jpg
 
Effect: 1 "Prophecy Breaker" tuner monster + 1 or more non-tuner monsters
This card cannot be targeted unless it declared an attack this turn. Once per turn, you may banish 1 "Prophecy Breaker" monster from the Graveyard: Banish up to 2 monsters your opponent controls.
 
Lore: The eldest Guardian Dragon, Mytoris is the most emotionally removed and aloof. He enjoys solitude and privacy, a characteristic that has remained even after his enslavement by Diabul. Despite his anti-social behaviour, or perhaps because of it, he has incredible wisdom and insight into the workings of sentient minds and magic, and every being who has conversed with him has walked away from the conversation having been enlightened to some degree. Before he was enslaved by the power of chaos, he had a soft and compassionate heart hidden beneath his frosty, aloof exterior that could not bear to see sentient beings undergo suffering, and he was known for showing mercy to people that others would kill without regret. It is said he can see the hearts of all beings that he lays eyes upon, and thus that he can see who has truly surrendered their soul to evil and who is merely trapped by their own guilt, hatred, and anger. With his mind and heart swallowed by Chaos however, that frosty and aloof exterior seems to have become all there is of him, his once soft and warm heart frozen solid by the abyss.
 
QFn1T6U.jpg
 
Effect: 1 "Prophecy Breaker" tuner monster + 1 or more non-tuner monsters
This card cannot be destroyed by Trap cards, and is unaffected by your opponent's Spell Cards. When this card would destroy a monster by battle banish it instead. When a monster on the field is banished: Banish the top 2 cards of your opponent's Deck.
 
Lore: The youngest, most impulsive, and battle-loving of the three Guardian Dragons, Syvariss is physically the strongest of the three brothers. He respects little more than physical strength, although magic in the form of raw power is something he considers strength too. His wrath is to be feared, but his mind is easily tricked, and his pride easily bruised.



[spoiler=Spell Cards]
7l6qqY4.jpg
 
Effect: All Spellcaster-type monsters gain 200 ATK. "Prophecy" monsters gain an additional 200 ATK. When 1 or more card(s) are banished from your opponent's Deck by the effect of a "Prophecy Breaker" monster you control: Banish the top card of your opponent's Deck. Once per turn, if 6 or more cards have been banished from your opponent's Deck this turn: You can add 1 "Prophecy Breaker" monster from your Deck to your hand.
 
Lore: The fabled City of Prophecy, founded by the world's greatest mages and prophets thousands of years ago. Its foundation is the Rock of Infinity, into which the Cave of Madness was carved at the city's founding. The city is famous for being at the nexus of several of the world's biggest Ley Lines, which makes it the perfect place of residence for mages and prophets, both evil and pure.
 
LIcR2MF.jpg
 
Effect: When a "Prophecy Breaker" monster is used to Fusion, Synchro, or XYZ Summon: Banish 5 cards from the top of your opponent's Deck. When a Fusion, Synchro, or XYZ monster is destroyed: Special Summon 1 of its Fusion, Synchro, or XYZ material. The effect of that monster is negated.
 
Lore: This cave was named for its ability to inflict madness on all who enter. The magic here is corrupt and dark, likely the doing of the source of great power that the cave protects. It is said that the three guardians who protect that power from those seeking to use it for evil are older than the city, the cave, and the source of power they guard. You would have to already be mad to even consider entering, but if you do, who knows what you will find lurking down there...
 
ih4Rq8J.jpg
 
Effect: If "Avalon, the City of Prophecy" or "Cave of Madness" is not face-up on the field: destroy this card. "Prophecy Breaker" monsters gain 200 ATK while this card is face-up on the field. When 1 or more card(s) are banished from your opponent's Deck by the effect of a "Prophecy Breaker" monster you control: Banish the top card of your opponent's Deck. Banish this card in your Graveyard: Special Summon 1 "Prophecy Breaker" monster from the Graveyard.

Lore: The ability to directly access Ley Lines is what makes ordinary magic-users legendary. Under Diabul's reign, those who please and serve him are allowed unlimited access to the nexus of magical energies in Avalon.
 
NqY4EF9.jpg
 
Effect: Target 1 DARK Spellcaster-type Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" monster that is 1 or 2 Ranks higher than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) The monster XYZ Summoned by this card's effect is unaffected by Trap cards while it is face-up on the field.
 
Lore: The Book of Black Chaos holds many secrets, some that are believed to be lost to time, and others whose existence has yet to be discovered.
 
p6fAVY2.jpg
 
Effect: Add 1 "Prophecy Breaker" monster from your Deck to your hand.
 
Lore: There is few tragedies greater than that of a hero with limitless potential, brought to their knees by despair and cynicism. For it is in this barren, harsh ground that the seeds of hatred and malice sprout like weeds, and grow until, like thorns, they choke the very land which birthed them.
 
5TYyKNu.jpg
 
Effect: You can only activate this card while you control at least 1 face-up "Prophecy Breaker" monster, or by revealing 1 "Prophecy Breaker" monster in your hand. Banish the top 5 cards of your opponent's Deck.
 
Lore: Diabul's magic twists and distorts the very fabric of reality to accomplish its goal: Erasing the future of all those who stand against him.

 

fAlg4hw.jpg

 

Effect: Shuffle 2 "Prophecy Breaker" monsters from your hand into  the Deck, then draw 3 cards.

 

Lore: Thanks to the Book of Black Chaos, Diabul holds the power to bend fate and destiny to his very will.

 
7U3ynWL.jpg
 
Effect: Target 1 "Prophecy Breaker" in your Graveyard: Special Summon it.
 
Lore: The Book of Black Chaos was said to grant the wielder, among other things, power over life and death. But no-one actually believed the legend until Diabul proved it right before their very eyes.
 
TrUcI1B.jpg
 
Effect: Declare 1 level: All face-up "Prophecy Breaker" monsters you control become that level until the End Phase.
 
djF7kUQ.jpg
 
Effect: Banish 1 monster from your Graveyard; Activate 1 of the following effects depending on the monster banished:
-"Prophecy Breaker" monster: Banish the top 5 cards of your opponent's Deck and Special Summon 1 "Prophecy Breaker" monster from your GY.
-"Necrolord" monster: Special Summon up to 3 Zombie-type monsters from your GY. You cannot declare an attack this turn.
-"Entity" monster: Special Summon 1 "Entity" monster from your Extra Deck.
 
Note: Released in "Eldritch Entity"



[spoiler=Trap Cards]
4nmgGtc.jpg
 
Effect: Activate this card by targeting 1 monster your opponent controls while you control a face-up, DARK, Spellcaster-type monster; the opponent's monster cannot attack or change its battle position, its effect is negated, and it's ATK points become 0. When that monster is destroyed, destroy this card. During each of your Standby Phases, if you control a face-up "Prophecy Breaker" monster: banish the top 3 cards of your opponent's Deck.
 
