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(Written) (Pendulum To Link) Unwieldy Fervor Archetype


Phelphor, of the Deep

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Unwieldy Fervor Realm: Field Spell card

You can Pendulum Summon using face-up "Unwieldy Fervor" cards in your opponent's Pendulum Zone. When this card is activated: Add 1 "Unwieldy Fervor" Spell or Trap card from your Deck or GY to your hand. Once per turn during either player's turn, you can tribute 1 "Unwieldy Fervor" Pendulum monster; shuffle 1 card to Deck. You can only activate each effect of "Unwieldy Fervor Realm" once per turn.

 

 

Unity of Unwieldy Fervor: Continuous Spell

All "Unwieldy Fervor" monsters you control gains 100 ATK for each face-up "Unwieldy Fervor" cards you control. When this card is activated: Place 1 "Unwieldy Fervor" monster from Deck or GY in your Pendulum Zone. You can send this card to the GY: Set 1 "Unwieldy Fervor" Spell or Trap card directly from your Deck then you can add 1 face-up "Unwieldy Fervor" monster from your Extra Deck to your hand. You can only activate each effect of "Unity of Unwieldy Fervor" once per turn.

 

 

Resolve of the Unwieldy Fervor: Normal Trap Card

If your opponent controls a face-up "Unwieldy Fervor" card in their Pendulum Zone, send 1 "Unwieldy Fervor" monster from your Deck to your Extra Deck face-up then you can, Target 1 card on the field and if you do; Destroy the targeted card. You can only activate "Resolve of the Unwieldy Fervor" once per turn.

 

 

Unwieldy Fervor Cyber: Level 4 | FIRE | Cyberverse-Type | Pendulum monster | 1500 ATK | 400 DEF Scale 3

Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated.

Monster effect: If you control a face-up "Unwieldy Fervor" monster except "Unwieldy Fervor Cyber" you can Special Summon this card from your hand. If this card is Summoned: you can place 1 "Unwieldy Fervor" monster from your Deck in your opponent’s Pendulum Zone, but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Cyber" once per turn.

 

 

Unwieldy Fervor Hero: Level 4 | EARTH | Warrior-Type | Pendulum monster | 1900 ATK | 700 DEF Scale 5

Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated.

Monster effect: When this card is Normal Summoned: You can Special Summon 1 "Unwieldy Fervor" Pendulum monster from your Deck. but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Hero" once per turn.

 

 

Unwieldy Fervor Mech: Level 4 | WIND | Machine-Type | Pendulum monster | 700 ATK | 2000 DEF Scale 3

Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated.

Monster effect: When this card is Summoned: You can add 1 "Unwieldy Fervor" Pendulum monster from your Deck to your hand, but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Mech" once per turn.

 

 

Unwieldy Fervor Scuba: Level 4 | WATER | Aqua-Type | Pendulum monster | 1600 ATK | 1000 DEF Scale 5

Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated.

Monster effect: You can reveal this card in your hand: add 1 "Unwieldy Fervor" Spell or Trap card from your Deck or GY to your hand, then place this card in your opponent’s Pendulum Zone, but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Scuba" once per turn.

 

 

Unwieldy Fervor Quick-Strike : Level 4 | LIGHT | Thunder-Type | Pendulum monster | 0 ATK | 0 DEF Scale 3

Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated.

Monster effect: If your opponent targets a face-up "Unwieldy Fervor" monster except "Unwieldy Fervor Quick-Strike" you control for an attack before the damage step, you can Special Summon this card from your hand and if you do; target 1 card on the field and if you do; destroy the targeted card. If this card is Summoned: you can Draw 1 card then, shuffle 1 card in your hand into your Deck, but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Quick-Strike" once per turn.

 

 

Unwieldy Fervor Necro-Black : Level 4 | DARK | Fiend-Type | Pendulum monster | 0 ATK | 0 DEF Scale 5

Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated.

Monster effect: Once per turn, if your opponent targets a face-up "Unwieldy Fervor" monster except "Unwieldy Fervor Necro-Black" you control for a card effect(s), you can reveal this card in your hand and if you do; send 1 "Unwieldy Fervor" monster from your Deck to your GY. If this card is Summoned: you can Special Summon 1 "Unwieldy Fervor" monster from your GY, but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Necro-Black" once per turn.

