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Prophecy Breaker Archetype [Legacy]

* * * * * 1 votes Prophecy Breaker Chaos Dragon Wizard Spellcaster Magic Prophecy Legacy

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#1
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.
 

Main Deck Monsters


Extra Deck Monsters


Spell Cards


Trap Cards


Suggested combos/openers


My Magnum Opus

 

Has a political body ever succeeded in being the arbiter of what is right and just? - Darth Plagueis the Wise


#2
zepheris

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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.



#3
KingofMayhem

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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


My Magnum Opus

 

Has a political body ever succeeded in being the arbiter of what is right and just? - Darth Plagueis the Wise


#4
zepheris

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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.



#5
KingofMayhem

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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.

New Cards

My Magnum Opus

 

Has a political body ever succeeded in being the arbiter of what is right and just? - Darth Plagueis the Wise


#6
Dova

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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!



#7
KingofMayhem

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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!


My Magnum Opus

 

Has a political body ever succeeded in being the arbiter of what is right and just? - Darth Plagueis the Wise


#8
Dova

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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.



#9
KingofMayhem

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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.


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#10
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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!



#11
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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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#12
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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.



#13
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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.

 

New cards: The Rising Darkness

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#14
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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.



#15
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Like this?

 

9FIDgUH.jpg


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#16
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I've released some new cards inside my new set: Eldritch Entity!

New Cards: Eldritch Entity


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#17
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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.

 

 



#18
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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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#19
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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 



#20
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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!

 

Chaos Unleashed

 

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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