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Paracides; A 22-card insect archetype based on a new way to play


Darkrai1276

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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.

 

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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)

 

Lore:

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.)

[spoiler=Monsters]

[spoiler=Paracide Core]

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Paracide Core

Level 1 EARTH 

Insect/Tuner

0 ATK  300 DEF

You can only activate each effect of this card's name once per turn.
(1)If this card your opponent owns is in your hand: send 10 cards from your deck to the graveyard, except face-up "Paracide" cards, your opponent draws one card, then special summon this card to your field. Cards sent to the graveyard by this effect cannot activate their effects this turn. If this effect was applied during the draw phase: draw 1 card.
(2) Cannot attack. All monsters you control become insect-type. If this card is used as synchro, XYZ or Link material the summoned monster gains this effect "All monsters you control become insect-type also you cannot summon monsters except "Paracide" monsters. During the end phase banish this card facedown and take damage equal to its ATK".
(3) If this leaves the field shuffle it into the owner's opponent's deck face-up instead
 
Deep within the bodies of countless monsters this core lies and quietly absorbs and evolves with the victims own nutrients. It then slowly either takes hold of the victim, or bursts free as a new paracide creature
 
Core is a monster that can work in a standard build or even in a variant focusing on deck-out. The first effect helps keep Paracides on the top of the deck and limit your opponent's options. Beware that while the miled cards cant activate their effects they can still count and be used; never use this effect against lightsworns unless you want to die a quick and painful death. The second effect lets this thing help protect you somewhat either forcing your opponent to waste an effect to deal with it or lose a monster.e Keep in mind it activates after damage calc so it will still die with its pitiful stats and then go into the opponent's deck with its last effect.

 

 

[spoiler=Paracide Invader]

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Paracide Invader

Level 2 EARTH

Insect/Tuner

ATK 500 DEF 300

You can only use each effect of this card's name once per turn
(1)If this card your opponent owns is in your hand: discard 1 other card from your hand (if any) and special summon this card to your opponent's field in attack position. If this effect is applied during the draw phase your opponent draws 1 card.
(2) If this card is summoned; you can shuffle one "Paracide" monster from your hand or field into your opponent's deck face-up, then add one "Paracide" monster from your deck to your hand, except "Paracide Invader"
(3) If this card leaves the field shuffle it into the owner's opponent's deck face-up instead
 
An evolved form of a much younger parasite, it quickly searches for as many victims to plant eggs and feast upon.
 
The first half of the Parasite Paracide retrains, this boasts the exact same stats and level. Its effect is great both for increase your consistency by searching your deck and infecting the opponent's while being a great infector, by causing hand destruction and special summoning itself for its search. Ruling note; the (if any) clause means that even if Invader is the only card in hand, you must still activate the effect and then special summon it without any discard.

[spoiler=Paracide Infector]

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Paracide Infector 

Level 2 EARTH

Insect/Tuner

ATK 300 DEF 500

You can only use each effect of this card's name once per turn
(1)If this card your opponent owns is in your hand: Take 1000 damage and special summon this card then this card gains this effect- All monsters you control become Insect-type also this card cannot be used as Synchro or Link material. If this effect is applied during the draw phase draw 1 card.
(2) If this card is destroyed by battle with a "Paracide" monster; special summon it in attack position then this card gains ATK equal to half the highest ATK monster on your opponent's field or in their graveyard.
(3) If this card is special summoned: add one "Paracide" spell/trap card from your deck to your hand.
 
Laying in wait this disease ridden horror spreads vile paracides to any living thing it can find and turns them into hosts for thier infestation
 
Infector is the other half of Paracide Parasite; its first effect is an updated version of its effect allowing it effective burn and insect DNA surgery for more advantage. It also allows you to force your opponent to add a paracide spell/trap, lets you search  once you kill it as well and can even serve as a half-decent beater once killed and revived; so long as the opponent has a strong monster to steal ATK from. Paracides benefit greatly in every aspect with the help of Infector and should be a main card in playing the deck regardless of build

 

 

[spoiler=Paracides and the "C"]

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Paracides and the "C"

Level 3 EARTH

Insect/Effect

ATK 200 DEF 500

You can only activate one effect of this card's name per turn, and only once per turn
(1)If this card your opponent owns is in your hand: both players draw one card then special summon this card. 
(2) During either player's Main Phase: you can special summon this card to your opponent's field.
All monsters you control become Insect type. Cannot be used as Link material. All monsters summoned from the extra deck you control have their effects negated also their ATK is halved, until the end phase.
 
Vermin and Mosquitoes made perfect hosts for the Paracides invasion and quickly spread their infection to more places
 
The "c" monsters are quite similar to Paracides, being based on mosquitoes and also having EARTH insects with low stats. A lot of their series can also be searched by "Excavator Bug". Paracides and the "c" is meant as a second Link variant C monster, alongside "Contact "C"". This monster is a useful hand trap that can be very effective in countering a lot of decks since so many utilize link monsters and the added ability of having a Paracide effect as well as turning monsters into insects makes this a great archetype handtrap. For insect conversion, there are better options coming up though. Also the "One effect per turn" prevents your opponent from using the second effect themselves, since the first will always start the chain before they can use it. Overall the effect doesn't stun too heavily and can be dealt with, but has the big advantage of being super easy to get to the opponent's field.