 

 

Unwieldy Fervor Warmage : Link 2 | LIGHT | Spellcaster-Type | Link monster | 2400 ATK | Link-2 | Link points SE and SW

2 "Unwieldy Fervor" monsters

While your opponent controls 2 face-up cards in their Pendulum Zone, you can Pendulum Summon using face-up "Unwieldy Fervor" cards in your opponent's Pendulum Zone. If a face-up monster(s) your opponent control activates a effect while this card points to "Unwieldy Fervor" Pendulum monster(s) you control, you can inflict 800 damage to your opponent's Life Points.

 

 

Unwieldy Fervor Guardian : Link 2 | EARTH | Rock-Type | Link monster | 800 ATK | Link-2 | Link points SW and E

2 "Unwieldy Fervor" monsters

While your opponent controls 2 face-up cards in their Pendulum Zone, this card gain 800 ATK for each other face-up "Unwieldy Fervor" monsters you control. If this card's ATK is 2400 or more, monsters your opponent controls can only target this card for attacks. Once per turn, if a face-up monster(s) your opponent control activates a effect while this card points to "Unwieldy Fervor" Pendulum monster(s) you control, you can target 1 card on the field and if you do; shuffle the targeted card into the Deck.

 

 

Unwieldy Fervor Dragon : Link 3 | DARK | Dragon-Type | Link monster | 2600 ATK | Link-3 | Link points NW SW and, E

3 Pendulum monsters

While your opponent controls 2 face-up cards in their Pendulum Zone, your opponent can not activate Set trap cards and your opponent must Set Spell Cards before activating them, also, cannot activate them until their next turn after Setting them. If this card points to "Unwieldy Fervor" Pendulum monster(s) you control, all face-up monsters your opponent control loses 100 ATK and DEF for each face-up "Unwieldy Fervor" card on the field.

 

 

Unwieldy Fervor Fiend : Link 4 | WIND | -Type | Link monster | 3000 ATK | Link-4 | Link points NW SW W and, E

4 "Unwieldy Fervor" monsters

While your opponent controls 2 face-up cards in their Pendulum Zone, your opponent can not Summon monster(s). "Unwieldy Fervor" monsters you control inflict piercing damage. Once per turn, you can Tribute 1 "Unwieldy Fervor" monster; Banish 2 face-up cards your opponent control until the End Phase.

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  • 2 weeks later...

So the first card boosts their attack, and the last effect is reminiscent of oafdragon. The unfortunate one is the second portion, you're performing a search as a cost.

I personally think it needs to be reworded so that the second portion is an effect rather than a cost. It's not a big thing, just something I personally feel should happen.

 

resolve: Is this a card intended purely for the mirror match? Do these guys send themselves to their opponent's pendulum zone? Even if they do, this is a highly situational cost, and if sending your cards to the other player's pendulum zone is something that'll benefit you, destroying those cards is not the greatest idea.

It's not a terrible card, just a bit outclassed, by, you know, raigeki break.

 

Wow, indestructible scales. The Hat tricker effect is nice as well. Also, if you're going this far to place your cards in your opponent's scales, the last thing you want to do is to remove them for raigeki break's cost. The effect itself is nice though. Places an indestructible archetype-specific scale on the opponent's side, blocking off their scales permanently, and somewhat preventing them from using backrow.

 

hero: Instant link 2. I would say rank 4, but the last effect severely dampens it's usability.

 

mech is a search on summon, and with 1 hero, you can easily get 2 searches by summoning hero>mech>link>pendulum.

One downside is the weird link arrows on the link monsters. I don't know whether you thought SE/SW arrows are too mainstream or something, but you want to be able to pendulum 2 monsters from the extra.

 

Scuba's the worst of the bunch. If you want to place cards into your opponent's pend zones, just use cyber. That being said, since you have this few cards, you're still forced to run this thing, simply because it's synergetic with the rest of the archetype. Now, placing scales on your opponent's side is something the archetype benifits from, but perhaps let it do something else as well, similar to cyber. Perhaps give it the effect "While you control this face up card in your pendulum zone, your opponent can pendulum summon monsters using your pendulum scales." I don't know how that should be worded... Otherwise, you could let it place another scale, search, anything. Just give it another effect.

