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{AGM} of Dorado/Merger archetype (Bringing Union monsters back)


xlArisenRoselx

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OK. Well, I got these guys from the archetype game. Here's the prompt:

 

[spoiler=Prompt]

Archetype of Spellcaster, Psychic, Warrior, Beast-Warrior, and Winged-Beast monsters named "Of Dorado". " Winguard of Dorado" "Mage of Dorado" "Berserker of Dorado" things like that is how the naming works for these monsters. They have multiple Attributes, making them able to use multiple kinds of support cards. They even have a Field spell: The Kingdom of Dorado. They have effects to get this spell out quickly, and also a few other milling effects to bring out more members.

 

But, this is not the only thing going on here. You see, The entire kingdom of Dorado has had to fight these invasive, parasitic Wyrm type monsters, known as "Merger" monsters. These r Union monsters that can only be equipped to a "of Dorado" monster, and if they r, the monster from Dorado loses it's effects, but usually gains either a new effect, or some kind of stat increase. Also, anytime that a "Merger" monster is equipped to a "of Dorado" monster, and a different "of Dorado" monster is brought to the hand, a "Merger monster follows with it.

 

Merger monsters specifically r the only ones that benefit both archetypes, and " of Dorado" monsters purposely don't support Mergers. This is to show the lore that they are at war, kinda like how the Krawlers and the World Chalice fought each other lore wise, but work together in a deck.

 

 

 

Anywho, now that u know how they r supposed to work, here they are!!

 

[spoiler=of Dorado monsters]

Winguard of Dorado

WIND - Level 3 - Winged-Beast/Tuner/Effect - 1200/1000

While this card is face-up on the field: "of Dorado" monsters you control cannot be targeted or destroyed by your opponent's card effects. When this card is sent to the GY while control a face-up Field Spell: draw 1 card.

 

Mage of Dorado

LIGHT - Level 4 - Spellcaster/Effect - 1600/1300

When this card is Summoned: you can target 1 Spell/Trap card your opponent controls, destroy it. When this card is sent to the GY: you can add 1 "of Dorado" Spell/Trap card from your Deck to your hand.

 

Berserker of Dorado

EARTH - Level 4 - Beast-Warrior/Effect - 1900/1000

When this card is Summoned: you can target 1 monster your opponent controls with 2000 or less ATK, destroy it. When this card is sent to the GY while you control a Field Spell: add 1 "of Dorado" monster from your Deck to your hand.

 

Summoner of Dorado

WATER - Level 4 - Psychic/Effect - 1400/1800

When this card is Summoned: you can Special Summon 1 "of Dorado" monster from your Deck, except "Summoner of Dorado". When this card is sent to the GY: you can add 1 Field Spell from your Deck or GY to your hand.

 

Knight of Dorado

FIRE - Level 5 - Warrior/Effect - 2100/1800

When this card is Summoned: all " of Dorado" monsters you control gain 300 ATK. When this card is sent to the GY while you control a Field Spell: you can shuffle all monsters in your GY back into the Deck.

 

 

 

[spoiler=of Dorado Spells]

Kingdom of Dorado

Field Spell

Once per turn, you can Special Summon 1 "of Dorado" monster from your hand or Deck. While this card is face-up on your side of the field: "of Dorado" monsters you control gain 200 ATK. If this card would be destroyed, you can send 1 "of Dorado" monster from your hand or field to the GY instead.

 

Conquest of Dorado

Normal Spell

If you control a face-up "of Dorado" monster, activate 1 of he following effects. If you control both a Field Spell and an "of Dorado" monster, you can activate both effects in sequence:

* Draw 1 card

* Destroy up to 2 Spell/Trap cards your opponent controls

You can only activate 1 "Conquest of Dorado" per turn.

 

Glory of Dorado

Continuous Spell

When this card is activated, change all your opponent's monsters to face down Defense Position. While this card is face-up on the field, your opponent cannot target or destroy face-up a face-up Field Spell you control with card effects. Once per turn, when an "of Dorado" monster is Summoned: you can draw 1 card.

