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Sweetland


Perry Ellis.

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Welcome to Sweetland, the Kingdom of all things Sweet and Sugary. A Kingdom made up of mostly peace loving citizens, Sweetland citizens are just as sweet as their names suggest. Now the Super Spice Family has started expanding their own empire. Will you help the citizens of Sweetland against the Super Spice Family's ambitions?

 

Sweetland is an archetype based on the board game "Candy Land", with the overall theme of the archetype being effects based on dice rolls. Since its an archetype based on board games, they also have powerful field spells that back up and support their monsters. 

Archetype numbers (MD/EX/S/T): (3/3/3/0)

 

[spoiler=Main Deck Monsters Updated! 1/26/18]

Sweetland, Mint Magician

3* Light

Rock/Effect

When this card is Normal Summoned, You can roll a six-sided die, activate the following effect based on the number rolled.

1-2: Special Summon 1 “Sweetland” token (3/Light/Rock/1000/1000).

3-4: Special Summon 2 “Sweetland” token (3/Light/Rock/1000/1000).

5-6: Special Summon 2 “Sweetland” monster(s) with a different name(s) from your Hand, Deck, or GY. 

1200/600

 

Writer’s note: Mint Magician is the special summoner for the archetype, it’s low roll effect special summons a token which can be used for Link fodder. It’s mid roll ability allows it to summon a different Sweetland monster from your deck, helping you extend your plays for other Sweetland monsters. Mint Magician’s high roll effect is where it really shines and allows for an automatic link 3 monster. 

 

Edits:

(+) Normal summon condition

(-) Changed mid roll effect from special summoning 1 Sweetland monster (3-4 effect)

 

 

Sweetland, Cotton Calvary

3* Light

Rock/Effect

If a "Sweetland" card activates an effect, you can special summon this card from your hand. Once per turn (Quick Effect): You can roll a six-sided die, activate the following effect based on the number rolled.

1-2: Target 1 “Sweetland” monster, increase It’s attack by 100 times the number of “Sweetland” monsters on the field.

3-4: Target 1 “Sweetland” monster, increase it’s attack by 300 times the number of “Sweetland” monsters on the field. 

5-6: Target 1 “Sweetland” monster increase is attack by 500 times the number of “Sweetland” monsters on the field. 

1400/800

 

Writer’s Note: Cotton Calvary is the battle effect monster for the archetype, since most Sweetland monsters are weaker in attack I thought it would be a good idea to give them a monster that would help increase the attack stat of this archetype. His roll effects boost Sweetland monsters by a possible max of 600, 1800, 3000. 

 

Edits:

(+) Special Summon effect

(+) Quick effect trigger

(-) "Until end of turn" clause

 

Sweetland, Gummi Gunner

3* Light

Rock/Effect

When this card is Summoned, you can roll a six-sided die, activate the following effect based on the number rolled.

1-2: Target 1 “Sweetland” monster, until the end of this turn, when that monster declares an attack on a defense position monster,

inflict piercing battle damage. 

3-4: Target 1 “Sweetland” monster, until the end of this turn, it can make up to 2 attack’s on your opponent’s monsters.

5-6: Target 1 “Sweetland” monster,

until the end of their turn, it can attack your opponent directly. You can only activate this card’s effect once per turn. 

1300/700

 

 

Writer’s Note: Gummi Gunner, is another battle effect monster. He helps with OTK possibilities, giving Sweet Nation monsters. Gummi Gunner is your jack of all trades for attack effects, depending upon what your situation calls for he’s got the answer by allowing the other SweetLand monsters to either deal piercing damage, attack twice, or attack your opponent directly.

 

Edits:

(+) ​Changed activation requirement 

 

 

[spoiler=Extra Deck Monsters Updated! 1/26/18]

Sweetland, Lolipop Princess

Light Link 1

D

Rock/Link/Effect

1 Rock monster

If a “SweetLand” monster activates an effect while this card points to it, you can re-roll the dice. You can only activate this effect once per turn. once per turn (Quick Effect): You can roll a six-sided die, activate the following effect based on the number rolled.

1-2: Discard 1 card, draw 1 card.

3-4: Discard 1 card, draw 2 cards. 

5-6: Discard 2 cards, draw 3 cards.

900

 

Writer’s note: Since Lolipop Princess will more than likely be your turn 1 summon, especially if you are able to draw Mint Magician. I decided to give her an effect that would also help gain life points  based on the number of SweetLand monsters you control. 

 

Edits:

(+) added draw effects as well as a way to set up Brittle Yaga's effect.

(-) took away life point gain effects

 

Sweetland, Sour Czar

Light Link 2

L/DL

Rock/Link/Effect

2 “Sweetland” monsters

If a “Sweetland” monster activates an effect while this card points to it, you can re-roll the dice. You can only activate this effect once per turn. once per turn (Quick Effect): You can roll a six-sided die, activate the following effect based on the number rolled.