 

 

[spoiler=Paracide Puppet]

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Paracide Puppet

EARTH Level 3

Insect Effect

ATK 1000 DEF 0

You can only use the (1) effect of this card's name once per turn
(1)If this card your opponent owns is in your hand: Take 1000 damage and special summon this card. If this effect is applied during the draw phase draw 1 card.
(2) All monsters you control become Insect type. Your opponent's monsters can attack directly if this is the only monster you control.
(3) Cannot be used as Link, XYZ or Synchro material. During your draw phase: your opponent chooses one "Paracide" card in your deck and you add that card to your hand.
 
A helpless victim of horrible parasites his mind is long since lost. He no longer knows any purpose, thought or goal other than to spread the parasites he hosts as far and wide as he can.
 
Puppet is meant to be a hindrance to your opponent that they can be given either through standard means or swapping it with a creature swap. A great way to force Insect conversion as well as the constant forcing of paracides to the opponent's hand while not hindering your ability to attack the only downside is your opponent can easily be rid of it by crashing it into your monsters and is a potential brick since you can do anything with it by itself, though his last effect can benefit you pretty nicely.

 

 

[spoiler=Paracide Glutton]

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Paracide Glutton

EARTH Level 4

Insect/effect

ATK 1800 DEF 0

 

You can only use each effect of this card's name once per turn
(1)If this card your opponent owns is in your hand: send the monster you control with the highest attack (opponent's choice if tied) to the GY(if any) then special summon this card to your opponent's field in attack position. If this effect is applied during the draw phase your opponent draws 1 card.
(2) If this card destroys a monster by battle: shuffle one "Paracide" monster from you GY into your opponent's deck face-up then special summon one level 4 or lower Insect-type monster from your deck or GY
(3) If this card destroys an Insect-type monster by battle: discard one random card from your opponent's hand.
 
It has little consideration for its brethren and simply desires to devour all it can. Parasites living on its body take shelter in the wake of corpses it leaves behind.
 
Glutton is the first level 4 and showcases their gimmicks nicely with a solid statline and powerful effect. Glutton's first effect is essential a kajui level removal that not even tribute protection can save a monster from. It also has great benefit from having fodder to destroy and gains further advantage by having your opponent's monster insect type. Attacking an Infector or Puppet with this monster is a great way of fulfilling its condition. This monster is great for faster, beatdown builds but has little place in passive burn or control builds.

 

 

[spoiler=Paracide Dweller]

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Paracide Dweller

EARTH Level 4

Insect/effect

ATK 1000 DEF 500

You can only activate each effect of this card's name once per turn
(1)If this card your opponent owns is in your hand: send all spell/traps you control to the GY(if any) and special summon this card to your opponent's field in defense position. If this effect is applied during the draw phase your opponent draws 1 card.
(2) All Insect-type monsters you control gain 1500 DEF. Your opponent cannot target "Paracide" monsters for effects: except "Paracide Dweller".
(3) At the end of the battle phase: your opponent draws 2 cards then shuffles 3 non-"Paracide" cards into their deck (or all non-"Paraicde" cards, if less than 3 in their hand).
 
Hiding in dark places this monster patiently waits. When prey wanders too close it drags them to their doom where its various parasites finish the job. Its pile of bodies it leaves in its den are the perfect ground for other Paracides to feast.
 
Instead of removing monsters Dweller is fantastic for getting rid of backrow and dodges any kind of protection or floating it may have. Dweller is also great for having a good DEF with its effect at 2000 and helps protect your other insects. It also doesn't have to do any work to activate its effect and can easily get your other Paracides effects off; just be careful not to give your opponent free advantage with the effect. Dweller is fantastic for passive builds and helps stall but is rather slow for faster play. Still, he remains a great option if you opponent has back row, though one of the trap cards can already do this job

 

 

[spoiler=Paracide Killer]

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Paracide killer

EARTH Level 4

Insect/Effect

ATK 1600 DEF 300

You can only use the (1) effect of this card's name once per turn
(1)If this card your opponent owns is in your hand: Both players add one "Paracide" monster, except "Paracide Killer" from their deck to their hand (you must choose a face-up card) then add this card to your opponent's hand. If this effect is applied during the draw phase the player who activated this effect draws 1 card.
(2) If a monster is special summoned from your opponent's hand you can special summon this card from your hand.
(3) Each time a card you own is shuffled into your opponent's deck: draw 1 card. 
(4) All monsters you control gain 100ATK for each face-up card (or face-down if decks are flipped) in your opponent's deck.
 
This horrific insect finds those weakened by the parasitic invasion and joyfully cuts down and feasts upon those victims. Anything infected loses its ability to run.
 
