An archetype I made about a year ago, however, they weren't very good nor in depth. I've wanted to put in time to totally remake the whole archetype.
Paracides are an archetype following the concepts put in place by "Parasite Paracide". The entire archetype is built around his three effects those being the following
- Main purpose- Shuffling themselves into the opponent's deck and gaining advantage when drawn
- Secondary purpose- Turning all monsters Insect and gaining advantage from this
- Tertiary purpose- Burn damage when their effects go off.
(technically it was also a flip monster, but krawlers are already a flip effect based insect archetype, we don't really need another. Instead, the retrains of Parasite Paracide go into the opponent's deck when leaving the field.)
Every "Paracide" card has the following initial text; "If this card you opponent owns is in your hand:". Rulings wise this means at the moment any chain can start; if a card that originated from the opponent's deck is in your hand you must activate the effect(unless impossible, such as a Majesty's Fiend on the field). All of these effects are negative for the one activating it since it's going to be used by the opponent. They also always have a hard OPT clause to avoid potential abuse and infinite loops. To keep consistency, cards without this effect are kept out of the archetype such as "Excavator bug" All monsters are also Insect EARTH with less than 500 DEF, which comes into play with a few cards.
Also all Paracides have an additional effect when the first effect is applied during the draw phase to let your opponent (worded so its always the one activating the paracide) draw one card. This prevents them from stopping your opponents draws so choose wisley when letting your opponent topdeck them.
The entire archetype is all revolving around these concepts, with every card focusing on the first purpose in some way. I also wanted to make a few non-archetype supports that are essentially retrains of the three support cards Parasite paracide had those being "Drill bug", "Jade Insect whistle" and "Insect barrier".
Oh ill also add in some lore for these guys in italics.
(Note; "Parasite Paranoid" is not part of the archetype due to having no effect connection and the name is different. He is a useful tech card though)
When the World Legacy fought and destroyed the Krawler invasion they didn't realize what was left behind. The remains and nests of the Krawlers left behind a parasitic curse that infested thousands and left destruction in its wake and the epidemic of the Paracides became know.
Due to this being a pretty large archetype I've organised them for convince sake. Simply open up the spoiler section for the card type then click on the card name. That way this doesn't turn into a massive wall of text.
IMPORTANT: Most Art for the cards are taken from other TCGs such as MTG, Duel Masters and Alteli. Some other art is used such as from Chrono Trigger. All copyright for any images belongs to their original owners and are merely used as representations here. If there are any issues regarding copyright please notify me and I will change it asap.
(Also very important: Currently none of the cards match the effect correctly due to updates; these will be corrected in the future. As such please use the effect typed below the card for the current up-to-date effect and stats as most have had signifcant changes.)
Other cards that work well with the archetype;
Excluding obvious staples
- Exchange and graceful tears- Both allow you to instantly transfer a Paracide to the opponent's hand. Exchange is literally a Dragged Down to the Grave for Paracides and lets you totally get rid of a problematic card from the opposing hand (It's literally a win condition against exodia which is fun). They can both be a tad slow however so keep that in mind.
- Gift Exchange- This is obviously a fantastic card in the archetype. Letting you get ANY paracide card you need to infect the opponent's hand is a brilliant effect and lets you steal a card out of the opponent's deck for discard fodder. Keep in mind the effect of the Paracide will activate during the turn end phase so don't use it with the stun cards or you'll waste the effect.
- Jade Insect whistle- Useful in the deck for sure but Parasite Gathering is just better since it has an additonal effect; still it can be useful for setting up a chain of paracides.
- All of the new insect support- Most of them work brilliantly with the archetype and benefit off of insect conversion. Many of these can help out with any issues the archetype has
- Aztekipede, the Worm Warrior- Combatable with the non-archtype trio thanks to his def, he can be a fantastic card to run. Milling your opponent's deck is actually not a bad idea as you want as few non-paracide cards in there so they have a better chance of going to the top of the opponent's deck.
- Dark designator- For the first time in its life, this card is actually good (I'm noticing a trend here actually), can very easily get a waiting Paracide into the opponent's deck. Good for budget decks but other paracide cards can already pull this effect off.
- Card shuffle- Okay now I'm stretching it. If there's paracides waiting in the opponent's deck you can use this to hope for one of them to get shuffled on top of the deck if you're lucky. Its....a silly idea but it is by FAR the best use card shuffle has ever had in its life.
- Sticky-String Kaiju- While Glutton can kill virtually anything Kumungos is a great card in an unorthodox way; with its ability to give your opponent an insect monster she can quickly proc several effects and helps out the deck in different ways. A good monster to consider running.
- OG Parasite Paraicde- Now im not sure what the ruling is but im fairly certain if he is shuffled by a Paracide effect then drawn his effect goes off. But in all seriousness don't play him; Infector is better in literally every way. However if you really want to cut off a draw it can be useful, since it doesnt have the other paracides built in Yata-style lock prevention.
- Appropriate- Since your opponent draws off of every paracide activated during the draw phase this can net you some serious advantage. Just be careful as you might not always be able to force those topdecks and this can very easily be a 'do nothing card'.
And that's about it. Hope I didn't prattle on too long about these ideas. I would love some feedback; are they good, terrible, need buffing, nerfing? A pretty big amount of effort was put into making these guys and balancing them appropriately so even negative criticism is more than welcome.
Edited by Darkrai1276, Yesterday, 09:33 PM.