1-2: Target 1 Spell/Trap on your opponent’s field, destroy it. 

3-4: Target 1 monster on your opponent’s side of the field,  destroy it.

5-6: Target 2 cards on the field, destroy them. 

1500

 

Writer’s note: All bow before the Czar! With his destruction effects you might stop link summoning right here. Since you can activate his effects during either player’s turn theres no telling what ways you can disrupt your opponent’s game plan.

 

Edits:

(+) 

(-)

 

Sweetland, Brittle Yaga

Light Link 3

DL/D/DR

Rock/Link/Effect

2+ “Sweetland” Link monsters

If a “Sweetland” monster activates an effect while this card points to it, you can re-roll the dice. You can only activate this effect once per turn. once per turn (Quick Effect): You can roll a six-sided die, activate the following effect based on the number rolled.

1-2: Target 1 monster on your opponent’s field, return it to the hand.

3-4: Shuffle 1 "Sweetland" card from your GY into the Deck, then place 1 card on your opponent’s field on the bottom of their deck. 

5-6: Shuffle 1 "Sweetland" card from your Hand or GY into the Deck, then place 2 cards from your opponent’s field on the bottom of their deck. 

2100

 

Writer’s note: The Ace monster of the Archetype, Brittle Yaga is based on the Baba Yaga of Russian Folklore and her effects truly align with a game board archetype theme. Her low roll effect is a “minor” annoyance to your opponent. Her middle and high roll effects are where she truly shines with her non-targeting removal effect. 

 

Edits:

(+) effect activation requirement, "shuffle 1 sweetland back to the deck"

 

 

[spoiler=Field Spells Updated! 1/26/18]

Sweetland, Candy Fortress

Field Spell

You can not activate another Field Spell while this card is face up. If a “Sweetland” monster is sent to the GY, you can add 1 “Sweetland” monster with a different name from your deck to your hand. The effects of “Sweetland” cards cannot be negated. If this card is sent to the GY you can activate 1 other “Sweetland” Field Spell from your deck. 

 

Writer’s note: Since Sweetland is an archetype based on board games, its bound to also have powerful field spells. To start us off we have Candy Fortress, its active effect searches out more Sweetland monsters when you either lose them or use them. While its passive effect prevents your opponent from negating your card’s effects.

 

Edits:

(+) When -> If on the search effect

(-)

 

Sweetland, Licorice Lair

Field Spell

You can not activate another Field Spell while this card is face up. All face up monsters lose 1000 ATK/DEF points execept "Sweetland" monsters. Your opponent cannot target other “Sweetland” cards with card effects. If this card is sent to the GY you can activate 1 other “Sweetland” Field Spell from your deck. 

 

Writer’s note: Next in the Field Spell line up is Licorice Lair, which is in my opinion, the most annoying to your opponent and is the defensive Field Spell of the trio. Licorice Lair protects your monsters from targeting card effects and makes your opponent’s monsters lose attack.

 

Edits:

(+) made the attack and def point reduction permenant

 

 

Sweetland, Brittle Candy House

Field Spell

You can not activate another Field Spell while this card is face up. If a dice roll effect lands on an even number, draw 1 card. If a dice roll effect lands on an odd number, send 1 card from from your Deck to the GY. “Sweetland” monsters cannot be destroyed by battle. If this card is sent to the GY you can activate 1 other “Sweetland” Field Spell from your deck. 

 

Writer’s note: Batting Last is Brittle Candy House, the most balanced of the three. BCH has both a very active effect which allows you to normal summon twice per turn while also protecting your monsters from battle destruction. 

 

Edits:

(+)  added new dice roll dependent effect

(-) took away second normal summon effect due to change in Mint Magician's effect 

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The concept is really interesting IMO - I love dice rolls - and we have some cute sweet monsters here. ..why are they Rocks? I guess I don't know the game, so that's why :/

Here's a quick review.

Mint Magician is too good compared to the other guys. The 5-6 effect is just broken in a regular Deck, consider you could use outside the Archetype for free monster. A "When this card is Normal Summoned" should fix most of the problems. Also, I'm not good at wording, but you do need to add a "from the Deck" in both the 3-4 and 5-6 effects.

Calvary is not as good as you think. It's really slow, requires being Summoned to have a buff that's not even permanent, and does nothing else. Look, you may want to make it also a searcher by "If this card is Summoned: You can add a "Sweetland" monster from your Deck to your hand". This creates a good combo with Magician, allowing to get 2 monsters per turn.

