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Zaziuma

Cymurai Archetype (16/16)

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Cymurai is an Archetype of Cyberse/DARK monsters with various Levels. They focus on gaining ATK or DEF to "unlock" various effects. They also have a focus on battling, and most having an effect that activates at the end of the Damage Step, and also have Xyz Monsters. Their playstyle revolves around battling, then Xyz Summoning using their Field Spell. They are designed to work both with and without Link Monsters, as seen in their Level 4s, which have effects that is supported by using Link Monsters, or simply Tribute Summoning or using effects to send them to the GY. Their name is a portmanteau of Cyberse and Samurai, and they are based on real life samurai as well as their tools and techniques etc. and computer relating things as well.
 
Main Deck Monsters:
 
Cymurai Takahisa
Cyberse/DARK
Level 4
If this card gained ATK or DEF this turn, until the end of this turn, it cannot be destroyed by battle. At the end of the Damage Step, if this card battled: You can target 1 "Cymurai" monster you control; until the end of the next turn, increase its Level by 1, also it gains 500 ATK and DEF. If this card is sent from the field to the GY: You can add 1 "Cymurai" monster from your Deck to your hand, except "Cymurai Takahisa". You can only use this effect of "Cymurai Takahisa" once per turn.
1500/1500
 
Cymurai Hajime
Cyberse/DARK
Level 4
Once per turn, if this card gains ATK or DEF: You can target 1 other "Cymurai" monster you control; it gains 500 ATK and DEF until the end of this turn. Can attack directly, but any battle damage your opponent takes is halved. If this card is sent from the field to the GY: You can add 1 "Cymurai" Spell/Trap from your Deck to your hand. You can only use this effect of "Cymurai Hajime" once per turn.
1800/500

Cymurai Yukimura
Cyberse/DARK
Level 4
Once per turn, at the end of the Damage Step, if this card battled: You can target 1 "Cymurai" monster in your GY, except "Cymurai Yukimura"; Special Summon that target. If this card gains ATK or DEF: Increase its Level by 1 until the end of the next turn. If this card is sent from the field to the GY: You can excavate the top 3 cards of your Deck, add any excavated "Cymurai" cards to your hand, also after that, place the rest on top of your Deck in any order. You can only use this effect of "Cymurai Yukimura" once per turn.
1600/1000
 
Cymurai Gozen
Cyberse/DARK
Level 5
During your opponent's Battle Phase, if you control a "Cymurai" monster: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Cymurai Gozen" once per turn. If this card gained ATK or DEF this turn, until the end of this turn, if a "Cymurai" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
1300/2500
 
Cymurai Musashi
Cyberse/DARK
Level 5
You can Special Summon this card (from your hand) by sending 1 "Cymurai" card from your hand or field to the GY, except "Cymurai Musashi". If this card gained ATK or DEF this turn, it can make a second attack during each Battle Phase this this turn. Once per turn, at the end of the Damage Step, if this card battled: You can draw 1 card.
2000/1900
 
Cymurai Yoshitsune
Cyberse/DARK
Level 6
You can Normal Summon this card without Tributing, but its ATK becomes 1700 and its Level becomes 5. Once per turn, if this card gained ATK or DEF this turn, if this card battled, at the end of the Damage Step: You can Special Summon 1 "Cymurai" monster from your Deck, except "Cymurai Yoshitsune".
2300/1600

Cymurai Nobunaga
Cyberse/DARK
Level 6
If you control a "Cymurai" monster, you can Special Summon this card (from your hand), but its ATK and DEF become halved. You can only Special Summon "Cymurai Nobunaga" once per turn this way. At the end of the Damage Step, if this card gained ATK or DEF this turn, if this card battled: You can declare a Level between 4 to 6; the Levels of all "Cymurai" monsters you currently control become the declared Level until the end of the next turn.
2200/2200
 
Extra Deck Monsters:
 
Cymurai Hanzo
Cyberse/DARK
Rank 5
2 Level 5 "Cymurai" monsters
When this card is Xyz Summoned: You can Set 1 "Cymurai" Spell/Trap directly from your Deck. While this card is on the field, that card can be activated the turn it was Set. Once per turn, if this card gain ATK or DEF this turn, if this card battled, at the end of the Damage Step: You can attach 1 other monster on the field to this card as material. If this card would be destroyed by battle or card effect, you can detach 1 material instead.
2400/2000
 
Cymurai Kenshin
Cyberse/DARK
Rank 6
2 Level 6 "Cymurai" monsters
If this card gained ATK or DEF this turn, when your opponent activates a card or effect (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card. During your End Phase: You can inflict damage to your opponent equal to the number of attacks "Cymurai" monsters you controlled performed this turn x 300. If this card would be destroyed by battle or card effect, you can detach 1 material instead.
2700/2300
 
Spells/Traps:
 
Virtual Training Ground of the Cymurai
Field Spell
If a "Cymurai" monster(s) is Normal or Special Summoned: That monster(s) gains 500 ATK and DEF until the end of this turn. Once per turn, at the end of the Damage Step, if a "Cymurai" monster you control battled: You can Special Summon 1 "Cymurai" monster from your hand. Once per turn, during the Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Xyz Summon 1 Xyz Monster, using only "Cymurai" monsters you control as materials.
 