Paracide killer is a great monster for generating continual advantage and keeping your monsters topped up. For beatdown and OTK builds he can get everyone to pretty high attack with no need for prerequisite summoning, however, his issue is that he must be summoned either through another paracide or normal summon. His somewhat low atk also may cause some issues. His infect effect is great for getting advantage and forcing more paracides into the opponent's hand. NOTE the (If decks are flipped) refers currently exclusively to Convulsion of Nature since one could quite easily combo the effect with it to increase everything attack by ludicrous values.

 

 

[spoiler=Paracide Stinger]

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Paracide Stinger

EARTH Level 4

Insect/Effect

ATK 1600 DEF 300

You can only use each effect of this card's name once per turn
(1)If this card your opponent owns is in your hand: Until the end phase you cannot add any cards from your deck to your hand, except by the effect of "Paracide" cards, then special summon this card to your opponent's field in attack position. If this effect is applied during the draw phase your opponent draws 1 card.
(2) If this card is normal summoned or special summoned by its own effect: shuffle one "Paracide" card from your deck into your opponent's face-up, then add one "Paracide" card from your deck to your hand except "Paracide Stinger"
 
It crawls along the land looking for perfect victims. Its stinger contains not poison but infant Paracides ready for a host. If all else fails its pincers can slice through metal
 
Stinger is a basic searcher but with a few extra bonuses; his infect effect is a nice way of getting his search off and for shutting down the opponent's board for a turn and boosting up your Paracides for extra damage; however it shines against certain meta decks and is essentially just a Droll and Lock Bird effect. Stinger is a pretty clear staple since he's a very versatile searcher that also infects the opponent's deck.

 

 

[spoiler=Paracide Corrosive Wing]

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Paracide Corrosive Wing

EARTH Level 5

Insect/Effect

ATK 2000 DEF 300

You can only use the (1) and (2) effects of this card's name once per turn.
(1)If this card your opponent owns is in your hand: take 1000 damage and destroy any monsters you control with less than 1500 ATK then special summon this card to your opponent's field in attack position. If this effect is applied during the draw phase your opponent draws 1 card.
(2) If this monster is summoned: place one face-up "Paracide" card in your opponent's deck on top of their deck
(3) Each time an insect-type monster(s) is summoned to your opponent's field inflict 500 damage to your opponent for each.
 
With each beat of its wings it spreads corrosive dust that poisons and kills all living things around it turning them into perfect vessels for parasites. 
 
Unlike previous monsters, Corrosive Wing is dedicated to the burn aspect of the archtype. He can very quickly rack up damage by staying on the field with any sort of insect-conversion effect turning himself into a mini-Flare metal effect. Get multiple on board and your opponent will be left with few options. Combing him with the other burn damage Paracides can lead to an interesting burn win condition. As a final note he is great for clearing boards as well as halting your opponent's next draw so he is by no means only useful to a burn focused variant. Just be careful; he doesn't exclude Paracides the opponent controls with this effect so he may just ruin a good Puppet or Infector that's on the field

[spoiler=Paracide Queen]
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Paracide Queen
EARTH Level 5
Insect/Effect
ATK 2500 DEF 500
You can only activate each effect of this card's name once per turn
(1)If this card your opponent owns is in your hand: your opponent can special summon one "Paracide" from their deck to their field; except "Paracide Queen", then special summon this card to their field in attack position. If this effect is applied during the draw phase your opponent draws 1 card.
(2) All other "Paracide" monsters you control gain 500 ATK, also they cannot be destroyed by card effects.
(3) You can shuffle up to 3 "Paracide" cards from your hand or GY into your opponent's deck face-up: return one face-up card on the field to its controller's hand.
 
The main body behind paracides she needs no help in annihilating anything foolish enough to stand in her way. She then takes those unfortunate bodies and uses them to lay countless eggs. Sometimes, she will leave some life in them for a better feast for the hatchlings.
 
The last main-deck Paracide, Queen is a big body with 2500 ATK and destruction protect as well as protection for others and attack gain. Her infect effect is somewhat underwhelming but can be useful for spamming more Paracides and getting herself out easily. She also has a very useful way of infecting the opponent with more paracides and then getting a bounce effect as well for great removal. Note that it states "Controllers hand", a first in yu-gi-oh. If you give your opponent a Puppet or Infector you can bounce it back to retrigger its effect if you so desire. Her only downside is she can brick your hand easily and does not protect herself at all.

[spoiler=Paracide Empress]
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Paracide Empress
EARTH Level 6
Insect/Synchro/Effect
1 "Paracide" tuner + 1 non tuner Insect-Type monster
You can only activate each effect of this card's name once per turn
(1) If this card is synchro summoned: Place one "Paracide" monster from your deck or GY on top of your opponent's deck face-up.
(2) Once per turn, during either player's turn you can shuffle one "Paracide" card from your field or graveyard into your opponent's deck face-up and target one face-up card on the field: destroy it.
You can only control 1 "Paracide Empress"
 
The mastermind behind the paracide invasion, she hosts thousands of infant parasites ready to find a new victim. Her goal is to infest and infect every living thing she can find.
 
