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Bookworm Adventures! Archetype


Ultimagamer

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This is an idea I thought of based off of a game I really liked called bookworm adventures. Please tell me your thoughts on this below. Any feedback is appreciated.

 

Lex the Bookworm

Level 1 / Earth / Insect

500 attack / 500 defense

 

This card can attack your opponent directly. When this card inflicts battle damage to your opponent; you can add 1 “Gem-Tile” card from your deck to your hand.

 

Xel the Mirage Bookworm

Level 1 / Earth / Insect

500 attack / 500 defense

 

This card can attack your opponent directly. If your opponent would target this card for an attack: you can negate that attack. This effect can only be used up to the number of equip cards equipped to this card per turn.

 

Library Companion - Mother Goose

Level 2 / Earth / Winged Beast

200 attack / 0 defense

 

If you control a “Bookworm” monster; You can special summon this card from your hand. You can only use this effect of “Library Companion - Mother Goose“ once per turn. During the turn you summon this card, you cannot summon monsters from the extra deck. Once per turn, if a monster you control is attacked; you can negate that attack, then gain lifepoints equal to the attacking monsters attack

 

Library Companion - Cheshire Cat

Level 2 / Earth / Beast

300 attack / 200 defense

 

If you control a “Bookworm” monster; You can special summon this card from your hand. You can only use this effect of “Library Companion - Cheshire Cat“ once per turn. During the turn you summon this card, you cannot summon monsters from the extra deck. Once per turn ( quick effect ): you can target 1 “Bookworm” monster you control; it is unaffected by your opponent’s card effects during this turn. If you use this effect, you cannot use this effect until after the end phase of your next turn.

 

Library Companion - Legendary Master

Level 2 / Earth / Warrior

300 attack / 100 defense

 

If you control a “Bookworm” monster; You can special summon this card from your hand. During the turn you summon this card, you cannot summon monsters from the extra deck. Once per turn, you can target 1 monster your opponent controls and one “Bookworm” monster you control; halve the first monsters attack, also it cannot attack during the next turn. The targeted “Bookworm” monster deal double damage during this turn. You can only use each effect of “Library Companion - Legendary Master” once per turn.

 

Library Companion - Monkey King

Level 2 / Earth / Beast

400 attack / 200 defense

 

If you control a “Bookworm” monster; You can special summon this card from your hand. You can only use this effect of “Library Companion - Monkey King“ once per turn. During the turn you summon this card, you cannot summon monsters from the extra deck. While you control this card and a “Bookworm” monster, cards you control cannot be destroyed by your opponent’s card effects once per turn.

 

Library Companion - H.G. Wells

Level 2 / Earth / Warrior

200 attack / 300 defense

 

If you control a “Bookworm” monster; You can special summon this card from your hand. You can only use this effect of “Library Companion - H.G. Wells“ once per turn. During the turn you summon this card, you cannot summon monsters from the extra deck. If you opponent would target a “Bookworm” monster you control for an attack: you can negate that attack, then the “Bookworm” monster that was attacked is unaffected by all other card effects until the end of the turn.

 

Library Companion - Skeletrox

Level 2 / Earth / Machine

100 attack / 0 defense

 

If you control a “Bookworm” monster; You can special summon this card from your hand. During the turn you summon this card, you cannot summon monsters from the extra deck. Once per turn: send 1 “Gem-Tile” equip spell you control to the graveyard; equip 1 “Gem-Tile” equip spell with a different name to the monster it was equipped to. You can only use each effect of “Library Companion - Skeletrox” once per turn.

 

Codex, Guardian of the Library

Level 10 / Earth / Winged Beast

2000 attack / 2000 defense

 

This card’s name is treated as a “Bookworm” monster while on the field. Cannot be normal summoned or set. Must be special summoned from your hand or graveyard by tributing 1 “Bookworm” monster you control equipped with 3 or more “Gem-Tile” equip spells. If this card is summoned, you can equip up to 3 equip cards from your graveyard to this card, then add 1 “Magic Pen - Tool to the Knowledge” from your deck or your graveyard to your hand.

