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[Written] Skybullet/Aero Blazer Archetype


Fukato

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With their boss monster being a similar Fusion version of Clear Wing Synchro Dragon, this WIND Psychic Archetype focuses on using Continuous Traps to maintain LP and use LP for devastating effects. With the main focus of Fusion, they have support from Predaplant engine and Brilliant Fusion. Another thing the archetype can do is self mill. The Skybullets focus on swarming and being used as materials or fodder for the Aero Blazers to use.

 

[spoiler=Monsters]

 

Skybullet Raito

WIND Psychic Level 4

1600/1500

Effect: If this card is Normal or Special Summoned: You can pay 800 LP; Special Summon 1 "Skybullet" monster from your Deck. If this card is sent to the GY: You can add 1 "Aeronic Tactic" card from your Deck to your hand. You can only use each effect of "Skybullet Raito" once per turn.

 

Skybullet Lan

WIND Psychic Level 4

1300/1800

Effect: Once per turn, if you control another face-up WIND monster: You can reveal 1 "Skybullet" or 1 "Aero Blazer" monster in your hand, except "Skybullet Lan"; send cards from the top of your Deck to the GY equal to the Level of the monster you revealed, and if you do, Special Summon it.

 

Skybullet Fuyumi

WIND Psychic Level 3

1700/600

Effect: If you Special Summon a "Skybullet" monster: You can pay 800 LP, then reveal this card; Special Summon this card, then Special Summon 1 "Skybullet" monster from your GY, but its effects are negated. If this card is sent to the GY for a Fusion Summon: You can add 1 "Aeronic Tactic" card from your GY to your hand. You can only use each effect of "Skybullet Fuyumi" once per turn.

 

Aero Blazer Hiri

WIND Psychic Level 6

2300/1500

Effect: If this card is in your hand: You can banish 2 WIND monsters from your GY; Special Summon this card. You can pay 1000 LP; immediately after this effect resolves, Fusion Summon 1 WIND Fusion Monster using Fusion Material Monsters you control and/or by banishing Fusion Material Monsters from your GY. You can only use this effect of "Aero Blazer Hiri" once per turn.

 

Aero Blazer Jin

WIND Psychic Level 6

2000/1900

Effect: Cannot be destroyed by battle. Once per turn: You can target 1 "Skybullet" monster you control and 1 face-up card your opponent controls; destroy them, and if you do, draw 1 card.

 

 

 

 

[spoiler=Spells/Traps]

 

Skybullet Aeronic Tactician Heaven

Field Spell Card

Effect: "Skybullet" monsters and "Aero Blazer" monsters you control cannot be targeted by your opponent's card effects. You can pay half your LP; immediately after this effect resolves, Fusion Summon 1 "Skybullet" Fusion Monster by sending the materials listed on it from your Deck to the GY. Also, you cannot use this effect while you control the monster Summoned by this effect. You can only use this effect of "Skybullet Aeronic Tactician Heaven" once per turn.

 

Aeronic Tactic - Skydive

Continuous Trap Card

Effect: Once per turn: You can pay 400 LP, then target 1 "Skybullet" monster you control; it gains 1000 ATK until the end of next turn. You can banish this card from your GY; gain 200 LP for each "Skybullet" and each "Aero Blazer" monster in your GY.

 

Aeronic Tactic - Stockpile

Continuous Trap Card

Effect: If you Fusion Summon a "Skybullet Aero Blazer" monster: You can draw 1 card. You can only use this effect of "Aeronic Tactic - Stockpile" once per turn. If this card is destroyed by a card effect: You can Set 1 "Aeronic Tactic" Trap Card directly from your Deck.

 

Aeronic Tactic - Synergize

Continuous Trap Card

Effect: During each End Phase: You can gain LP equal to the amount you paid this turn. Once per turn, if your opponent activates a card effect, while you control no monsters: You can; immediately after this effect resolves, Fusion Summon 1 "Skybullet Aero Blazer" Fusion Monster using this card and "Aeronic Tactic" cards in your hand or field as substitution of the Fusion Material Monsters.