Empress is the only Extra deck monster (Keep in mind Radiant and Picfarnea already exist for link support) and obviously has no infection effect (I'm not crazy enough to make synchros go into the main deck). She is well worth the summoning condition. The archetype can quite easily bring her out and benefit not just from a forced topdeck of a paracide of the opponent; forcing a neg, she also gets out more Paracides and has a continual infection with a Drident effect during the opponent's turn. Empress is a fantastic card to fit into any builds and can easily be a win condition against certain decks. Get Queen and/or Dweller out along with her to make it harder for the opponent to be rid of her.

 

 

[spoiler=Spell Cards]

[spoiler=Ceaesless Paracides]

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Ceaseless Paracides

Normal Spell Card

You can only use each effect of this card's name once per turn
(1)If this card your opponent owns is in your hand: until the end phase of this turn, you cannot special summon also all special summoned monsters you currently control have their effects negated then add this card to your opponent's hand. If this effect is applied during the draw phase the player who activated this effect draws one card.
(2) Target one "Paracide" monster in your GY: shuffle that card into your opponent's deck face-up and special summon another card with the same name from your deck to your field.
 
The Paracides are devoted to the infection. Only two things will ever stop their attacks; death or victory.
 
Ceasless is a good card for both infection and recovery. It can lock out an opponent from special summons for a turn which is very powerful BUT keep in mind this will stop most paracides from using their effects in the opponent's hand (your opponent can choose how the chain resolves too) so make sure you don't add it when preparing an infectious attack.  Ceasless is a great card but won't be much good if you're only playing one or two copies of most monsters. Its also a great card to focus on continually infecting the opponent with; just keep in mind Paracide spell/traps are harder to infect the opponent with than the monsters. Also, keep in mind this card is rather useless to infect the opponent with during your turn unless you need the negation so don't bother choosing it with Exchange or Gift Exchange.

 

 

[spoiler=Paracide Cordycep Control]

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Paracide Cordycep Control

Continuous Spell Card

You can only use each effect of this card's name once per turn.
(1) If this card your opponent owns is in your hand: your opponent chooses one monster you control: switch control of that monster (if any) then activate this card on your opponent's field. If this effect is applied during the draw phase your opponent draws 1 card.
(2) While there is another "Paracide" card on the field; all monsters your opponent controls become Insect-type and lose 500 ATK.
(3) If an insect-type monster is special summoned: its controller adds one "Paracide" monster with a different name from their deck to their hand.
 
Parasites are perfect catalysts for cordyceps and those infected often find themselves overtaken by the horrific plant; amplified by the paracides powers. Those under infection lose all free will to the plant.
 
Cordycep control is the first continuous card and is very useful. The infection effect is somewhat situational but is useful for simply searching the card. The second effect is useful for helping bypass the low ATK values of paracides but is by far the easiest way to force insect conversion, letting many other effects go off. The last effect is a godsend, giving you not only constant resources but continually infecting the opponent's hand if insect-conversion is in play; just be careful as your opponent will actually benefit if they are playing paracides in their deck normally.

 

 

[spoiler=Paracide Hatching]

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Paracide Hatching

Normal Spell card

You can only use each effect of this card's name once per turn.
(1)If this card your opponent owns is in your hand: your opponent draws 2 cards and shuffles 2 cards from their hand into your deck face-up, then shuffle this card into your opponent's deck. If this effect is applied during the draw phase the player who activated this effect draws 1 card.
(2) Target one face-up card in your opponent's deck: banish that card face-down then you special summon one Level 4 or lower "Paracide" monster from your deck or GY. During your standby phase your opponent adds the banshed card to thier hand.
 
Paracide hatch from their eggs ready to consume the victim they have been laid on. They will then evolve into a new Paracide creature ready to cause havoc.
 
Paracide Hatching is a fantastic card that I may actually need to nerf a bit. The first effect is fantastic for consistency since it gives you free draw power and hand recycling as well as a great way of putting paracides into the opponent's deck (just be careful, if you have no Paracides in hand your giving your opponent two free cards into their deck.) The second effect is also fantastic and can bring out any Paracide Monster you may need (other than Queen or Corrosive wing). This card is pretty much a three off staple in the deck.

 

 

[spoiler=Paracide Nest]

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Paracide Nest

Continuous Spell Card

You can only use each effect of this card's name once per turn and one of the (1) and (2) effects per turn.
When this card is activated; add 1 "Paracide" monster from your deck to your hand. 
(1) Shuffle 3 "Paracide" cards from your field and/or GY into your opponent's deck face-up to draw 1 card.
(2) Target 1 face-up card in your opponent's deck: place it on top of your opponent's deck.
(3) If this card is destroyed by a card effect: special summon one "Paracide" monster from your GY
 
The revolting nest of thousands of Paracides where they bring victims for young parasites to feed on. Bones and other extras are dissolved in acid.
 