 

Magic Pen - Tool to the Knowledge

Spell - Equip

 

Equip only to a monster whose original name is “Codex, Guardian of the Library”. The equipped monster gains 1000 attack. When the equipped monster battles your opponent cannot activate cards or effects until the end of the damage step. After the equipped monster battles, if it destroyed a monster by battle and your opponent controls less cards than you do, destroy all cards your opponent controls. You can only control 1 “Magic Pen - Tool to the Knowledge”.

 

The Great Library

Spell - Field

 

When this card is activated; add 1 “Bookworm” monster  or “Gem-Tile” card from your deck to your hand. Monsters equipped with “Gem-Tile” equip spells and their “Gem-Tile” equip spells control cannot be targeted by your opponent’s card effects. “Library Companion” monsters you control cannot be targeted for attacks. If this card is destroyed and sent to the graveyard: you can banish this card along with 3 “Gem-Tile” equip spells; special summon 1 “Codex, Guardian of the Library” from your hand, deck, or graveyard ignoring it’s summoning conditions.

 

Your Adventure Begins

Spell - Normal

 

Add 1 “Bookworm” monster from your deck to your hand, then add 1 Gem-Tile” from your deck or your graveyard to your hand. You can only activate 1 “Your Adventure Begins” per turn.

 

Supportive Potion - Healing Potion

Spell - Normal

 

If you control a “Bookworm” monster; gain 1000 lifepoints for each equip spell you control. During either player’s turn, if you would take damage from your opponent, by battle or card effect: you can discard this card; negate that effect, then gain 1000 lifepoints. Monsters you control cannot be destroyed by battles that deal no damage during the turn you use this effect.

 

Supportive Potion - Power Up Potion

Spell - Normal

 

If you control a “Bookworm” monster; all “Bookworm” monsters inflict double damage during this turn. During either player’s turn, if an opponent’s effect would decrease your monster’s attack points or if a monster you control would be attacked by a monster with higher attack: you can discard this card; negate that effect or attack. Then all monsters you control gain 1000 attack points until your next end phase.

 

Supportive Potion - Purify Potion

Spell - Normal

 

If you control a “Bookworm” monster; the effects of “Bookworm” monsters cannot be negated during this turn. During either player’s turn, while you control a “Bookworm” monster, if an opponent’s effect would negate the effect of a monster(s) you control while you control, or if a monster you control would be targeted for an attack: you can discard this card; negate that effect or attack, then your opponent cannot activate effects that effect cards you control, in your hand, in your graveyard, or your banished cards for the rest of this turn.

 

Gem-Tile - Amethyst Tile

Spell - Equip

 

Equip only to a “Bookworm” monster you control. The equipped monster gains 500 attack. When the equipped monster inflicts battle damage to your opponent: During the next turn all monsters your opponent controls lose 200 attack each time a card or effect is activated. If their attack becomes 0 because of this effect, banish that monster. You can only control 1 “Gem-Tile - Amethyst Tile”.

 

Gem-Tile - Emerald Tile

Spell - Equip

 

Equip only to a “Bookworm” monster you control. The equipped monster gains 500 attack. When the equipped monster inflicts battle damage to your opponent: you can gain lifepoints equal to the damage your opponent took. You can only control 1 “Gem-Tile - Emerald Tile”.

 

Gem-Tile - Sapphire Tile

Spell - Equip

 

Equip only to a “Bookworm” monster you control. The equipped monster gains 1000 attack. When the equipped monster inflicts battle damage to your opponent: you can target 1 monster your opponent controls; it has it’s effects negated, it cannot attack, and it cannot be used as link, ritual, xyz, synchro, fusion material, or be tributed for a tribute summon during the next turn. You can only control 1 “Gem-Tile - Sapphire Tile”.

 

Gem-Tile - Garnet Tile

Spell - Equip

 

Equip only to a “Bookworm” monster you control. The equipped monster gains 1000 attack. When the equipped monster inflicts battle damage to your opponent: all monsters your opponent controls attack points become 0 until the second end phase. You can only control 1 “Gem-Tile - Garnet Tile”.

 

Gem-Tile - Ruby Tile

Spell - Equip

 

Equip only to a “Bookworm” monster you control. The equipped monster gains 1500 attack. When the equipped monster inflicts battle damage to your opponent: destroy all monsters your opponent controls. All monsters your opponent summons during their next turn with attack less than the equipped monster are destroyed. You can only control 1 “Gem-Tile - Ruby Tile”.