 

Warmage is a great card. The pendulum summoning using enemy scales is a great idea, and the burn is surprisingly relevant, since it can deal a massive amount of damage to combo heavy archetypes that plague the current meta.

 

Anti spell fragrance and royal decree on legs. There's also a slight attack reduction, but it's not overly important in the grand scheme of things.

 

Overall:

More monsters. Pendulum heavy decks tend to run a lot more monsters than other, similar decks, just look at pend magicians and qliphort. 4 archetype specific monsters in such an archetype restrictive deck is meaningless.

 

Similarly, more extra deck monsters. You have a grand total of 2, and no matter how good they are, you definitely lack too much in the realm of disruption and spot removal to go pure. Considering the sheer amount of self-disruption in the deck, that's not a good thing. The only archetype specific spot removal is a worse raigeki break. At the very least, you need a card that can function as a pseudo castel, and also, some ways of actually pendulum summoning 2 ED monsters at once. Make a SE/SW scale or a E/W scale, just some way of pendulum summoning 2 mons from ED.

 

Better support cards, like a field spell, perhaps a few relevant traps, etc. 

 

It's a great concept, and I love how none of the cards are broken, unlike a lot of the archetypes I see, but it's got too few cards to do anything. It wouldn't be a problem if the cards didn't have the "but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters." restriction, but with it, you definitely need more cards.

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01) I plan to re-visit this and make adjustments eventually.

 

02) Should I add an additional effect to their pendulum effects?

 

03) how would you re-word it?

 

04) as you saw it the archetype focuses around hindering the back row of the opponent's via taking up space or slowing down usage by the boss link monster. what do you suggest to make this trap better? adding a draw effect as well?

 

05) thanks, this card is more useful as it also help set up your scales on your opponent's side and also pendulum summon using "their scales"

 

06) Making them archetype only helps balance out the archetype seeing how there is already good link combos out now.

 

07) Should I beef up scuba somehow to make it better?

 

08) thanks on warmage

 

09) its more about to help pin opponents down and removing options from their table.

 

10) I plan on making more pendulum monsters and extra deck monsters.

 

resolve and scuba have been updated and fixed.

 

to be continue

 

I plan on making more cards.

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Most of it seems a lot better, except maybe unity, because it searches every single turn. I mean, there's other continuous search cards like scout, but, I dunno, seems a bit unbalanced. Maybe it's the bounce effect, so it becomes harder to pop, because it's in the hand most of the time.

 

2) Either way's fine. Their monster effects are good enough on their own, and using the opponent's pend scales is a nice concept, plus, the scales being indestructible is already a lot more utility than most pendulum decks. On the other hand, aside from a few exceptions, pendulum effects tend to be largely either archetype specific gimmicks or underwhelming effects, so, I dunno.

 

3) You've changed the card already, so while I don't remember exactly, something along the lines of how you worded the trap card.

 

4) The trap's fine now. If this was pre-link era, I'd even call it semi-OP.

 

6) There's nothing wrong with making an archetype archetype specific, but you really can't do that with 4 monsters, especially with pendulums. Even with the sheer amount of searching they can do, QLI run at least 7 different monsters(Scout, mono, disk, helix, carrier, stealth, and towers), while magicians run 10 (astro, oaf, joker, blackfang, whitewing, wisdom, iris, performpal sorcerer, and violet poison, along with some optional ones such as luster pendulum). I dunno how many PEPE ran, because I never really played the deck, and it's been banned to oblivion now, but I'd assume it's more than 4. Igknights and metalfoes ran pretty much every single archetypal card at 3 copies, and then some outside support as well. If it weren't so archetype specific, you could run this with some nice external engines, but right now, it's a bit iffy.

 

7) Yep, the current one's fine.

 

9) Lockdown is fine, but that's the only thing you can do right now. You have very few options when it comes to disruption, and you really can't do any spot removal. Te closest thing you could make to a big board would be 3 warmage and a dragon, which is terribly difficult to make outside of downright amazing hands, and it doesn't stop the opponent from simply making a big play, just inconveniences them a bit.

 

10) Please do. 