So nest is one of only two paracide cards without an infect effect, though this makes sense since a nest shouldn't be moving nor should it be anywhere near an infection or victim; as such make sure not to waste resources by placing this in the opponent's deck. Nest, however, is a brilliant card for continual advantage. It immediately searches a paracide monster, lets you draw and infect the opponent's deck, lets you force a paracide to be drawn and even benefits when it is destroyed. Nest is fantastic in every build with its only downside being its lack of an infect effect.

 

 

[spoiler=Paracide Pestilence]

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Paracide Pestilence 

Field Spell Card

You can only activate 1 "Paracide Pestilence" per turn

(1) Monsters lose 1000 ATK and DEF, except "Paracide" monsters. Each time an Insect monster effect resolves the player who activated it applies this effect; if it was your owned card, gain 500 LP, otherwise, you take 500 damage.
(2) Once per turn you can shuffle any number of"Paracide" cards from your hand into the opponent's deck face-up, then draw an equal amount of cards.
(3) Insect-type monsters your opponent controls cannot activate their effects or declare an attack, except "Paracide" monsters.
(4) Each time your opponent draws a card by a card effect: you can draw 1 card then discard 1 card.
 
A horrific miasma containing poison infests the area. It creates the perfect ground for Paracides to become more mobile and infest more. Victims of the Paracides find themselves quickly overrun and lose their own mind to now empowered parasites.
 
Pestilence is the other card without an infect effect, since its, of course, a field spell. Pestilence allows you to really benefit of making your opponent's monsters insect type by causing them to not only take burn damage but lose their effects allowing you to totally shut down the opponent's board and let your Paracides run rampant. Finally, it has a Kozmotown style effect letting you get rid of any Paracide cards in the hand to draw more. Since there's no risk of redrawing the same cards, this is a fantastic effect. Pestilence is great but if you're not planning on making the opponent's board insect type, you may not want to run it. The ATK loss also makes it great for beatdown builds.

 

 

 

 

[spoiler=Trap Cards]

[spoiler=Paracide Infestation]

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Paracide Infestation

Normal Trap Card

You can only use each effect of this card's name once per turn
(1)If this card your opponent owns is in your hand: Both players add 1 "Paracide" card to their hand, except "Paracide Infestation"  then set this card on your opponent's field and it can be activated the turn it is set. If this effect is applied during the draw phase the player who activated this effect draws 1 card.
(2)If you control no monsters: special summon one level 4 or lower "Paracide" monster from your deck, then you can special summon "Paracide" monsters from your deck equal to the number of Insect-type monsters your opponent controls with different names from the summoned monster and each other.
(3) During your Main Phase; except the turn this card was sent to the GY: You can banish this card from your GY, reveal three "Paracide" cards with different names in your deck. Your opponent chooses one and you add that card to your hand, then shuffle the rest into your opponent's deck face-up
 
The horrific infestation begins. There is no escape now and no hope to fight it.

 

Infestation is a fantastic card for simple consistency. It quickly brings out Paracides and if you turned the opponent's field insect type grants you a huge benefit by spamming a full board potentially of paracides. You can use this to bring out multiple Corrosive wings for huge burn damage or multiple Queens for massive ATK. Its infect effect is great for getting more paracides into both players hands and also lets you use the normal effect. You can easily combo this with Infector, "C" or Puppet for a double summon. Finally, the grave effect is fantastic for grabbing a free paracide card while also further infecting the opponent's deck

 

 

[spoiler=Paracide Parasites]

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Paracide Parasites

Normal Trap Card

You can only use each effect of this card's name once per turn
(1)If this card your opponent owns is in your hand you must activate the following effect; Until the end phase "Paracide" monsters are unaffected by your card effects also monsters you currently control cannot activate their effects, then set this card to your opponent's side of the field. If this effect is applied during the draw phase the player who activated this effect draws 1 card.
(2) Target one monster your opponent controls: destroy it then your opponent adds one face-up "Paracide" monster from their deck to their hand. (There must be a known "Paracide" card in the opponent's deck to activate this effect)
(3)You can banish this card from your graveyard: Special summon one "Paracide" monster from your hand.
 
Flying through the air the parasites seek new targets to consume. To be caught is to be doomed to a horrible demise.
 
The name is a nice little pun on Parasite Paracide and this trap is a great utility. The infect effect is great for shuting down your opponent's board for a turn. Its effects are great for some interruption and infection but can be dead if there's no paracides in the opponent's deck while the graveyard effect can help make a dead Corrosive Wing or Queen active. A card that warrants running in most builds but can be ignored for other stun cards.

 

 

[spoiler=Paracide Override]

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Paracide Override

Counter Trap

You can only use each effect of this card's name once per turn
If this card your opponent owns is in your hand: destroy all trap cards in your hand and set on your field then set this card on your opponent's field. If this effect is applied during the draw phase the player who activated this effect draws 1 card.
(1) Activate if your opponent activates a card effect while there is a face-up "Paracide" card in their deck: the effect of that card becomes  "Add one face-up "Paracide" card from your deck to your hand, also you cannot use this card's name until your next end phase".
 
Whatever you were doing is suddenly forgotten. Your only goal in life is to serve the Paracides. You will die spreading their parasites far and wide.
 