Lore: Dark magic is often nefarious, but there are some dark spells that are feared not for what they can do in the moment, but what lingering effects they have on the victim, the caster, and everyone else around them.



[spoiler=Suggested combos/openers]
Combo #1: Kuzuki Opener
Hand: Xeurik, Any other level 4 PB
GY: N/A

Banished: N/A

 

Instructions

-> Normal Summon Xeurik

-> SS Level 4 PB

-> Xyz into Kuzuki

-> Detach for banish-mill and 600 ATK

You now have a 3000 ATK beatstick (until End Phase) that can resist being banished and blown up (if necessary) and you should have some half-decent GY set-up for next turn should you choose to let Kuzuki die instead

 

Combo #2: Diabul Opener

Hand: 2x Lunylia, Avalon

GY: N/A

Banished: N/A

 

Instructions

-> Activate Avalon

-> SS both Lunylia's (Mill 4+1 and another 4+1)

-> Xyz into Chaos Galaxy Witch

-> Detach to search RUM Black Chaos Force from Deck

-> Activate RUM Black Chaos

-> Xyz Galaxy Witch into Diabul, who will have 2 materials, perfect for using his 2nd effect to lop another massive chunk off your opponent's Deck, also, thanks to Black Chaos Force, he is immune to Traps

 

Combo #3: The Kaiba Special

Hand: 2x Broken Destiny, Avalon, and 1 of the following 3 monsters: Lunylia, Zuroli, Marak

GY: N/A

Banished: N/A

 

Instructions

-> Use your 2 Broken Destiny cards to add the other two PB's you didn't have to your hand (Lunylia and Zuroli, Zuroli and Marak, or Marak and Lunylia)

-> Activate Avalon

-> NS Marak (Mill 3+1)

-> SS Zuroli from hand

-> Synch for Erlung Shiek (Mill 4+1)

-> Search for Morgalia with Avalon eff

-> SS Tali Ghuul from Deck with Shiek eff

-> SS Zuroli from GY with Tali eff

-> Synch Tali w/ Shiek for 1 level 9 PB Dragon (Kyz, Myt, or Syv)

-> SS Lunylia from hand (Mill 4+1)

-> SS Marak from GY with eff (thanks to Lunylia, Mill 3+1)

-> Synch Lunylia w/ Marak for 1 level 9 PB Dragon (Kyz, Myt, or Syv)

-> SS Morgalia by banishing your 2 Broken Destiny Spells in GY

-> Use Morgalia eff to search for anyone by banishing Tali or Shiek from GY

-> Synch Zuroli w/ Morgalia for 1 level 9 PB Dragon (Kyz, Myt, or Syv)

 

End result: You now have 3 PB dragons on the field (could be 1 of each, could 3 versions of 1, whatever suits you), Avalon on the field, Marak banished (making him a prime target for Chaos Soldier for a turn 3 or 4 Solora), and 2 cards in your hand.

 

Note: Obv this could only work as a 1st turn combo in Legacy format, but its still a damn impressive combo to pull off IMO. If you pull it off 1st turn, you won't need to worry about interruptions from your opponent other than a well-timed Effect Veiler. There are other incarnations of this combo including one involving Tenebrax instead of Morgalia, but that one leaves you with no cards in your hand and Shiek banished along with Marak, so Morgalia is the better choice for that Avalon search

 

Combo #4: Solora Swarm

Hand: Chaos Soldier, Zuroli, Spell of Abyssal Summoning, Cave of Madness

GY: Marak/Mezyria

Banished: Marak/Mezyria, Suufra, Valeena, Xelor

 

Instructions

-> Activate CoM

-> SS Marak/Mezy from GY with SoAS (Mill 3)

-> SS Zuroli from hand

-> Synch Zuroli w/ Marak/Mezy for Infinitus (Mill 5 from CoM)

-> Activate Infinitus eff (Banish 5 out of the top 8 cards of opponents Deck)

-> NS Chaos Soldier

-> SS 2nd Marak/Mezy from BZ (Banished Zone) with Soldier eff (Mill 3)

-> Synch Soldier with Marak for Solora (Mill 5 from CoM)

-> SS Suufra (Mill 5), Valeena (Mill 5), and Xelor (Mill 5) from BZ with Solora eff

 

End Result: You have banished 36 cards from your opponent's Deck this turn. If they didn't stop you or interrupt this combo somewhere along the way, they are either decked out or extremely close to it. Plus you now have 5 monsters on the field, all with ATK ranging from 2400 to 2800, and they are also immune to your opponents monster effects. If 3 of those monsters (Solora, Infinitus, and Valeena) are killed off, they have a good chance of SS'ing more monsters to take their place (thanks to Cave or in Valeena's case, her own eff) some of which may have banish-milling effects of their own. After all the banished Marak/Mezy is back in your GY now, along with the Marak/Mezy who started there, and both were used to Synchro Summon monsters this turn...

 

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Chaos wouldn't an archetype if it weren't for chaos form (Which only refers to chaos ritual monsters). BLS doesn't even have chaos in it's name. Chaos is just what players call such cards, not an actual archetype.

 

Starting with the monsters.

 

1) Marak is a search on normal summon, and can garner more advantage when banished from the graveyard. Unfortunately, he's not restricted by either HOPT or self-exclusive clause. This makes him a slightly harder to use, but instant version of sinister serpent. As long as you can banish the first Marak, the second one in the grave can pull the first to your hand, banishing itself in the process. It's not overly difficult to get two maraks either, as he can search himself. Thus, as long as you can banish one copy (Allure of darkness makes this easy), you can use any cards with discard costs at no cost. Also, with burial now semi-limited and miracle dig at three, (Although nobody really uses that card, I still make note of it, in case other such mezukis exist in this deck) we get a lot of card advantage with just a few maraks.

 

God forbid you made this back when ultimate offering was still legal... That combo allows you to vomit out every single card in your deck and extra deck as and when you see fit.

 

According to the lore, I am not to underestimate him. He is banned. Limited at the very least, if all other cards in this deck are terrible.

 

2) Meeris is an incredible card. SOPT stopping spells is amazing, given that after monsters, spells make up most of a player's deck. Given, your opponent would probably take card of it as soon as possible, garnering you a search, presumably Marak. All other cards being terrible, Meeris and Marak alone make a splash-able engine. Plus, with true-dracos and fire kings, you can destroy this thing from the hand, just saying.

 

3) Zeenikar is a trap blocker and the third searcher so far, and "an effective beater" as well. The three cards so far have banished the opponent's cards, but that's about as important to their usage as leveling up was to the fortune lady draw engine. This dude's there for blocking solemn strikes while you make a big board, then otk. I'm pretty sure one card at a time will deck out pretty much nobody, ever.