Cymurai Horo Firewall
Quick-Play Spell
Target 1 "Cymurai" monster you control; it gains 1000 DEF, also the first time an opponent's card effect targets it resolves, negate that effect, also if you control "Virtual Training Ground of the Cymurai", you can Set this card instead of sending it to the GY. You can only activate 1 "Cymurai Horo Firewall" per turn.
 
Cymurai Katana Deletion
Continuous Spell
Once per turn: You can Tribute 1 "Cymurai" monster; Special Summon 1 "Cymurai" monster from your hand or Deck with a different name. If a "Cymurai" monster you control battles, at the start of the Damage Step, once per battle: You can pay 800 LP; until the end of the Damage Step, make it lose DEF equal to its ATK, and if it does, it gains ATK equal to the DEF lost.

Cymurai Tessen Folder
Equip Spell
Equip only to a "Cymurai" monster. It gains 500 ATK and DEF, also once per turn, if it would be destroyed by battle or card effect, it is not destroyed. Once per turn, at the end of the Damage Step, if the equipped monster battled: You can draw 2 cards, then discard 1 card. If this card is sent to the GY: You can target 1 "Cymurai" Xyz Monster you control; attach this card to that target as material. You can only use this effect of "Cymurai Tessen Folder" once per turn.
 
Cymurai Nukitsuke Bypass
Normal Spell
Special Summon 1 "Cymurai" from your hand, and if you do, it gains 700 ATK until the end of this turn. If this card is in your GY: You can send 1 "Cymurai" card from your hand or field to the GY, except "Cymurai Nukitsuke Bypass"; add this card from your GY to your hand. You can only activate 1 "Cymurai Nukitsuke Bypass" per turn.
 
Cymurai Kasa Incognito
Continuous Trap

When this card is activated: All "Cymurai" monsters you control gain 300 ATK and DEF, also increase their Level by 1. Once per turn: You can send 1 other "Cymurai" card from your hand or field to the GY; this turn, you can Normal Summon "Cymurai" monsters without Tributing. During your Main Phase, you can Normal Summon 1 "Cymurai" monster in addition to your Normal Summon/Set (You can only gain this effect once per turn.)

 

Cymurai Shogun Administrator
Normal Trap
Target 1 "Cymurai" monster you control; that target gains 800 ATK and change its battle position, and if it attacks a Defense Position monster this turn, inflict piercing battle damage. If this card is in your GY: You can banish 1 other "Cymurai" card from your hand or GY; Special Summon this card from your GY as an Effect Monster (Cyberse/DARK/Level 5/ATK 1900/DEF 2100). (This card is NOT a Trap.) If Summoned this way (Quick Effect): You can target 1 other "Cymurai" monster you control; until the end of this turn, it gains 800 ATK and DEF, also your opponent must attack that target, if able, and cannot target other monsters you control for attacks, except that target. You can only use each effect of "Cymurai Shogun Administrator" once per turn.

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Your main deck line-up is pretty solid. Musashi is a must have, as, well, speed, and easy access to your R5. Same with Gozen, and they both provide reasons to run your less speedy monsters, so good stuff there. Gozen really is the meat of the archetype, providing again, speed, along with Armade clause. Takahisha is the main enabler, with Hajime only doing so when it itself is enabled. Speaking of Hajime, it is possibly the worst card here, with Yoshitsune being the only other possible contender, despite its SSing from the Deck. Probably would drop the former in favour of more direct Cyberse cards; it doesn't really do anything for the archetype. You get a direct attack, and it you're basically granting it a little bit of ATK and allowing you to give your ATK split to someone else, but you don't really need to. Works a bit in tandem with the spells, but all the rest especially with Gozen are better targets.

 

Hanzo is a beautiful card, easily laddering into the Trap if you can, and...nothing else particularly fascinating. Ah well, at least its versatile. I really love how it protects itself from battle destruction, allowing it to sacrifice its Xyz Material by ramming into a boss, then immediately gaining back that material with its non-targeting removal. The R6 is also rather unique, as it has both protection and the ability to become a double negator. Also, a neat burn effect, allowing you to still plus off going into it MP2. If they didn't have Links, this archetype would be far too slow to make both bosses, and even now, they still barely can, relying heavily on your hand advantage...but at least you get a Link monster as well.
 