What archetype would be complete without a counter trap? Override has great utility as not only a great way of destroying backrow if Dweller is absent, it serves as a great counter trap. Able to not only stop any effect and turn it into another way of infecting the opponent's hand it shuts that card down until the opponent's next turn which can be devastating if activated against the right card. The only downside to this card is that there must be a paracide in the opponent's deck but that isn't hard to achieve so this card should be played almost exclusively at three.

 

 

 

 

[spoiler=Non-archetypal Support Cards]

[spoiler=Excavator Bug]

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Excavator Bug

EARTH Level 5

ATK 2200 DEF 400

(1) If you opponent activates an Insect-type monster's effect: you can special summon this card from your hand. Unaffected by field spell effects.
(2) This monster inflicts piercing battle damage. If this card inflicts battle damage, you can place one EARTH Insect-type monster with 500 or less DEF from your opponent's deck or graveyard on top of your opponent's deck face-up, or add it to your hand.
(3) If this card is destroyed; both players add one EARTH Insect-type monster with 500 or less DEF from their deck to their hand, except "Excavator Bug".
 
Excavator is a retrain of Drill Bug; it even has exactly double the stats and the same type and attribute. Excavator is great for getting more damage and monsters on board, is great material for summoning Empress and its effect is fantastic for forcing your opponent to draw into paracide monsters or even as a searcher. Its downside is that it needs to inflict damage to do so or be destroyed so this can sometimes be tricky. Excavator is a good card to run but requires a build more intent on destruction and dealing battle damage than playing passively. Other monsters that can be searched include most of the "C" monsters (shame TCG cant search Maxx "c" with this).

 

 

[spoiler=Parastic Gathering]

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Parasitic Gathering 

Normal Spell Card

You can only use each effect of this card's name once per turn
(1) Add one EARTH Insect with 500 or less DEF from your deck to your hand
(2) You can banish this card from your GY: your opponent places one Insect-type monster from their deck on top of their deck. 
 
A retrain of Jade Insect Whistle; in fact the second effect is a carbon copy. With a simple search effect that can get any Paracide monster and also many other useful insects and a grave effect that can infect the opponent's hand, this card is an undebatable three off in any build. Some other decks can also make use of its effect, especially if Maxx "c" is unbanned or you in the OCG.

 

 

[spoiler=Ingested Egg Clutch]

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Ingested Egg Clutch

Continuous Spell Card

You can only activate each effect of this card's name once per turn
(1)You can add one Insect EARTH monster from your field or graveyard to your opponent's hand to add one monster with the same name from your deck to your hand.
(2) Each time your opponent activates an Insect-type monster's effect draw 1 card
(3)If this card leaves the field: Shuffle up to 5 Insect-type monsters with different names from your deck into your opponent's face-up. If any of those cards are added to the opponent's hand they take 500 damage.
 
Ingested Egg clutch is the most generic support in the line-up able to support other archtypes such as Traptrix who can work wonders when combined with Paracides. Each effect greatly supports the archetype however and the last effect can make Paracides even more devastating if drawn by the opponent and makes burn builds more viable. Play as many as one desires; different builds can make more or less use of this.

 

 

 

 

 

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.

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Just confirming I have a review in the works. I have to go in an hour though for a camp for 2 days, so stay tuned!

 

Here's what I have so far, not talking about individual monsters:

 

Just quick note regarding card grammar, "Condition: Cost; effect". Condition is when the card or effect is activated, or its timing (e.g. "Once per turn", "If this card your opponent owns is in your hand:") and if there is no cost (an action that is performed at the card's activation, but not its resolution) you just use a colon, and capitalize the first letter of the effect. Just some tips for you :P Also, you do not have to include "you must activate this effect" as any effect that doesn't include "you can" is automatically mandatory. Also, "would leave the field" is an action that occurs mid-chain, so it cannot activate (i.e. I activate a card or effect, then you chain Raigeki Break targeting my monster. As Break resolves, your monster's effect would activate, but we're still in the middle of the chain. See Counter Fairies). You would generally just put a colon, although I would recommend "if this card leaves the field" as that still applies for almost every scenario save shuffling into the Deck and being banished face-down.

 

The main problem I have with this archetype itself is the fact that you're not only eating up your opponent's main draw, but potentially further draws as well once you have the ball rolling. Yes, that is the intention, but remember, Yata-Garatsu is banned for simply skipping the Draw Phase; players wish they could skip their Draw phase against Paracides. It not only stagnates the game, but punishes your opponent when they try to recover. There is an element of chance to it, but that then turns this archetype into "monster at top; opponent loses/monster not at top; i lose" which isn't fun for either player. Puppet, and without the first effect, Infector, both deal with searching, and I feel that's the route you should go; sacrifice power for consistency.

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Thanks for the feedback

I had a feeling I had messed up the wording in a few places. As far as I can tell it is not gameplay affect so it should be okay but ill be sure to add those fixes into any cards that need other changes (since almost every card has the effect, it'd be a bit of a pain to correct them all for a small change.)