 

4) Dulnor: Another otk machine. Summon this, attack over whatever, summon another from deck, it runs over something, then, once your opponent's field is clear, or if they had more than 4 monsters, just go to M2 and xyz or link summon. At 2400, it just barely runs over gamaceal and an unboosted decode talker, which makes kaijus so much more live in the hand. Heck, whether somebody would even xyz or link is questionable, because of how amazing some of these cards are. Also, that's your 4th searcher.

 

5) Mezy: The normal summon combos well with Marak, but the reason anybody would ever use this card is to pit it into the graveyard and get a search. Graveyard searchers are a bit too powerful, even with HOPT, there's a reason damage juggler is banned. Seriously...

 

6) The cat: Great tuner, and the first non-searcher. Yay for non-searchers. Seriously though, you have too many searchers and no HOPT clauses.

 

7) Since luna also mentions that field spell card by name, I'll look that up before checking on the monster.

400 boost, SOPT draw a card, SOPT search. Searchable 6 ways to sunday. Broken. Not a field spell for some reason, despite referring to it as such. Seriously, what's up with not posting the card description underneath... 

 

8) Luna: Card not worth using. Also, because most cards in most decks are level 4, I think you swapped the synchro and xyz effects. Who really needs a lvl 6 xyz monster.

 

9)The horse: Despite what the description says, it's not very useful. I mean it's not terrible, and with the amount of searching you can run it at 1 while also having it when you need. However, your description would have made a lot more sense if ABC's weren't tier 1 for over half an year last year. They're still tier 2 or 3 right now.

 

10)Seef: Incredible card. Special summons it self, built in targeting, protects monsters. This is the best tribute monster so far.

 

11)Icy Shalltear: Nobody will ever use this card's deck destruction effect, unless it's for feeding other effects. The only reason this would be run is for protection. Run 1 if you feel like it.

 

12) The white screen: It's an interesting card. Run 1 if you feel like it.

 

13) Incredible card. 2 searches. You can even banish the first card as a cost for the second. Summons any P-breaker, even higher level ones. Run 1, because it's easy to search.

 

14) Doesn't do anything really. I mean he's a quick beater, and swaps your cards, but isn't great. Plus, he bricks if you don't have the field, or if you decided to run either the other field spell or a generic field spell like hidden village. Run 1 if you feel like it.

 

15) This guy is insane. Although he occasionally bricks, his effects aren't once per turn, so you can get a metric ton of advantage by repeatedly summoning marak or mezy, then making a bunch of xyz and links and such. Also, 14 monsters? way too many.

 

16) I was about to write this card off as pointless and situational until I read the last line. When this card is (Destroyed or) banished, banish all spell or trap cards your opponent controls. I know, because of the description, that you mean for this to apply when he's gotten rid of. Unfortunately, because of this wording, he's HFD when banished from ANYWHERE. Allure of darkness? BLS? Soul release? ANYTHING. That's this guy's only real use, and that makes him very broken and very splash-able.

 

Also, what's up with your description? Firstly, summoning this guy is a -2, not -1, because card advantage is hand+field. Thus, you give up 2 cards on the field to get one from hand to field, which is a -2. His effect is not really worth it, and level limit stopped being relevant 6 years ago when xyz came into existence. Soul absorption has never been relevant and never will be. This deck also doesn't banish from your opponent's deck as often as you seem to think it does.

 

17) OTK machine. The gyzarus-banish effect is nice, if pointless, because if this guy deals damage, you win. This guy would be splashed into every deck that has ever existed because his attack can reach 8000 with ease, allowing him to pretty much just otk everything, unless your opponent runs skull servants or something. I don't think you understand how your own cards work. This guy is an otk or bust, not a defensive monster.

 

18) Okay card. run 1 if you feel like it.

 

19) I find this card hilarious. It's like you considered Hora to be even slightly relevant. If you have those 3 monsters, you're already winning by a metric squidload anyway (I'm guessing, because I'm not that far yet.), so yeah, never use the card unless you do it as a challenge or meme.

 

EGC's, well, they're not as strong as you think.

 

Extra deck

 

20) What is this thing? Stupidly generic, and incredibly splash-able.

 

21) I don't consider this thing easy to summon, but banishing your opponent's entire hand is far too good for a generic rank 8. The 4 detach effect lets you look at your opponent's entire deck, but the important thing is the third effect. This thing makes gimmick puppets and dark worlds good.

 

22) Not really worth it, just a harder to summon big eye. The last effect is hilarious to me because it doesn't specify "Except itself" or "Other", and it's a chaos monster, so it fulfills it's own requirement. 

 

Also, making something untargetable doesn't make it a defensive monster. It's an offensive behemoth.

 

23) Cry. Why am I still doing this? I've spent over 2 hours on this. It's just a level 9 goyo guardian for zombies and a burial from DD for this deck.

 

24) The first and third effects are the only really useful ones. The middle one is okay for feeding other effects. Honestly, with a gyzarus effect, you either win or your opponent takes care of this, so there's no way this thing stays on board for 3 turns...

 

25) Insane card. Despite being an afterthought, he shows better card design than pretty much anything so far... Still, not incredibly useful...

 

26) I know I called the oc field spell broken earlier, but honestly, this one's better. Broken.

 

27) Snatch steal. People would run 1 chaos ED card just to use this card. Banned.

 

28) 1000 LP doesn't really matter. Also, super poly is quickplay... Pointless, really...

 

29) pointless.

 

30) Somewhat useful.

 

31) pointless.

 

32) This card shouldn't exist. PoG is banned for a reason. People call dark the best attribute just because of allure of darkness. Just kill this card with fire.

 

33) Banned. I don't care how archetype specific the card is, it shouldn't exist.

 

34) I'm just raising an eyebrow at this card.

 

35) Not very useful

 

36) It's e-tele+banish. 

 

37) *Facepalm* Does. Not. Negate. That. Monster's. Effect.

 

You're terrible at this.

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Hmm, you make a good point about Marak, I assumed limiting the search to normal summon would be enough. Looks like I was wrong.

 

So you think the archetype should focus on banish milling 2 and 3 cards at a time, with the stronger cards banishing 4 and 5 at a time?

 

Lol Ok, I'm starting to see your point about non-searchers. BTW, your review so far is hilarious. I'm actually laughing out loud, not at you or anything. Just the way you phrase things about how OP you think the deck is comes off as comical. XD

 

Ok, ok. So I did terrible. Are you really surprised bruh? I haven't played the game since DN was taken offline and only recently got back into it when I re-discovered YCM. But thank you for reminding me why I quit: because I suck at this.