Training Ground can be a killing combo with cards like Mushashi, but otherwise isn't too scary. Enables all your monsters, and actually provides benefits to Summoning your monsters with your BP effects. I do like how its a BP archetype without explicitly saying so. Firewall is continuous DEF gain, useful for enabling and a weird, mostly useless form of protection. Bypass eats a bit too heavily into your hand advantage, imo, considering a whole bunch of your cards need said hand (Incognito, Training Ground, quite a few of your MDs, etc.) and this card eating up 2 others doesn't help matters. Incognito is decent, but...

 

I feel this set is too slow. As I said before, a lot of hand plays, but not too many ways of restocking it. You have the search by Takahisha and the draw by Mushashi, but that's about it. Restocking your hand/field with the S/Ts doesnt really help, as you mostly need your monsters. Also, I feel they're not quite fast enough to set up a good field, even with outside support. Unless you Grinder, which chews up your Normal Summon and renders Incognito moot AND is now Limited, or use some other crazy combo, you're only going to get 1 Link or 1 Xyz before your BP, which causes you to lose your buffs as your Link won't be a Cymurai, or doesn't allow you to make plays during the BP, as your Xyz eats up the EMZ. A creative set, and not awful, just not a really good one.

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Your main deck line-up is pretty solid. Musashi is a must have, as, well, speed, and easy access to your R5. Same with Gozen, and they both provide reasons to run your less speedy monsters, so good stuff there. Gozen really is the meat of the archetype, providing again, speed, along with Armade clause. Takahisha is the main enabler, with Hajime only doing so when it itself is enabled. Speaking of Hajime, it is possibly the worst card here, with Yoshitsune being the only other possible contender, despite its SSing from the Deck. Probably would drop the former in favour of more direct Cyberse cards; it doesn't really do anything for the archetype. You get a direct attack, and it you're basically granting it a little bit of ATK and allowing you to give your ATK split to someone else, but you don't really need to. Works a bit in tandem with the spells, but all the rest especially with Gozen are better targets.

 

Hanzo is a beautiful card, easily laddering into the Trap if you can, and...nothing else particularly fascinating. Ah well, at least its versatile. I really love how it protects itself from battle destruction, allowing it to sacrifice its Xyz Material by ramming into a boss, then immediately gaining back that material with its non-targeting removal. The R6 is also rather unique, as it has both protection and the ability to become a double negator. Also, a neat burn effect, allowing you to still plus off going into it MP2. If they didn't have Links, this archetype would be far too slow to make both bosses, and even now, they still barely can, relying heavily on your hand advantage...but at least you get a Link monster as well.

 

Training Ground can be a killing combo with cards like Mushashi, but otherwise isn't too scary. Enables all your monsters, and actually provides benefits to Summoning your monsters with your BP effects. I do like how its a BP archetype without explicitly saying so. Firewall is continuous DEF gain, useful for enabling and a weird, mostly useless form of protection. Bypass eats a bit too heavily into your hand advantage, imo, considering a whole bunch of your cards need said hand (Incognito, Training Ground, quite a few of your MDs, etc.) and this card eating up 2 others doesn't help matters. Incognito is decent, but...

 

I feel this set is too slow. As I said before, a lot of hand plays, but not too many ways of restocking it. You have the search by Takahisha and the draw by Mushashi, but that's about it. Restocking your hand/field with the S/Ts doesnt really help, as you mostly need your monsters. Also, I feel they're not quite fast enough to set up a good field, even with outside support. Unless you Grinder, which chews up your Normal Summon and renders Incognito moot AND is now Limited, or use some other crazy combo, you're only going to get 1 Link or 1 Xyz before your BP, which causes you to lose your buffs as your Link won't be a Cymurai, or doesn't allow you to make plays during the BP, as your Xyz eats up the EMZ. A creative set, and not awful, just not a really good one.

Hm yes, draw power could be a problem, I don't think that their Link Monster problem is that big of a deal, having multiple Xyz Monsters on the field isn't what they were designed to do, they are suppose to have a bit work to make an Xyz, since they can be very strong, with the ATK and DEF boosting. Cymurai Nukitsuke Bypass, perhaps I can change this around a little bit to make more powerful. Their speed, well they are suppose to be a bit slow. They are meant to be able to deal with the opponent's Battle Phase as much as possible, dodging attacks by Xyz Summoning, protecting themselves, stopping effects and so on. They will have cards that do speed them up more already, though I should make some other changes as well I can already tell that, so thanks for the input.

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Last cards are up!

 

New Cards:

Cymurai Yukimura

Cymurai Nobunaga

Cymurai Katana Deletion

Cymurai Tessen Folder

Cymurai Shogun Administrator

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