 

For the draw canceling this is a major issue I had when balancing the archetype as a whole. I originally had more cards with Jade insect style adding and such but I left those out for that exact issue; draw stomping is very powerful. Thus the majority rely more on luck and other effects to be drawn ie your not going to consistently lockout draws turn 1/2 every duel you NEED setup to pull that off and most decks can counter it easily. Only Corrosive wing and Empress actually let you topdeck a paracide and the former needs one to be in the opposing deck beforehand meaning setup is needed. 

Regarded the comments on consistency, I kinda had that in mind with the archetype though perhaps i missed the ball. Nest and Gathering are by themselves instant searchers and a large amount of the archetype can get the monsters from the deck or GY straight to the field. I almost felt as if more searchers would've been a bit overkill. Ill need to have a bit of a reevaluate perhaps.

 

I cant make the changes rn but ill have a look over some of the problematic cards and change them when I can. From the looks of it ill need to make sure topdecking paracides isn't consistent; relying more on just adding them straight to the hand. Keep in mind the opponent has many ways of stopping a topdecked Paracide to stop a lockdown such as any sort of search card (which will force a deck shuffle so unless you're really lucky it's not being topdecked again.)

 

Paracides in the opponent's deck can indeed cause a lockdown; its one of their win conditions, particularly when combined with Invader's discard ability but pulling that off usually requires multiple paracides in the deck as well as the opponent having lost a good bit of their own cards (via Desires and Core). It's not a gameplay state that's as consistent as one might imagine. Its nowhere near as consistent as Yata lock was, but at the same time not as horribly inconsistent as say a Fenrir lock. It wouldn't be a goal any competitive build be aiming for. The topdecking is more of a bonus power, such as with the draw canceling of Phoenix Wing Wind Blast

The biggest issue right now is balancing these sort of things is extremely tricky with no way of testing them in a real game.

Also, jade-insect whistle might be more powerful in this archetype than I gave it credit for

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You're talking about an inconsistent lock, and, to be honest, I think that's a problem in a Deck. You end up with a Deck that wins inconsistently, with either player not having much control on said win, but when it does win your opponent can't do anything about it, so it's not a fun experience for either player. At least, it wouldn't be fun for me. My recommendation is to make it more consistent against your opponent, but make it hurt them less. Again, this is is merely a design choice commentary; actual power discussion is below.

 

Core sets up the archetype up to a VERY powerful start. You've almost certainly remove 10 cards from your opponent's Deck permanently, given yourself a draw to replace the monster, AND given yourself another means of removal. And it's a Tuner. For starters, considering it cannot attack, I would remove the battle damage protection; it's not needed, as the monster is being Summoned to defense position anyway. I would also suggest it banishes less. Invader is a little bit more balanced, but still, you're eating up their advantage, having it replace itself when it is Summoned AND granting you a search. Invader is the key card in the archetype, if only for consistency. Infector is too powerful again, even without the fact that it doesn't place itself in the Deck. Burn damage is fine, but the complete lockdown of monsters being able to be Tributed or used as a Material...how is your opponent supposed to play around that, unless they get lucky and are playing Fusions with materials in the hand? However, I do like mechanics of how it SS's itself, and forces your opponent to search out your monsters. I feel like that's what you should've gone with, rather than leaving it mostly up to chance and making up for that with powerful effects. Paracides and the "C" is a lot more balanced, if again being a tad too strong. It only limits Link Summons AND does the Typing thing, which is fine, and although it can just Summon itself, it is almost on the same Level as that other new "C" monster that blocks all Summons. Perhaps it's fine. Puppet forces the entire Deck to be revealed for each player to show all potential Paracide and non-Paracide cards, which is a bit much imo, but hey, that wasn't you intention. At least it's the sort of effect that works with both players, and isn't too painful. However, combined with the sheer strength of the rest of the archetype...yeah. In fact, Puppet is too slow when compared to Invader. To be honest, I'm not entirely a fan of the Paracides returning back to your side of the field when your opponent draws them, as with Invader and Glutton. Maybe it's the parasites having returned to you once they've had a nibble, but I would've thought you would've had different monsters for the actual parasites and their enablers. However, I do like its on battle destruction effect, even with its potential punishing.

 

DWELLER NO KILL IT WITH FIRE. Turning your archetype into a stall themed one leaves your opponent with even less things to do, as how they are supposed to get around monsters with so much DEF and that cannot be targeted? Also, you are forcing your opponent to draw one your cards at the end of the Battle Phase?! Why not give them a simple draw instead, potentially helping them but also leaving it open for harm. It also deal with such high DEF for a Level 4 (technically 2.5k), and with the targeting, its a much better wall than Destiny Hero Defender. I do like Killer though, against my better judgement. All effects are unique, creative, and helpful to you without harming your opponent too much. It also grants your opponent the ability to choose how they want to damage themselves, so...kudos! More cards should be like Killer, imo. Corrosive is another card in this vein, although perhaps a little strong with both the burn AND the field wipe AND the additional burn. Queen, again...allowing your opponent to choose what they Summon to their side of the field, which you have some basic control over...I love the idea of giving your opponent a choice of a selection of cards you have a provided; it's completely up to your decisions and plays as to how badly they suffer. Perhaps the protection is a bit much (drop ATK boost to 500?) 3rd effect should target. Empress is a bit too good at placing the card in your opponent Deck; I suggest the last effect only shuffle monsters from your field.