 

Guess I'll keep my cards to myself, if I make any more at all. And don't worry it's not because of anything you said (although you could have phrased 1 or two things a little nicer), its just because you reminded me that I should stick to MMO's and RPG's and not go outside my comfort zone. Thanks for that, I needed a reality check. I was almost starting to think I was good at this.

 

You made good, solid points that I can't really refute, I think I will even consider nerfing some of the cards according to your specifications, if I return to the site. Of course I likely won't share them.

 

All in all good, truthful, and accurate review. I can't disagree on most things you said, and the things I think I could, well, obviously this community knows the game much better than me so that's a losing proposition anyway.

 

Sorry to have wasted your time like this man, seriously. I'm sorry. Hope I at least gave you a few laughs.

 

P.S. On a lighter note, I suppose my archetype was ironically named: It sure as hell is "Broken" XD

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Hmm, you make a good point about Marak, I assumed limiting the search to normal summon would be enough. Looks like I was wrong.

 

So you think the archetype should focus on banish milling 2 and 3 cards at a time, with the stronger cards banishing 4 and 5 at a time?

 

Lol Ok, I'm starting to see your point about non-searchers. BTW, your review so far is hilarious. I'm actually laughing out loud, not at you or anything. Just the way you phrase things about how OP you think the deck is comes off as comical. XD

 

Ok, ok. So I did terrible. Are you really surprised bruh? I haven't played the game since DN was taken offline and only recently got back into it when I re-discovered YCM. But thank you for reminding me why I quit: because I suck at this.

 

Guess I'll keep my cards to myself, if I make any more at all. And don't worry it's not because of anything you said (although you could have phrased 1 or two things a little nicer), its just because you reminded me that I should stick to MMO's and RPG's and not go outside my comfort zone. Thanks for that, I needed a reality check. I was almost starting to think I was good at this.

 

You made good, solid points that I can't really refute, I think I will even consider nerfing some of the cards according to your specifications, if I return to the site. Of course I likely won't share them.

 

All in all good, truthful, and accurate review. I can't disagree on most things you said, and the things I think I could, well, obviously this community knows the game much better than me so that's a losing proposition anyway.

 

Sorry to have wasted your time like this man, seriously. I'm sorry. Hope I at least gave you a few laughs.

 

P.S. On a lighter note, I suppose my archetype was ironically named: It sure as hell is "Broken" XD

Hey... That was heavy... I didn't mean it that badly... I might have lost a bit of patience as I was reading for so long, and honestly, some of the extra deck cards made no sense whatsoever. Everyone's bad when they start, don't let it get you down. But next time you try, make an 10 or so card deck instead of a nearly 40 card behemoth. I'm not particularly good at the game myself, just a bit more up to date. The idea was good, and the lore was very in-depth, plus you actually uploaded the images, something I never do.

 

If you're following through with this idea in the future, I'd suggest something along the lines of needle worm or ghostrick reaper, and banish 5 cards upon summon or something, or maybe something like the trickstars or chain energy, and make your opponent banish every time they do something specific.

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Hey guys! So I've added 2 new cards to the Archetype! After some self-reflection I felt the archetype was missing 1 or two things so hopefully these cards will patch that up without making the set too OP.

[spoiler=New Cards]

5arWAXA.jpg

 

Effect: When this card is Summoned: Special Summon 1 level 4 or lower "Prophecy Breaker" from your hand or Graveyard.

 

Lore: While Xeurik's origin is a secret to all but the highest-ranking members of Diabul's order, his ability to create trans-dimensional portals is not. His gifts have helped his fellow mage-prophets tremendously. Thus nobody really cares where he came from, as long as he sticks around for a good while.

 

sM2jLMc.jpg

 

Effect: When this card is Summoned, target 1 "Prophecy Breaker" on your field or in your Graveyard: This monster's effect becomes that monster's effect. If that monster's effect activates upon being Summoned: Activate it as this card's effect.

 

Lore: Seena was a former witch who committed serial murders, disguising her face behind one of her many creepy masks. The masks are apparently forged from the souls of her victims, and allow her to mimic any powers and abilities they had in life. Since joining Diabul, she has learned how to create masks without needing to kill, but her bloodlust demands she continue to do so. Most of the Prophecy Breakers are just glad she's on their side.

 

1Gn5jyF.jpg

 

Effect: Target 1 "Prophecy Breaker" in your Graveyard: Special Summon it.

 

 

 

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Aight, you've done too much nerfing. Zepheris gave you a lot of flak for your cards, and I think you just took all of his complaints together and applied them at once, rather than thinking of the interactions between the cards. One really good way to determine an archetype's balance is to think about what plays you can make, what cards you can generally open with. Balance is then figured out by working out the ease of which you can make good plays with, and right now...this archetype is really lacking in regards to actual consistency.

 

Another key point is your sheer amount of cards. 18 monsters alone for a Deck? No meta or even Tier 1/2 deck today runs pure singles for every monster, meaning some monsters are guaranteed to be unrunnable. Again, this is for consistency's sake. Regardless of how you want your lore to expand with each card, you need to think about what the archetype needs to make it playable. Anywho, onto the actual cards.

 

(Also HOPT means hard once per turn, i.e. (You can only use this effect of this card's name once per turn), in case you didn't know)

Opening note, your minibosses (Level 8 MDs)...are actually really good, toolboxy and handle a lot of differing scenarios. The archetype doesn't have the speed to bring them out quickly enough, but their Summoning conditions, and the fact that they can still be Tribute Summoned, means they have a lot of potential use in many ways. You've got protection here and there, offensive effects, and they're actually rather interesting and original cards. I like them, and wish you'd done the same with the rest of the cards. Chaos is perhaps a bit too easy to Summon, so up the restriction of Chaos monsters to banish to 4. The rest of your main monsters do need some more searching (your Goblin Attack Force isn't enough), but really, most of all your cards needed was hard once per turn (You can only use this effect of this card's name once per turn) to prevent abuse. Right now, they're functional, but your efforts to prevent them being broken has led to them being too nerfed. I would suggest put archetypal restriction on abusable cards, like "You can only SS "Prophecy Breaker" monsters during the turn you activate this effect." or something. Zuroli's discard effect...is a bit too much. You'd only need to discard 1 card, and it wouldn't have to be a Spell Card. Yes, tokens are easily used in this Link Era, but this card isn't worth the Normal Summon outside of this Deck. Lunylla might be worth running if the rest were consistent, and I guess still is, but her slow speed and lack of support doesn't really help the archetype. Hyak Nuu is surprisingly still decent, despite its niche protection, but blocking your opponent's monster from attacking. That alone can be left as is. Seef's effect should probably be worded to "You can Special Summon this card (from your hand) by banishing 2 "Prophecy Breaker" monsters from your Graveyard. This card cannot be targeted for attacks or by card effects unless it declared an attack this turn. If a "Prophecy Breaker" you control would be destroyed and sent to the Graveyard, banish it until the end of this turn." and in itself is also a decent card, but I think the protection effect should be nerfed to just attacks or card effects, considering how helpful it can be to you. I would suggest Suufra deal with monster effects, and its on Summon effect apply to any form of summon (combined with HOPT, can't forget that :P), but it isn't as bad as some of the other main deck monsters. Harlika could be helpful, but you need to think about its effect. How is it more helpful in this deck than in any other Spellcaster deck? It doesn't need nerfing as such, but I think the effect could do with some modifying to fit into the archetype a little more. Murtagh's Xyz Summoning effect should probably trigger on any form of Xyz Summoning, but that still might be a bit weak...hm. Perhaps used as any form of Material for any Summon? Actually scratch that; leave it with no HOPT for Murtagh, but expand it to all Xyz Summons. Tenebrax, on the other hand...is byootiful. Like your main monsters used to be before, this card is easy to get out, and provides a not too restrictive means of getting out your monsters, without being broken. Hooray!