True, Gunner gives more versatility to the attack, except you don't decide which effect is gonna be activated. The idea is cool, simply make it faster with a "If you control a "Sweetland" monster: You can Special Summon this card (from your hand)". See, you don't need massive swarming from Magician, just create a small combo with the 3 monsters. Also please, buff its ATK a little, at least 1500.

 

The Field Spells have this effect so you can replace them in case they get destroyed, and that's cool. This way, you don't need to run 3 copies of each, nice touch.

Fortress should have an "If" clause instead of the "When", so you never miss timing. Also if you add the effects on the monsters, and after testing you see it's broken, I'd add a "You can only use this effect twice per turn", so it prevents possible loops.

Lair would've been annoying 3 or 4 years ago. Nowadays, your monsters won't even survive until the Battle Phase without protection. Also, it's until the end of the Battle Phase, why not making it permanent and before the Damage Step, kinda like how Wattcastle should've been?

House is ok. Although if you leave the monsters as they are, the Double Summon effect won't be useful in the long run. Protection from battle destruction is ok, I guess.

 

Princess is ok just because of the first effect, which is shared with the other Links, so nothing special. Gaining LP doesn't matter much in today's game. Also, with 900 ATK and no floating effect, it won't last long on the field.

You said it was good with Magician, right? Well in order to Summon Princess first turn you already used Magician's effect, and their effects can only be activated when Summoned. I guess changing them all to a "Once per turn" effect won't be a bad idea.

Czar has the same problem as Yaga, and as many other cards it requires a bit of OCG work on it. The most relevant bit is - Once per turn (Quick Effect): You can roll a six-sided die...

Yaga is ok, considering you still need the other 2 Links to get it. Still, not sure about how good it is, because it's a free Quick Effect. Maybe you should have some form of cost (discarding a card; or return 2 Sweetlands from GY to Deck if you don't want to lose advantage).

 

There's some work to do, some testing as well, but overall it's not a bad Archetype. Good job. Also, I think I want to see the card pictures :D

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The concept is really interesting IMO - I love dice rolls - and we have some cute sweet monsters here. ..why are they Rocks? I guess I don't know the game, so that's why :/

Here's a quick review.

Mint Magician is too good compared to the other guys. The 5-6 effect is just broken in a regular Deck, consider you could use outside the Archetype for free monster. A "When this card is Normal Summoned" should fix most of the problems. Also, I'm not good at wording, but you do need to add a "from the Deck" in both the 3-4 and 5-6 effects.

Calvary is not as good as you think. It's really slow, requires being Summoned to have a buff that's not even permanent, and does nothing else. Look, you may want to make it also a searcher by "If this card is Summoned: You can add a "Sweetland" monster from your Deck to your hand". This creates a good combo with Magician, allowing to get 2 monsters per turn.

True, Gunner gives more versatility to the attack, except you don't decide which effect is gonna be activated. The idea is cool, simply make it faster with a "If you control a "Sweetland" monster: You can Special Summon this card (from your hand)". See, you don't need massive swarming from Magician, just create a small combo with the 3 monsters. Also please, buff its ATK a little, at least 1500.

 

The Field Spells have this effect so you can replace them in case they get destroyed, and that's cool. This way, you don't need to run 3 copies of each, nice touch.

Fortress should have an "If" clause instead of the "When", so you never miss timing. Also if you add the effects on the monsters, and after testing you see it's broken, I'd add a "You can only use this effect twice per turn", so it prevents possible loops.

Lair would've been annoying 3 or 4 years ago. Nowadays, your monsters won't even survive until the Battle Phase without protection. Also, it's until the end of the Battle Phase, why not making it permanent and before the Damage Step, kinda like how Wattcastle should've been?

House is ok. Although if you leave the monsters as they are, the Double Summon effect won't be useful in the long run. Protection from battle destruction is ok, I guess.

 

Princess is ok just because of the first effect, which is shared with the other Links, so nothing special. Gaining LP doesn't matter much in today's game. Also, with 900 ATK and no floating effect, it won't last long on the field.

You said it was good with Magician, right? Well in order to Summon Princess first turn you already used Magician's effect, and their effects can only be activated when Summoned. I guess changing them all to a "Once per turn" effect won't be a bad idea.

Czar has the same problem as Yaga, and as many other cards it requires a bit of OCG work on it. The most relevant bit is - Once per turn (Quick Effect): You can roll a six-sided die...

Yaga is ok, considering you still need the other 2 Links to get it. Still, not sure about how good it is, because it's a free Quick Effect. Maybe you should have some form of cost (discarding a card; or return 2 Sweetlands from GY to Deck if you don't want to lose advantage).

 

There's some work to do, some testing as well, but overall it's not a bad Archetype. Good job. Also, I think I want to see the card pictures :D

 

 

Thank you for the review! I hope you enjoy the edits! I might provide some support to them later on, so keep watch!

 

Bump for Edits

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