 

Also, I've been wondering, why are the links pendulum monsters? Most actual ED pendulums have effects that let them become scales, and you can also pend them from the ED, so I don't get why you would make them pendulums if they can never become scales or be pend summoned. Hell, you haven't even given them pendulum effects. Is there really a point in making them pends?

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Most of it seems a lot better, except maybe unity, because it searches every single turn. I mean, there's other continuous search cards like scout, but, I dunno, seems a bit unbalanced. Maybe it's the bounce effect, so it becomes harder to pop, because it's in the hand most of the time.

Re-worked unity.

 

6) There's nothing wrong with making an archetype archetype specific, but you really can't do that with 4 monsters, especially with pendulums. Even with the sheer amount of searching they can do, QLI run at least 7 different monsters(Scout, mono, disk, helix, carrier, stealth, and towers), while magicians run 10 (astro, oaf, joker, blackfang, whitewing, wisdom, iris, performpal sorcerer, and violet poison, along with some optional ones such as luster pendulum). I dunno how many PEPE ran, because I never really played the deck, and it's been banned to oblivion now, but I'd assume it's more than 4. Igknights and metalfoes ran pretty much every single archetypal card at 3 copies, and then some outside support as well. If it weren't so archetype specific, you could run this with some nice external engines, but right now, it's a bit iffy.

 

9) Lockdown is fine, but that's the only thing you can do right now. You have very few options when it comes to disruption, and you really can't do any spot removal. Te closest thing you could make to a big board would be 3 warmage and a dragon, which is terribly difficult to make outside of downright amazing hands, and it doesn't stop the opponent from simply making a big play, just inconveniences them a bit.

 

10) Please do.

6, 9 and 10 coming up with new additions

 

Also, I've been wondering, why are the links pendulum monsters? Most actual ED pendulums have effects that let them become scales, and you can also pend them from the ED, so I don't get why you would make them pendulums if they can never become scales or be pend summoned. Hell, you haven't even given them pendulum effects. Is there really a point in making them pends?

A slight error on my part which have been fixed.

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Quick strike does too many things. It redirects an attack, then pops a card, and then searches as well? Cut the search effect. You already have a s/t searcher, you don't need this many.

 

Otherwise, the two new monsters are really good The new link monster is nice, and was honestly really necessary. The shuffle effect is actually kinda passive. It's not bad, just not very useful spot removal. On the other hand, it does have som disruption, which the deck severely lacks. I'd suggest making another link monster with an effect like "You can tribute one UF monster to shuffle 1 card to deck"

 

I feel somewhat conflicted though... You need warmage to pendulum (You could use your own scales, but that's a -2, and is really, really cloggy), but on the other hand, guardian has the scales you'd want to be pendulum summoning into. Pretty much, you need to make both first turn, else you won't beat any non-pendulum based deck. 

 

What I would do here would be to simply swap the link arrows. Warmage is an opening play required to do stuff, while guardian is something you end on to hopefully disrupt something.

 

Finally, none of the cards actually do any negation. Make a link 5 pseudo quasar or something, just a boss monster.

 

I'll try making a combo with the suggested cards alongside the rest of your cards.

 

Scuba makes one scale and searches unity, then activate unity, search mech, tribute unity to set resolve, NS mech, add cyber, summon cyber, and use something to complete the scales. Link summon warmage with mech and cyber, then pendulum summon, searching quickstrike and link summon guardian. A beautiful 1 card combo making a relatively good board (still dies to raigeki). 

 

The main deck mons are really powerful, and there's finally enough to make an exclusive deck out of them, but the ED just seems really lackluster at this point.

 

Do put HOPT clauses on everything. these cards do too much. It was fine before, because there were only 4 of them and a couple links, but just increasing the quantity makes them a bit too good. They're still not all that good, mostly because the links aren't all that amazing, and you're locking yourself out of the generics, but these cards seriously need HOPT.

 

If I had to compare these to something, they're like pre-link spyrals. They can make an insane amount of advantage, with amazing swarming and searching, but they can't really do anything with the advantage. the links, while fine, can't really compare to the generic links, and making any plays whatsoever locks you out for a turn.

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Quick strike does too many things. It redirects an attack, then pops a card, and then searches as well? Cut the search effect. You already have a s/t searcher, you don't need this many.