 

Morgalia's massive use of it made me realize that you're saying `"Prophecy Breaker"` instead of `"Prophecy Breaker" monster`, as the former wording indicates that there is a specific monster called Prophecy Breaker that applies to all of its effects, rather than relying on an archetype. Just something to keep in mind. She's nothing spectacular, but could be useful in her own right. Decent card.

 

Not going to comment on your CXyzs in terms of balance, as they really seem out of place. I get your whole idea to connect Chaos and the Chaos RUM, but you're lacking the flavour of the CXyzs. Not only are you missing a Rank 7 to actually RUM from Witch into, and not only do your CXyzs seem to be lacking real life counterparts (Hierophant of Prophecy, maybe, but that's about it), but your CXyzs are...summonable with your monster's current levels? What? Surely if you wanted to use Rank-Ups, you would have this CXyzs accessible from some base Xyzs you normally Summon, especially considering the requirements of most RUMs. Anywho, Desoloth is too generic, considering any DARK Zombie Deck can now get a better Beelze and Goyo Guardian. Probably need to archetypally force Valrith as well, but by less than Desoloth. Nothing to say about your Fusion, but at this point the archetype is seeming all over the place. I'm not seeing even the banishing effect being consistent, and you seem to be dabbling in multiple archetypes.

 

In regards to your spells, Avalon...I think is a bit weak, but I'm not sure. Regardless, it's better than Cave, and tbh that's a good thing. You're going to be running only 1 Field Spell for consistency's sake, and as Avalon is searchable, hooray for that. Could do with an extra effect, like one on destruction or something. Chaorruption is pretty interesting, actually, but it's a shame that you're tying it into CXyz without much reason, and because of the fact that it doesn't deal with the rest of Prophecy Breakers, it wouldn't see much play either way. One of the cards you could cut. Chaos Fusion is...beautiful, really. I love the idea behind it, and its restriction material requirements are balanced by it being a Quick-Play. I just wish that you had stuck with one, or maybe even two archetypes, instead of ending up with 4. It just complicates matters unnecessarily. I thought this was Prophecy Breakers, not ZEXAL :P Chaos Gift is completely overshadowed by Overlay Regen in the first effect, and the second effect, despite being a little useful, isn't worth the potential bricking this card could do. Try boost it a little, but make it more archetypal. Lightning is problematic, considering how powerful it is, as it's non-targeting, non-HOPT removal for the Deck. Either give it HOPT or make it a Normal Spell, and make it target the opponent's monster it would banish, to make it more fair. Synchro Ascension has much better alternatives, considering it would take up a spot in your Deck that you don't need. Just remove this one. Shadows, I do like, but I feel it's too restrictive. Perhaps instead of banishing a specific monster, allow it to be activated if you control a Prophecy Breaker? Also banish 3; 5 might be a bit much for an upstart. And now, with Ley Line access, we see how much MORE effort you have to put into to banish 6 instead of 5. Also, why does it target? You could simply put "if you control a face-up etc. and etc." I would suggest just banish 1 face-up DARK Spellcaster you control, and that'd be enough. Chaos Dragons is where my grasp on the lore seems to fall apart, as you seem to be finding images, giving them a story, then adding them to the mix, rather than have a cohesive idea from the beginning. Again, only put what you need; you don't have to go overboard.

 

Now, I must admit that I hadn't seen Black Chaos Force when I reviewed your Xyzs. I must've missed it on my first read through. But honestly, combining it with Witch, it basically becomes an instant R8 from her...you gotta have more creativity than that :P And why force the ties into Number C/CXyz? Why not have your archetype's own form of ranking up? Broken Destiny is again, too strong. Removal and free monster from Deck? Rework it into something usable, as speed is something this deck desperately needs. Binding Circle is only worrying in the context of Dark Magician.dek, but other than that, it's okay. 

 

I've been trying my best to give suggestions rather than say "remove this card", but unfortunately, I don't really see what you set out to do. Your banish theme, despite being prominent throughout, is less of a mechanic and more of something thematic. The lore and mechanics seem all over the place; why do Synchro + Xyz + Fusion, along with RUM? Why also have a MD boss? Why deal with so many mechanics and do so much? Again, I must emphasize that don't just change the cards to be good if you don't like the changes. Instead, try reworking them into something new, never losing sight of your original idea but not forgetting the fact that this is a game, with rules and other players. Best of luck!

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Thank you Dova, I've been working on the archetype some more while you cooked up this review, and I will try my best to apply your advice as well. I'd just like to note that this is an Archetype, not a Deck. In my mind there is a difference. While Archetypes are mainly created in order to form a deck, this one I intend to be an archetype that allows for customization. By that I mean that you have OPTIONS when building your Prophecy Breaker Deck. You can throw in 4 or 3 different level 4 names, 2 or 3 level 6 names, and 2 or 3 level 8 names(regarding monsters). My intention with creating an archetype this large was to create an archetype that you could conceivably create 2 or 3 different Decks with, simply by altering which monsters in the archetype were in it. For example, I wanted Prophecy Breakers to be a decent XYZ/Synch engine (at least 1 of the 2), hence Cave of Madness, so that simply by swapping out most of the "banish-millers" for non-banish-millers you could create a decent XYZ deck.

 

I identified the problem with the archetype's speed very recently, which is why I added Xeurik and Chaos Contract in the post just above you. I will add them to the OP eventually I think. I hope they give it enough speed, especially with regards to starting up. I also figured that Dulnorr wasn't good enough as a searcher. I might just put him back to being a Special Summoner with a HOPT clause, and delegate the searching effects to other cards.