 

Gem-Tile - Crystal Tile

Spell - Equip

 

Equip only to a “Bookworm” monster you control that is equipped with at least 2 “Gem-Tile” equip spells. The equipped monster gains 2000 attack. When the equipped monster inflicts battle damage to your opponent: you take no battle damage during your next turn, also the equipped monster is unaffected by all card effects during the next turn ( even if this card leaves the field ). You can only control 1 “Gem-Tile - Crystal Tile”.

 

Gem- Tile - Diamond Tile

Spell - Equip

 

Equip only to a “Bookworm” monster you control that is equipped with at least 2 “Gem-Tile” equip spells. The equipped monster gains 2000 attack. When the equipped monster inflicts battle damage to your opponent: add 3 “Gem-Tile” equip spells with different names from your deck or your graveyard to your hand. You can only control 1 “Gem-Tile - Diamond Tile”.

 

 

 


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Insects aren't great at the moment, and any support they may have they probably aren't going to spend on this card. The worst case scenario for this set is if you draw one of the two equips and not the monster, and considering the monster itself isn't searchable...you're going to have a bad time. The fact that said monster can search archetypes consisting currently of only one card seems to imply that you intend on expanding this set, and if so...don't take too many of my criticisms right now to heart. But yeah, as for now, you have to hope you draw the monster and the equip, or attack with your monster then search then hope your opponent doesn't kill your Lex. The equips aren't even generic in any way, so the cards have to use one another. 

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To be honest, this is really more suited for Casual, given its nature. 

 

Like Dova mentioned, unless your name is Inzektors (and even they got some issues right now), card doesn't have too much to work with. Also the fact that card is currently unsearchable and the Equips are specific to it. Effects are fine, but the monster they equip to isn't. Direct attacking and searching is nice, but you're going to be relying on a lot of external help to even make this work.

 

Granted, it is still small so I can give you the benefit of the doubt right now, but I strongly suggest you make your stuff stronger so it can survive in a competitive environment.

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I've added a lot more cards to the mix! This should be a lot easier to review now

 

Bump for edits

 

additions and changes

 

1. Codex, Guardian of the Library

2. Magic Pen - Tool to the Knowledge

3. The Great Library

4. Your Adventure Begins

5. Gem-Tile - Amethyst Tile

6. Gem-Tile - Emerald Tile

7. Gem-Tile - Sapphire TIle

8. Gem-Tile - Garnet Tile

9. Gem-Tile - Ruby Tile

10. Gem-Tile - Crystal Tile

11. Gem-Tile - Diamond Tile

12. Word Attack - Whomped!

13. Word Attack - Crushed!

14. Word Attack - Destroyed!

15. Word Attack - Vanquished!

16. Word Attack - Decimated!

17. Word Attack - Obliterated!

18. Word Attack - Annihilated!

 

Big changes as you can see

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Your Adventure Begins is a card that really strikes me at first. It is a +1 on its own, and is potentially splashable in Equip-heavy Decks; run 3 of these and 3 Lex, be able to search your Equips with this card, then use your Lex for discard fodder. Almost a better Hidden Armory, but I like it. Don't know why it can add from your opponent's GY...really kills in the mirror match, and just seems to be too versatile. The Great Library is rather generic, but still really helpful to the archetype. Good card. However, I think this is the main way you're going to be getting out Codex, as you actually have to be able to still have all of your equips...fortunately you have a lot of searching to compensate this, but SSing from the Deck with the Equip grab is more consistent. Also, I think Codex should be able to grab up to 3 not specifically 3...otherwise it might die if Summoned from Library.

 

Now we have 15 total equips. If we run 3 of each, that puts it up to 42 cards, but, considering the aforementioned cards are 3 at each, we're only going to have room for 28 cards. One would be Magic Pen, as its not really searchable but combos nicely with Codex. Amethyst is too slow to be of any use at all, even with that ATK boost, so we can drop that quickly. Ruby is almost entirely better, and is in itself an EXTREMELY powerful card when compared to it. I think you should cut down your Equip selection to about 8-10 cards, as there's no way you're going to be using all of them. Think about what the archetype needs, and how the Equips handle different aspects of it.