 

Aeronic Tactic - Deflection

Normal Trap Card

Effect: When an opponent's monster attacks, while you control a WIND monster: Negate the attack, and if you do, gain LP equal to double that monster's ATK, and if you do that, end your opponent's turn.

 

 

 

 

[spoiler=Extra Deck]

 

Skybullet Aero Blazer - Zephyros (the first Boss Monster)

WIND Psychic Level 7 Fusion

2500/2000

Effect: 2 WIND monsters

Once per turn, if your opponent Special Summons a Level 5 or higher monster (Quick Effect): You can pay 1000 LP; negate the Summon, and if you do, banish it. If this card leaves the field: You can pay 1000 LP, then target 1 WIND monster in your GY, except "Skybullet Aero Blazer - Zephyros"; Special Summon it. You can only use this effect of "Skybullet Aero Blazer - Zephyros" once per turn.

 

Skybullet Aero Blazer - Zefyron

WIND Psychic Level 8 Fusion

3000/2600

Effect: "Skybullet Aero Blazer - Zephyros" + 1 WIND monster + 1 monster

Once per turn, if your opponent Special Summons a monster or activates an effect that Special Summons a monster: You can pay 1000 LP; negate the Summon or activation, and if you do, banish it. If this card leaves the field: You can pay 1000 LP, then target 1 WIND monster in your GY, except "Skybullet Aero Blazer - Zefyron"; banish all cards on the field, and if you do, Special Summom that target. You can only use this effect of "Skybullet Aero Blazer - Zefyron" once per turn.

 

Skybullet Hiraga

WIND Psychic Link 2

2000

Link Markers: DL, DR

Effect: 2 WIND monsters

WIND monsters this card points to cannot be destroyed by battle or card effects. If you would pay LP to activate a "Skybullet", "Aeronic Tactic", or "Aero Blazer" card effect, you can send the top 4 cards of your Deck to the GY instead.

 

Skybullet Rina

WIND Psychic Level 5 Fusion

1600/1800

Effect: 1 "Skybullet" monster + 1 WIND monster

Once per turn, during your Battle Phase: You can pay 1000 LP; this card can make a second attack this turn. This card can attack directly. When this card inflicts battle damage to your opponent: You can target 1 "Skybullet" monster in your GY; add it to your hand.

 

Aero Blazer - Omigaya

WIND Psychic Level 7 Fusion

2400/1300

Effect: 1 "Aero Blazer" monster + 1 WIND monster

Once per turn: You can gain 1000 LP for each WIND Psychic monsters you control. If your opponent adds a card(s) from their Deck to their hand (except the Draw Phase) You can Tribute 1 WIND Psychic monster you control; banish that added card(s). You can only use this effect of "Aero Blazer - Omigaya" once per turn.

 

 

 

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I would recomend adding an archetype specific fusion spell ( I know the field spell fuses, I mean just simply "*archetype name* fusion" much like gem knights / shaddols. 

 

Something kinda like this

 

Aeronic Tactical Fusion

Spell - Normal

Fusion summon 1 "Skybullet" fusion monster by sending the required materials from your hand or field to the graveyard. During your main phase, if a non-fusion "Skybullet" monster is normal or special summoned ( except during the damage step ); you can add this card from your graveyard to your hand. You can only use each effect of "Aeronic Tactical Fusion" once per turn. 

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Raito is a pretty nifty monster, especially with the likes of Lan. In fact, while Lan is almost always the best target, you've made it so that you have other monsters for whatever sort of situation you'll end up in: Jin handles positions were you need to play defensively, both providing some removal, granting you a draw, and becoming a veritable wall, whereas Hiri gives you your GY oriented late/mid-game strats, when you probably have very little in the way of a hand. Just realized only Lan had the potential targeting that allows for Aero Blazers. This really then only gives you Lan, basically becoming a Predaplant engine of its own. At least this one works on SSing as well, but it doesn't stop it from being almost purely an engine. Fuyumi is another target, true, but its useless outside the hand. Speaking of Fuyumi, I assume it does reveal in the hand, because it doesn't specify where. Also, I think Aero Blazers should be one word; flows better imo. I am a bit worried about hand advantage, considering the MD monsters really do eat them up, but if there is enough support, these cards are already a decent set on their own. Shame Fuyumi is their only Level 3, as it barely is worth targeting with Emergency Teleport.
 