 

I'm considering removing the Chaos Dragon gods and their associated cards from this post and instead giving them their own post in Casual Mutiples, simply because I now realize I never intended them to be an integral part of the Deck. They're a part of the lore, absolutely, but they were always meant to be discount EGC's with more flexibility, thus I'm beginning to think they have no place in this post.

 

I just buffed Avalon, and haven't posted it in the thread yet. It now adds to the Deck's banish-milling and still allows you to search for a lower cost, although I'm unsure of whether that means I can keep my banish milling high or drop it down a peg. Based on your comments, I think I'm just going to go with the more powerful versions and see what feedback I get. Cave will be looked at, and I will likely get your personal opinion on the new one. Chaorruption and Chaos Fusion will get cut, along with the Chaos Dragons. I kinda like how Chaos Gift works...but for your sake I'll see what else I can do with it. Lightning can be nerfed no prob. Synchro Ascension will be part of the CDG cut. Shadows I will work on. That card has been problematic for me since day 1! lol Can never really get it just right.

 

Ley Line Access I have buffed outside the thread. I think you are gonna LOVE the result! I'll PM it to you. I will look at Black Chaos Force again, but realize that the rank jump is DEFINITELY going to stay. There is 1 other rank-up card I know of that jumps 2 ranks, so it's not like its unprecedented. And I will look into making it more archetypal and restrictive if you feel that's what it needs.

 

Thank you for this Dova, your advice is very useful. I will edit the OP with the changes I've made/will make, and hope to at least get your input on the cards I PM to you. Although if you don't mind it, I would love to get a second review once everything is finished!

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Meeris and Zeenikar definitely don't need that "you can only control 1" restriction. In fact, they could probably do with an extra effect instead of that, due to the fact that they don't add anything in regards to speed or consistency to the archetype...something it seriously lacks. How about both of them banish themselves from the GY along with another Prophecy Breaker in order to grant you a search? It's not an instant plus, but it can help with consistency. But, to differentiate them...make one do monsters and one do S/T. But whatever, that's your call. Also, did I mention I like Marak? Xeurik is a pretty nifty card...rather simple, but it works. Nothing else to really say there; easy going into ED monsters. Just in regards to the HOPT wording, all you need is "You can only use this effect of this card's name once per turn." firstly because your current wording would only be different if Xeurik had multiple effects, but also because in new card grammar given by Konami, we just use "this card's name" instead of the actual card's name. Seena...is pretty confusing, but I see what you're trying to do. I would suggest, however, forcing it to only target Level 4 or Level 6 or lower, considering how many strong other targets you potentially have within the Deck. Zuroli is fine. Lunylia is pretty interesting in terms of mechanics, and perhaps can stay without HOPT. BTW, remove the colons on the last two effects. Colons/semicolons indicate activating effects, whereas those are continuous effects that simply apply. Misha Myshu Mii'shuza still gud. Nothing to say there. And yeah, rest of the MD still seems to be fine, but Morgalia is super hard to get out.

 

Why does Witch grab CXyz's your opponent controls? I mean, it fits with the theming...but nobody ever plays any of the Number Cs or CXyzs any more, heck, even at any point. I would suggest it just grabs any 1 monster your opponent controls, as it ties into the current effect and works with triple detach. Diabul is a great, archetypal card, and I love what you've done with him. Anyway...I don't like what you've done with the Guardian Dragons. They were useful and easy to Summon, but now with such summoning restrictions AND them being Level 9s...they're a pain to get out normally, although your only Tuner does make life easier. Also, Synchro decks generally deal with variety, as opposed to Xyz Decks which deal with the monsters.

 

Both Field Spells are fine, and have their uses. however, I might use Avalon just a tiny bit more, due to the fact that it can potentially do an equal amount of banishing to its counterpart. I think Ley Line shouldn't actually pop itself if you don't have the Field, as it basically becomes a dead-draw without the field. Also, the archetype is seriously lacking searching, and although Avalon's search effect is great, I just wish there were more thematic ways to do this. What if this card SSd a Prophecy Breaker from the Deck when it was destroyed by any means? Anyway, while you DO have spells that handle the major aspects of this archetype (glad to see your new focus on that) it also limits you in terms of searching them, as they dont have OPT restrictions on their own effects (like Duality). I'm not saying you need to nerf them, as they are now a vital part of your Deck, but just something to think about. In order to restrict Binding Circles to your archetype, I would suggest the last effect only goes off if you control a Prophecy Breaker monster.

 

Anywho, ideal ProphecyBreakers.dek

 

3x Marak

3x Mezyria

3x Xeurik

3x Seena

1x Lunylia (fast banishing)

1x Hyak Nuu (helpful protection)

1x Seef (protection and easy summon)
1x Suufra (if you have an extra Normal Summon)

3x Tenebrax

1x Spellbook Magician of Prophecy (engine)

3x Destiny

1x Energy

1x Foolish Burial (for easy mills)

1x Upstart (consistency)

3x Abyssal Summoning

3x Terraforming (for Avalon)

3x Avalon (good for searching)

3x Spellbook of Knowledge (engine)

2x Spellbook of Secrets (engine)

 

This is just the main deck ideal speed variant, with a Spell of Knowledge engine (hence the Spellbooks). Will think up Synchro/Xyz variant after changes.

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What if I made Lunylia a Tuner and took away her Synchro Summon ability? That way she's a level 5 fast tuner than can be combined with any level 4 in the deck for instant Guardian Dragon access. Then you'd have 2 ways to summon them, instead of recycling or searching out all your Zuroli copies.

 

That's...really good, actually. Great idea!

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I could also buff the Guardian Dragon's stats or effects if you feel they aren't worth the effort of summoning. Although I would personally disagree with you considering that 1 of them is a 2700 backrow destroyer with a Harpies FD effect upon being removed from the field, one is Chaos Sorcerer on steroids, and the last one is a BLS that can attack and banish at the same time. Yes they were easy before, but it never quite sat comfortably with me that they were in the Main Deck when there is already so many monsters in there, so I thought I would put them in the Extra Deck with the other Boss Monster of the archetype.

 

Personally I actually thought you would be happy I managed to (if only slightly) decrease the number of monsters in the MD. :$

 

Am also thinking of making Ley Line have an effect in the grave that if you banish it you can Special Summon a PB from your hand, or maybe Grave. That way its not a dead draw if you don't have the field, you play it, it blows up, then you banish it for a +1 or if that's too powerful a simple SS from the hand will work.

 

Also...

 

"The archetype is seriously lacking searching."

 

Me: *counts cards* 1, 2, 3, 4... yeah there's 5 searching effects bruh...If I give one to Meeris for Grave banishing that makes 6. If I were to hypothetically also give one to Ley Lines for grave-banish that would make 7. You're telling me that with 4 different searching effects AND a Spell of Knowledge Draw engine the Deck still doesn't have enough consistency? It needs 7 searching effects or something? Tell ya what, what if I just make a Pot of Greed for the archetype and leave the searchers at 5!