 

 

 

[spoiler=Merger monsters]

Merger - Type A

DARK - Level 2 - Wyrm/Union/Effect - 800/800

Once per turn, you can target 1 "of Dorado" monster you control, equip this card to that target OR unequip this card from an "of Dorado" monster and Special Summon this card. When this card is equipped to a monster, and a card is drawn (except during the Draw Phase), or an "of Dorado" monster is Summoned from the Deck, or when an "of Dorado" card is added to the hand from the Deck, you can add 1 "Merger" card from your Deck to your hand. A monster equipped with this card loses it's effects, and gains the following effect: This card is also always treated as a "Merger" monster. This card can attack your opponent directly. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead)

 

Merger - Type B

DARK - Level 2 - Wyrm/Union/Effect - 500/500

Once per turn, you can target 1 "of Dorado" monster you control, equip this card to that target OR unequip this card from an "of Dorado" monster and Special Summon this card. When this card is equipped to a monster, and a card is drawn (except during the Draw Phase), or an "of Dorado" monster is Summoned from the Deck, or when an "of Dorado" card is added to the hand from the Deck, you can add 1 "Merger" card from your Deck to your hand. A monster equipped with this card loses it's effects, and gains the following effect: This card is also always treated as a "Merger" monster. This card can make a second attack on monsters each Battle Phase. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead)

 

Merger - Type C

DARK - Level 3 - Wyrm/Union/Effect - 1000/1000

Once per turn, you can target 1 "of Dorado" monster you control, equip this card to that target OR unequip this card from an "of Dorado" monster and Special Summon this card. When this card is equipped to a monster, and a card is drawn (except during the Draw Phase), or an "of Dorado" monster is Summoned from the Deck, or when an "of Dorado" card is added to the hand from the Deck, you can add 1 "Merger" card from your Deck to your hand. A monster equipped with this card loses it's effects, and gains the following effect: This card is also always treated as a "Merger" monster. Once per turn, when a "Merger" monster attacks: you gain Life Points equal to the amount of damage your opponent took from battle this turn. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead)

 

Merger - Type X

DARK - Level 4 - Wyrm/Union/Effect - 1200/1200

Once per turn, you can target 1 "of Dorado" monster you control, equip this card to that target OR unequip this card from an "of Dorado" monster and Special Summon this card. When this card is equipped to a monster, and a card is drawn (except during the Draw Phase), or an "of Dorado" monster is Summoned from the Deck, or when an "of Dorado" card is added to the hand from the Deck, you can add 1 "Merger" card from your Deck to your hand. A monster equipped with this card loses it's effects, and gains the following effect: This card is also always treated as a "Merger" monster. A monster equipped with this card gains 500 ATK and inflicts piercing battle damage. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead)

 

Merger - Type Y

DARK - Level 6 - Wyrm/Union/Effect - 1700/1700

Once per turn, you can target 1 "of Dorado" monster you control, equip this card to that target OR unequip this card from an "of Dorado" monster and Special Summon this card. When this card is equipped to a monster, and a card is drawn (except during the Draw Phase), or an "of Dorado" monster is Summoned from the Deck, or when an "of Dorado" card is added to the hand from the Deck, you can add 1 "Merger" card from your Deck to your hand. A monster equipped with this card loses it's effects, and gains the following effect: This card is also always treated as a "Merger" monster. When a "Merger" monster declares an attack, you can target 1 Spell/Trap card your opponent controls, destroy it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead)

 

Merger - Type Z

DARK - Level 8 - Wyrm/Union/Effect - 2200/2200

Once per turn, you can target 1 "of Dorado" monster you control, equip this card to that target OR unequip this card from an "of Dorado" monster and Special Summon this card. When this card is equipped to a monster, and a card is drawn (except during the Draw Phase), or an "of Dorado" monster is Summoned from the Deck, or when an "of Dorado" card is added to the hand from the Deck, you can add 1 "Merger" card from your Deck to your hand. A monster equipped with this card loses it's effects, and gains the following effect: This card is also always treated as a "Merger" monster. Once per turn, when a "Merger" monster is destroyed, you can destroy 1 monster your opponent controls. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead)

 

 

 

So there you have it. Also, these guys r going in my first ever card pack, once I figure out the name and get @@Flash Flyer - Sakura to make the pack art. But Anywho, review is much appreciated!! First time I've ever messed with a Union archetype, I hope I did well!!