 

Otherwise, the two new monsters are really good The new link monster is nice, and was honestly really necessary. The shuffle effect is actually kinda passive. It's not bad, just not very useful spot removal. On the other hand, it does have som disruption, which the deck severely lacks. I'd suggest making another link monster with an effect like "You can tribute one UF monster to shuffle 1 card to deck"

 

I feel somewhat conflicted though... You need warmage to pendulum (You could use your own scales, but that's a -2, and is really, really cloggy), but on the other hand, guardian has the scales you'd want to be pendulum summoning into. Pretty much, you need to make both first turn, else you won't beat any non-pendulum based deck. 

 

What I would do here would be to simply swap the link arrows. Warmage is an opening play required to do stuff, while guardian is something you end on to hopefully disrupt something.

 

Finally, none of the cards actually do any negation. Make a link 5 pseudo quasar or something, just a boss monster.

 

I'll try making a combo with the suggested cards alongside the rest of your cards.

 

Scuba makes one scale and searches unity, then activate unity, search mech, tribute unity to set resolve, NS mech, add cyber, summon cyber, and use something to complete the scales. Link summon warmage with mech and cyber, then pendulum summon, searching quickstrike and link summon guardian. A beautiful 1 card combo making a relatively good board (still dies to raigeki). 

 

The main deck mons are really powerful, and there's finally enough to make an exclusive deck out of them, but the ED just seems really lackluster at this point.

 

Do put HOPT clauses on everything. these cards do too much. It was fine before, because there were only 4 of them and a couple links, but just increasing the quantity makes them a bit too good. They're still not all that good, mostly because the links aren't all that amazing, and you're locking yourself out of the generics, but these cards seriously need HOPT.

 

If I had to compare these to something, they're like pre-link spyrals. They can make an insane amount of advantage, with amazing swarming and searching, but they can't really do anything with the advantage. the links, while fine, can't really compare to the generic links, and making any plays whatsoever locks you out for a turn.

Quick strike does too many things. It redirects an attack, then pops a card, and then searches as well? Cut the search effect. You already have a s/t searcher, you don't need this many.

Changed the effect.

 

Otherwise, the two new monsters are really good The new link monster is nice, and was honestly really necessary. The shuffle effect is actually kinda passive. It's not bad, just not very useful spot removal. On the other hand, it does have som disruption, which the deck severely lacks. I'd suggest making another link monster with an effect like "You can tribute one UF monster to shuffle 1 card to deck"

Thinking about a new link.

 

I feel somewhat conflicted though... You need warmage to pendulum (You could use your own scales, but that's a -2, and is really, really cloggy), but on the other hand, guardian has the scales you'd want to be pendulum summoning into. Pretty much, you need to make both first turn, else you won't beat any non-pendulum based deck.

 

What I would do here would be to simply swap the link arrows. Warmage is an opening play required to do stuff, while guardian is something you end on to hopefully disrupt something.

Switched their link pointers.

 

Finally, none of the cards actually do any negation. Make a link 5 pseudo quasar or something, just a boss monster.

Uhhm sure.

 

I'll try making a combo with the suggested cards alongside the rest of your cards: Scuba makes one scale and searches unity, then activate unity, search mech, tribute unity to set resolve, NS mech, add cyber, summon cyber, and use something to complete the scales. Link summon warmage with mech and cyber, then pendulum summon, searching quickstrike and link summon guardian. A beautiful 1 card combo making a relatively good board (still dies to raigeki). 

 

The main deck mons are really powerful, and there's finally enough to make an exclusive deck out of them, but the ED just seems really lackluster at this point.

[Ok]

 

Do put HOPT clauses on everything. these cards do too much. It was fine before, because there were only 4 of them and a couple links, but just increasing the quantity makes them a bit too good. They're still not all that good, mostly because the links aren't all that amazing, and you're locking yourself out of the generics, but these cards seriously need HOPT. If I had to compare these to something, they're like pre-link spyrals. They can make an insane amount of advantage, with amazing swarming and searching, but they can't really do anything with the advantage. the links, while fine, can't really compare to the generic links, and making any plays whatsoever locks you out for a turn.

OK, adding HOPT and adding more disruption via new link monster(s) and field spell card.

 

NEW FIELD SPELL and LINK 4 LINK MONSTER.

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