 

Lol I'm kidding of course, Already tried that with Gift of the Shadows and zeph ripped me a new one for it. Although in retrospect if the archetype really is lacking that consistency, maybe a Pot of Greed for the archetype that requires you banish 1 or 3 PB's from your Grave with different names (to prevent people from trying to run PB's just get the effect) wouldn't be overdoing it and would solve the consistency issue?

 

Actually, had a better, more limiting idea for making the PoG archetypal. You can only activate when you have at least 3 monsters in the Grave and  ALL monsters in your Graveyard have to have "Prophecy Breaker" in their name. No exceptions.

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I could also buff the Guardian Dragon's stats or effects if you feel they aren't worth the effort of summoning. Although I would personally disagree with you considering that 1 of them is a 2700 backrow destroyer with a Harpies FD effect upon being removed from the field, one is Chaos Sorcerer on steroids, and the last one is a BLS that can attack and banish at the same time. Yes they were easy before, but it never quite sat comfortably with me that they were in the Main Deck when there is already so many monsters in there, so I thought I would put them in the Extra Deck with the other Boss Monster of the archetype.

 

Personally I actually thought you would be happy I managed to (if only slightly) decrease the number of monsters in the MD. :$

 

Fair enough, actually. I don't think you should buff the Guardian Dragons, as with now a Level 5 Tuner that can SS itself instead of just one Tuner, the deck should be fine.

 

As for decreasing the amount of MD monsters, I decided not to comment on that, as I thought you wanted to keep up your options for your different decks, but what you have now more than accomplishes this in my opinion. So yeah, good stuff.

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MOOOOAAARRR OPTIONS! These cards are coming out alongside my new archetype: Necrolords, which will be coming to Casual Multiples very soon!

 

There's one more PB released alongside the Necrolords, but she's not finished yet! I will add these to OP eventually.

 

[spoiler=New cards: The Rising Darkness]

gURngZn.jpg

 

Effect: When this card is Summoned: Special Summon 2 level 3 or lower Zombie-type monsters OR 1 "Prophecy Breaker" monster from your Graveyard. Those monster(s) effects are negated.

 

 

 

pYpEFJR.jpg

 

Effect: Once per turn, when card(s) are banished from your opponent's Deck: Special Summon 1 "Prophecy Breaker Familiar" monster from your hand, Graveyard, or Deck. You cannot Special Summon any other monsters this turn, except "Prophecy Breaker" monsters.

 

I plan on making more "Prophecy Breaker Familiar" monsters so that this card becomes a viable tech choice

 

sLuCvEI.jpg

 

Effect: 1 "Prophecy Breaker" Tuner Monster + 1 or more non-Tuner Monsters
When this card is Summoned: Banish the top 4 cards of your opponent's Deck. Once per turn: While "Avalon, the City of Prophecy" is face-up on the field: You can Special Summon 1 level 4 or lower "Prophecy Breaker" monster from your Deck.

 

lGBdxy3.jpg

 

Effect: You can Special Summon this card by Tributing 2 face-up "Prophecy Breaker" monsters you control. When this card is Summoned: Banish the top 5 cards of your opponent's Deck. When this card on the field is destroyed or banished: Special Summon "Prophecy Breaker" monsters from your hand or Graveyard whose total combined levels equal 8 or less.

 

TrUcI1B.jpg

 

Effect: Declare 1 level: All face-up "Prophecy Breaker" monsters you control become that level until the End Phase.

 

 

 

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Sulivon is PERFECT, and another Synchro would be great. I think Shiek could banish 4 on Special Summon, regardless of how, but could gain an additional effect while Avalon is face-up. Talighuul is a bit dangerous considering Uni-Zombie and others are Level 3, but that could be fine for now. Her main problem is the fact that Xeurik is almost purely better than her.

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Would appreciate text under the cards; makes it easier to read :P

 

Nulia is weird. Really weird. Generally excavation does something different to one or more of the selected cards; I think reveal works better. The main problem here is as well as not only granting you a potential Spell among 4 cards from either player to choose from, you are also stacking your opponent's deck literally. There doesn't seem to be any drawback to this, especially with how easy the card is to get out. Alt art for Janux is neat, but confused me for a second, think you accidentally misnamed one of the copies. Its effects don't seem to work in tandem, and I don't see why they're there, but at the very least you are forced to choose between stacking and not. However, the wide range you are granted when Summoning a monster...does again seem to a bit much. It's basically "Summon any Prophecy Breaker from anywhere." Also not seeing the banishing from Deck theme, which I did like :( You don't have monsters which directly banish, or effects that trigger off it, but what about cards which can interact with those banished cards? What about some banishing face-down, so that it doesn't lose to Shiranui? Demeel (love the art) is interesting, and while the search effect is rather vague, I don't think there's that much to choose from outside of the archetype. Solis reminds me again that I think you should rework this idea of excavating them, not doing much with them, then SSing from your Deck a monster that was excavated. I can see the idea, true, but it still seems awkward. Necronomicon is a KILLER in Zombie Decks which run Necrolords. Far too generic in that regard. First effect is basic and functioning, but the last effect is hard to gauge with your current state of your intended card set.

 

 

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I'm on it boss! :P Once I've reworked the Entities these will be my next project. (I'm lying, I care more about these lol)

 

They are also posted in the OP with the effects under them.

 

Understandable about the excavation thing, might remove the stacking effect. They are after all prophets, and prophets don't directly reshape the future. Might also have a 2nd look at Nulia's effect.

 

The two Janux's are actually two different cards. Read the effects, they are similar but different. That's because they both represent the same entity at different points in time. Will also investigate limiting Janux's Summoning effect. I wanted to capture the idea that he could bridge space and time effortlessly (or nearly so) but I guess the level limitation wasn't enough eh? I'll fix it.

 

You missed Vul'Obthok, unless you just didn't think him worth commenting on which is good lol. He's supposed to be a bridge between Entities and PB's although now that I think about it I might give him a banish mill effect as opposed to his fast summoning effect. Dunno.

 

Was most nervous bout Demeel. Might create a mini-archetype of spells that he can search out that banish from the top of the opponent's Deck, in which case Dark Energy will be renamed to be one of these spells.

 

Do you think the archetype needs more banish-milling? I thought it was pretty good for that, but if you say so I guess I can try and squeeze more in. First off the "Lord of Prophecy" monsters are from before Diabul's rebellion when Avalon was a hub for prophets and mages of the light, so their effects deal with predicting the future as opposed to destroying it like the Prophecy Breakers.

 

Also, you don't think Solis is OP? I'm glad you don't (if indeed you don't) but I was even more nervous about this one than Janux tbh.