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Might want to change those "when this card is sent to the GY" to "if this card is sent to the GY". If you use the former, they will be unable to be activated if they are sent to the GY to activate the cost of a card or mid-chain, OR are sent to the GY as a Material for a Summon. This is because in each scenario the last thing to happen is not the monster being sent to the GY, but the card/effect resolving or the monster being Summoned, and "when" needs to be the last thing to happen. (Exception: Mandatory effects, without "you can", which you do have on some of these cards. They cannot "miss timing" this way.)

 

Really struck by how generic the main deck monsters are. All of them have an effect that is not bound by Type or Attribute in anyway, and is just a generic plus for you or minus for your opponent. It's not necessarily bad, but it means they are all potentially splashable (Beserker in Beast-Warriors? Summoner granting a Field Spell on going to the GY could very easily become a problem as a monster alternative to Foolish. ) Not a lot of the genericness does seem warranted though, as Summoner, for example, searching a Field Spell...well, this archetype only has one, so why not search it by name? It will see much more use in Decks with multiple Field Spells, or more powerful Field Spells. I see the milling effect listed in the prompt in the monster's effects, but not in how they're actually milled. That seems be lacking in the S/T as well. There also seems to be a lot of drawing, again even among the S/T, and not much searching outside of the Mergers. There's no real win condition among the Dorados by themselves, and as the Mergers aren't really searchable by the main monsters, you've got to hope you luck into them. If you start of with Mergers instead of Dorados, you're still screwed, as the Mergers won't have cards to protect them. Anyway, as for the actual strength of your monsters, Winguard and Summoner are the best, with great protection and SPEED, which is another thing these cards lack. Mage and Berserker aren't bad, but are overshadowed by the aforementioned cards. Useful for non-specific removal, although Mage is somewhat rendered obsolete by Conquest. Knight would be run at 1 or 0, as recycling would only be useful if you were very low down on cards, which would only be late game (if that, as the archetype doesn't mill), and even then, you're just hurting the consistency of your remaining cards. It doesn't even plus you really.

 

Field Spell granting you a free SS from your Deck should be left as is, as you don't really need stuff from your hand. The fact that it can stack if you have multiple copies and basically directly plusses from your Deck, granting a choice of Mage, Berserker, or even Summoner, makes it automatically the most powerful card in the archetype. Even with Summoner perhaps only being able to search Kingdom, it might make a good engine in a self-Mill Deck, with Summoner getting you Kingdom, Kingdom getting another Summoner, and Summoner getting Berserker or Mage. Conquest is an archetypal, yet good card, so not much to say there. Not a huge fan of Glory, as it is almost a purely better Field Barrier (only protecting your own Field, protects it from targeting, flips your opponent's monsters, gets you draws if you happen to use Dorado monsters. Really, the only upside to Field Barrier is that it prevents your opponent from activating a Field Spell, but it blocks you too, so...Glory still good) And I would suggest reworking it to be less generic and less of an indicator of powercreep. I really don't understand all the generic Field Spell support when you only have one, and it's not even required for any card or effect other than Conquest.

 

There's not really much to say about the Mergers, other than OMG THEY SEARCH THEMSELVES A LOT AT BASICALLY ANY POINT AND WITH NO OPT WHAT IS THIS???????????? Other than that obvious nerf, they're self-support, and somewhat fit into of Dorado. Rather functional, and they don't make it any worse, so that's something. Not really seeing any sort of lore or any connection other than in their card text (I guess it's written, so you can't really do much with images, but the Mergers just seem to be sort of there) Union love never goes amiss either.

 

It's not a great archetype. There's no real win condition, and the strength is all over the place. All I'm seeing here is an exact representation of the prompt, without any flair or lore or anything to make it stand out; with some nerfing, they'll work, but I think you can do better with some creativity, Kyumi :P

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