Heaven is a major card in how this deck works. LP is just a resource, and this card puts good use to it. It doesn't need your hand too much, but it doesn't restock it either, so lets ignore that potential aspect of it. I do want to point out the potential genericness of this card in any WIND Deck when you have cards like Zephyros; say Majespecters, for instance, or Yosenju, or Dragunity, or Gusto; hell, it even works with any Deck with 2 or more WIND monsters in their actual Deck, such as Skyfang, which isn't even purely WIND. SPEEDROID. That's also a thing. If you are willing to splash in a few Skybullets into your WIND Deck, Omigaya and Rina suddenly become accessible. Rina isn't really a problem, except for added damage for OTKs, but the other two are. If people are willing to run 3 of A Hero Lives in their Deck, how much more would they put in a searchable Brilliant Fusion? ...look, perhaps it's not as bad as I'm making it out to be, but I would still recommend caution and would be all for nerfing it.
 
Moving onto the other S/T, Skydive is...alright. Foolish target, neither effect is terribly useful, but perhaps mandatory in such a LP paying Deck. You don't even really need the LP cost for a simple ATK gain, even without HOPT. Stockpile is terribly slow; most people don't run Metalfoes Combination, and that has a less restrictive and faster paying off secondary effect, and potentially an even better effect on Fusion Summon. Synergize is immediately better than Life-Absorbing Machine, and while I've always wanted a good generic LP gainer, I feel this one is too good in that regard. It's not like it can be abused, but the sheer powercreep, even in this context, makes me hesitant. Can't really comment on the Fusion Summoning effect as it doesn't say what the Aeronic Tactic cards will be treated as in terms of Fusion Materials (e.g. WIND monsters), but I like the idea of using strategy instead of monsters to bring out your bosses. DEFLECTION IS OP MURDER IT WITH FIRE. End your opponent's turn?! For any WIND deck? Any WIND Deck at all. And talk about a massive LP gain. Far too much on one card; perhaps only end the turn if you control a Fusion monster? Shame outside of Skydive, there's not really much support for the milling side of the archetype. Seems a bit random anyway, as only a few cards do it.
 
Zephyros is just crying to be used in tandem with Heaven, considering how absolutely generic it is. It does a better job than Clear Wing at getting rid of boss monsters, but at least it can't touch Link and Xyz. If I'm being honest, I'm still salty over Heaven, and this card is fine as is. Zefyron (original monster; do not steal) is obviously a purely better version of Zephyros. I mean, I get how its an upgraded form of said boss, but I think the Clear->Crystal upgrade did it better with the ATK gain. Anywho, blanket field clear, by banishing, no less, is really scary. The only way it's not triggering is if its used as an Xyz Material in any form. Or banished face-down. Still, far too easy to trigger and far too devastating, considering Fusion Summoning with them LOOPS these bad boys. pls no. Hiraga provides an alternative to Greatfly for WIND Decks to go into, and the milling replacement makes the Field Spells' Fusion capabilities MUCH more accessible...perhaps not in too bad of a way. Rina hits for a 3.2k, and grants searching; pretty unique and useful in its combination. For the archetype, it recycles its Materials once it hits, so combined with the field, it becomes a +2. Slow, yet effective. I like. If only the S/Ts otherwise weren't so slow. Omigaya solves the LP flaws of the archetype in one fell swoop, making the entire set slightly more viable. It even provides a Drastic Drop-off; I love these last two Fusions.
 
It does seem a little all over the place, and does tend towards the slower side most of the time, but really, it's a viable set, especially with other Engines. Just a tad too strong when it actually does get the ball rolling; most of the threat comes from the Field Spell as a generic, but the rest of the cards really punish your opponent.

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