 

Necronomicon needs to be edited. I made it when the "Abyssal" archetype didn't exist as it did. Will find some new effect that benefits the Entities.

 

                                                                                                                                                 __________________

 

"Also not seeing the banishing from Deck theme, which I did like :( You don't have monsters which directly banish, or effects that trigger off it, but what about cards which can interact with those banished cards? What about some banishing face-down, so that it doesn't lose to Shiranui?"

 

Hehe, don't get ahead of me now...I'll drop you a hint. The next batch of PB's is going to be a little more involved with manipulation of the Banished Zone, I've been slowly working up towards that. I hope when I reveal them they won't be too OP, but as of rn I think only 1 or 2 of em could possibly be considered broken...we'll have to see.

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Yeah, both Janux are fine with those changes. Vul I meant to comment on, but didn't get around to it, because all I was going to say was too much Summoning. Too many ways to get your monsters out, and too many ways to SS monsters. Doesn't seem very creative. Solis doesn't reorder cards, and doesn't add from either Deck, so he's fine.

 

I DO NOT THINK THERE SHOULD BE MORE BANISH MILLING. I think there should be interaction or effects that trigger off it. The archetype can do it enough as it is, as you did say :P 

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Here are the new cards for the Prophecy Breakers! They were to be released inside the set "Chaos Unleashed", which may or may not ever be released (if it is it will be in Casual), but since that won't be happening soon I decided to "finish off" the main bulk of the archetypal support for the PB's now.

 

Vul'Obthok has been edited. Check him out in the OP!

 

[spoiler=Chaos Unleashed]
0fm0IPO.jpg

 

Effect: This card can be Special Summoned (from your hand) by controlling 1 face-up "Avalon, the City of Prophecy" or "Cave of Madness". When this card on the field is destroyed or banished: Special Summon any number of "Chaos Spirit Knights" from your Deck.

 

Lore: Ever since Diabul's rebellion, the corrupted ghosts of the knights slain by the power of chaos have served as the city's street guard and foot soldiers. If you destroy one, its dying howl will summon countless more of its brethren to overwhelm the intruders. Turned into living chaos energy, these spirits can be used to great effect by the clever or the foolhardy to unleash even greater power.

 

Ksfu18Y.jpg

 

Effect: This card is also always treated as a LIGHT monster. Once per turn, when this card is Normal Summoned: You can Special Summon 1 of your banished level 4 DARK monsters.

 

Lore: These strange creatures have a talent for war and violence accompanied by a bloodlust that seems nearly insatiable. This makes them the perfect soldiers, which explains why they make up the bulk of the Chaos army's forces.

 

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Effect: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
- Once per turn: Special Summon 1 banished "Prophecy Breaker" monster.

 

Lore: Geminias's claims of being an inter-dimensional traveler seeking entertainment through combat and the spreading of chaos were more than validated in the eyes of Diabul when the starry-skinned entity breached the fabric of reality to return comrades long thought lost. Now he serves as the main ground commander of Avalon's shocktroops, working closely with Dulnorr to bring victory to the forces of Chaos.

 

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Effect: 1 "Prophecy Breaker" Tuner monster + 1 or more non-tuner monsters
Once per turn: You can reveal cards from the top of either player's Deck equal to the number of cards banished from your opponent's Deck this turn, if you do, you can select up to 5 of those revealed cards and banish them. You can only activate this effect of this card's name once per turn.

 

Lore: Once one of the most potent mage-prophets in Diabul's service, he was believed permanently lost after a battle with Caius. That was until Geminias plucked him from the void to which he had been banished in order to prove his own worth to Diabul. Radically changed by his time in the void, Infinitus has returned to his place as one of the Black Prophet's most trusted and powerful advisors. His new powers have given him an entirely new perspective on the nature of reality, one he exploits to the fullest against his foes.

 

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Effect: 2 level 6 "Prophecy Breaker" monsters
Once per turn, you can detach 1 XYZ material from this card and target 1 banished card: Banish all copies of that card from both player's hands, fields, and Decks. When this card is removed from the field: Send all banished "Prophecy Breaker" monsters to the Graveyard.

 

Lore: The creation of Orianna, this serpentine entity is composed entirely of chaos energy infused with sentience by her mistress. She takes the form of a Gorgon out of preference, and her chaos energy arrows, while also deadly, can tear the fabric of space-time to unleash new horrors or old allies of Chaos onto the battlefield. Unlike the other Chaos entities that she came with, her powers are much more limited, requiring her to rest and recuperate much more often. given that she seems to be made entirely of chaos magic, there is no telling what might happen if her physical form were to be destroyed, and all that energy unleashed at once.

 

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Effect: 1 "Chaos" Tuner monster + 1 or more non-Tuner "Prophecy Breaker" monsters
When this card is Synchro Summoned: Special Summon any number of banished "Prophecy Breaker" monsters as long as their total combined levels are equal to or less than the number of cards banished from your opponent's Deck this turn.

 

Lore: Arguably the most powerful of the chaos entities who arrived in Avalon at the start of the Chaos invasion, Solora claims to have been sent under the direct orders of Orianna and Kha'Zix. She feeds off of chaos energy to strengthen herself, and at full power is capable of briefly fusing dimensions to create a variety of terrifying and disturbing consequences. She is to be feared and respected, not just because of who she represents, but also because of her power. Diabul understands this better than most, and so gives her nearly free reign over the city and its inhabitants.

 

 

I can't shake the feeling that Solora and Nebulon may be broken, despite the limitation on Solora's ability, and the fact that they both have pretty rigid summoning conditions. If anyone has good reasons/explanations why they are broken please tell me and offer suggestions on how to fix them! Other than changing the focus of their effects of course (that being interacting with banished monsters)

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Level 3 Tuner, oh boy. Spirit Knight isn't broken, but he's not great either. Bricks very easily, although can do a decent wall...something Reborn Tengu would be better at. At least he's easily Summonable. Geminias is pretty cool, pretty helpful, interacts with your banished cards and is a Gemini so automatically 10/10. 

 

Like I said, you have plenty of enough banishing. I think you should ditch one of the banishing effects on Infinitus, and give him a more helpful effect. Perhaps an on-banish effect, to fit in with his lore? Nebulon is missing a colon on her last effect, to indicate it activates...and it should activate, as it is rather strong. Not too strong, although I would like to see a different main effect. It's literally the same as Geminias, without any quirk of its own. Solora is...beautiful. Honestly. Beautiful. Not only does it have a very interesting effect of its own, but it also has a decent amount of balance given by you. There are potential killing combos, but they would come off god-like hands, and wouldn't be a general problem. Would love to see more cards like this.

 

How about some cards that return your opponent's banished cards to their Deck as a cost? Would give you an excuse for more powerful effects.

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