 

Yeah, there's a bunch of other cards, but whether I look at that or not depends on your decision. If you decide to keep your original theme, and roll with it, that's fine, but I don't want to look through a bunch of cards and keep changes to myself I know you won't make. However, if you are happy to go with what I've suggested in terms of changing it from a less painful but more accessible archetype, I'll probably continue.

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Wow didn't expect such an in-depth review. Thanks for that, its a good motovator

 

In response, I've made the following changes: (do note that these are currently only on the typed effects not on the cards as of yet)

  • Fixed incorrect card grammar on all cards such as incorrect use of semi-colons and the unnecessary "you must activate this effect" (thank you find and replace and past me for keeping those lines consistent.) 
  • Core- Changed banishing cards to simply sending them, however, they cant use their effects that turn to compensate. No longer banishes when battling instead shuffles into the deck (basically the same just themed a bit better)
  • Infector- Removed the free draw and replaced it with a way to gain ATK.
  • "C"- Fixed the second effect being unintentionally mandatory. Changed the last effect from stopping all link summons to just negating extra deck monster effects (fyi totally forgot Contract "C" was a thing until now and was already a link format "C" monster, whoopsie)
  • Puppet- Minor change, incorrectly declaring "summon material" changed to "link, synchro or XYZ material".
  • Glutton-  Minor; just split the last two effects up for better clarity.
  • Dweller- Changed  DEF gain to 1500(somehow i didn't notice it went past the max DEF threshold of 2200) Last effect changed; now causes the opponent to draw 2 and return 3 excluding paracides. May add an additional ability to the second effect later since he's a tad underwhelming right now.
  • Stinger- Fixed a major issue where I'm a complete idiot and forgot to add this guy.
  • Corrosive wing- Now only destroys monsters with less than 1500ATK. The opponent now chooses the card that is topdecked with the second effect. 
  • Queen- Reduced ATK gain to 500, last effect now targets.
  • Empress- No longer special summons a Paracide when synchro summoned; the paracide topdeck is more than powerful enough. Also added a missing OPT clause so you cant just make multiple and lockout the opponent (i thought the "Only control one" would be enough but better safe than sorry).

And i think that's all the changes to the monsters for now. Agree with most of what your saying and i understand the complaints. However, I want Paracides to be a unique specimen while still being a decent deck. I initially had designed all the paracides to summon themselves to the opponent's field but I couldn't find ways to benefit the owner then and they ended up inconsistent as heck and were just  Kaijus without the whole enemy tributing thing. Again the idea of paracides is NOT to totally lockdown the opponent; its a way to play them sure but it's not the main goal.

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Somehow when posting this archetype I completely overlooked one of the cards because im an idiot.

Added Paracide Stinger who was supposed to be there from the start but got left out by accident (so that explains the comments on more consistency; i accidentally left their basic searcher out. Whoops-a-daisy)

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One more update; changed Core and Stingers effects a bit.

 

Major update though is a proposed fix to the issue pertaining to "Lockdown". I was thinking of rebalancing the effects to include a Silent wobby style effect, that is whenever they are summoned by their infects they let your opponent draw a card; hence eliminating the possibility of a lockdown ever occurring. I would then be able to make a few of the effects topdeck Paracides without risk of draw stomping.

The only disadvantage is this might make the effects too weak; perhaps i would only have this effect apply during the draw phase (otherwise adding Paracides to the opponent's hand at any other point would just net them free advantage with the draws and dig your own grave)

 

The additional effect would go like this at the end of every first effect (excluding the guys who summon themselves to the opponents field who will just draw a card on summon): "If this card is summoned by this effect during the draw phase: your opponent draws one card".(this applies when its in the owners control just like wobby hence netting your opponent draw a free card as comensastion; if they draw into another paracide it will also let them draw but it can be a fun way of doing a "Paracide" chain of lockdown effects which is much harder to execute than simply placing any random paracides on top of the deck.

At first, i didn't think this idea could work but i think i could alter some effects to work well with this effect; not to mention it makes cards such as appropriate a fun tech choice that has ton of applications with this new ability

 

Edit: Liked this idea enough to go ahead with it and add it to every existing Paracide card that has an infect effect(excluding "C" as it now lets both players draw a card so the compensation isn't needed here). Also, several effects have been altered to re-allow topdecking of Paracides since its no longer game-breaking. I'll probably change or add a card or two to react to the draws the opponent is getting. 

In terms of wording most of them have this effect:

"If this effect is applied during the draw phase your opponent draws one card" (recall how Silent Wobby applies its effect if you're wondering about the wording here)

The guys who summon themselves to the controller's field just have a standard draw and any other cards; to avoid confusion, have this effect.

"If this effect is applied during the draw phase the player who activated this effect draws 1 card." 

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