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Your Adventure Begins is a card that really strikes me at first. It is a +1 on its own, and is potentially splashable in Equip-heavy Decks; run 3 of these and 3 Lex, be able to search your Equips with this card, then use your Lex for discard fodder. Almost a better Hidden Armory, but I like it. Don't know why it can add from your opponent's GY...really kills in the mirror match, and just seems to be too versatile. The Great Library is rather generic, but still really helpful to the archetype. Good card. However, I think this is the main way you're going to be getting out Codex, as you actually have to be able to still have all of your equips...fortunately you have a lot of searching to compensate this, but SSing from the Deck with the Equip grab is more consistent. Also, I think Codex should be able to grab up to 3 not specifically 3...otherwise it might die if Summoned from Library.

 

Now we have 15 total equips. If we run 3 of each, that puts it up to 42 cards, but, considering the aforementioned cards are 3 at each, we're only going to have room for 28 cards. One would be Magic Pen, as its not really searchable but combos nicely with Codex. Amethyst is too slow to be of any use at all, even with that ATK boost, so we can drop that quickly. Ruby is almost entirely better, and is in itself an EXTREMELY powerful card when compared to it. I think you should cut down your Equip selection to about 8-10 cards, as there's no way you're going to be using all of them. Think about what the archetype needs, and how the Equips handle different aspects of it.

 

Thanks for the feedback! I always appreciate any I can get

 

Looking back on it, I have WAY too many equip spells. not enough monsters and I made the previous equip spells a little bit better. This should be a better version here

 

Changes

1. added "Library Companion" section to the monsters

2. removed "Word Attack" equip spells

3. removed effects that add from either players graveyard ( changed to only your graveyard )

 

additions

1. Library Companion - Mother Goose

2. Library Companion - Cheshire Cat

3. Library Companion - Legendary Master

4. Library Companion - Monkey King

5. Library Companion - H.G. Wells

6. Library Companion - Skeletrox

7. Xel, the Mirage Bookworm

 

Minor Changes 

1. changed the text on the following cards

- Codex, Guardian of the Library

- Lex the Bookworm

- The Great Library

- Your Adventure Begins

- Gem-Tile - Amethyst Tile

- Gem-Tile - Emerald Tile

- Gem-Tile - Crystal Tile ( must equip to a monster with 2 gem tile equip spells )

- Gem-Tile - Diamond Tile ( must equip to a monster with 2 gem tile equip spells )

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Nice to see you've expanded the versatility and freedom within the cards present. Having more monsters to work with and non-Equip Spells is definitely a step into making a better archetype, although I must be clear, no archetype needs any cards in particular as long as the ones it has fulfils the same purpose. So yeah, do whatever feels right, as long as it works.

 

Xel is a very wanted addition to the archetype. His protection from attacking fits with the rest of the cards, and considering how long it takes to build up proper stats, he might even be more useful than Lex. I might suggest that you extend his protection to all "Bookworm" cards being targeted for attacks.

 

You have quite a few Library Companions. The 3 immediate best are Mother Goose, Cheshire Cat, and Skeletrox. Monkey King is almost entirely worse than Cheshire Cat, as the blanket protection provided by cat is vital to keeping your Bookworm on the field. H.G. Wells' eventual protection is too slow to really merit its use, and so is overshadowed by Mother Goose. Legendary Master has some potential use for OTKs with the ATK boosting, but the ATK halving is moot with the other negation you have going on. I think it's alright to cut two of these Library Companions, as you do only have 2 (technically 3) Bookworms.

 

Healing Potion is worded strangely (btw, lifepoints are LP in card text, attack points are ATK, defense points are DEF), and I think the discarding effect is much more powerful than its actual activating effect. Would probably be only run for that, as LP by itself doesn't really mean that much, even if it does grant a large amount. Any more and it's excessive, but still...Power Up is better than Legendary Master for OTKs, as it works from your hand, and has a bonus on discard effect. I really think the discarding to activate an alternate effect isn't a great mechanic, and said effects could probably become their own cards. The archetype doesn't revolve around the discarding mechanic, its completely unique to this set, so it just seems out of place. Preventing effect negation, especially for just a turn, certainly isn't worth making a Spell for. Indeed, the second effect is almost completely better, as it deals with attacks as well, and works during either player's turn. Again, really out of place.

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