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A B A K I / [Written]


BatMed

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"Abaki" - "Raging Demon" in OCG (暴鬼 Abaki)



Kuro Abaki
FIRE | Fiend / Effect
Level 2 | ATK 200 / DEF 0
If this card is in your hand: You can Fusion Summon 1 FIRE Fiend Fusion Monster from your Extra Deck, using monsters you control or from your hand as materials, including this card. If this card is Normal or Special Summoned: Inflict 200 damage to your opponent. You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Abaki" monster from your hand. You can only use each effect of "Kuro Abaki" once per turn.

Nightmarish Abaki
FIRE | Fiend / Effect
Level 4 | ATK 1800 / DEF 0
You can only use each of these effecta of "Nightmarish Abaki" once per turn. You can banish this card from your GY; both players take 300 damage. If this card is destroyed; activate 1 of these effects.
● Add 1 "Abaki" card from your Deck to your hand.
● Special Summon 1 "Abaki" from your hand or Deck.

Abaki ArchdeVille
FIRE | Fiend / Effect
Level 7 | ATK 2500 / DEF 1000
If a player(s) takes effect damage, except by the effect of "Abaki ArchdeVille": You can Special Summon this card from your hand or GY, and if you do, this card gains ATK equal to the damage inflicted to the player(s). If this card is destroyed: Both players take 1000 damage, and if you do, you can Special Summon up to 3 Level 4 or lower "Abaki" monsters from your hand or GY. You can only use each effect of "Abaki ArchdeVille" once per turn.

Abaki the Fallen Fiend
FIRE | Fiend / Fusion / Effect
Level 9 | ATK 2950 / DEF 2000
"Abaki ArchdeVille" + 2 "Abaki" monsters
Must first be Fusion Summoned. If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent. Once per turn, during the Standby Phase: Special Summon 1 "Abaki" from your hand, Deck, or GY. You can only use each of the following effects of "Abaki the Fallen Fiend" once per turn.
● When this card is Fusion Summoned; inflict 1000 damage to your opponent, but any battle damage your opponent takes for the rest of this turn is halved.
● If this card is in your GY: You can destroy 3 "Abaki" monsters you control or in your hand; Special Summon this card.

Abaki? ABAKI!
Normal Spell
Destroy 1 "Abaki" monster you control or in your hand, and if you do, send 1 FIRE Fiend monster from your Deck to your GY. You can only activate 1 "Abaki? ABAKI!" per turn.

Abaki Hellfire
Quick-Play Spell
Destroy up to 2 "Abaki" monsters you control or in your hand, then target that many of cards your opponent controls; negate their effects, then if possible, reduce their ATK or DEF to 0 (your choice). If your opponent controls a monster that was Special Summon from the Extra Deck, you can also destroy up to 1 "Abaki" monster from your Deck. You can only activate 1 "Abaki Hellfire" per turn.

Abakis' Legendary Mace
Continuous Trap
Each time an "Abaki" monster(s) is destroyed: Inflict 100 damage to your opponent. You can only use each of these effects of "Abakis' Legendary Mace" once per turn.
● If a player takes effect damage because of an "Abaki" monster effect: You can Special Summon 1 Level 4 or lower "Abaki" monster from your Deck or GY in face-up Defense Position, and if you do, reduce its ATK by the amount of the damage inflicted.
● If this card is in your hand or face-up on the field, and an "Abaki" monster(s) would be destroyed: You can destroy this card as a substitute for 1 of them instead, and if you do, draw 1 card.


I posted this entry in a game. But then I realized that I made something ... extraordinary? Basically "Abaki_the_Deck" is a disgusting hybrid of Trickstars and Diagram.EXE, speaking of which, Master Piece might be a noice tech because of "Abakis' Legendary Mace" and cause Diagram destroys just sayin.
Anyways, let's talk about ze cards and dem potentials:
Kuro is "D/D Swirl Slime the A B A K I": It's a poly and it also helps you build a field.
ArchdeVille you gonna love it is your 1st boss, with easy summoning conditions wonder how it m8 do in Trickstars that BURNS and become 3 smol A B A K I s when it bounces. I'm thinking about making it only summonable if an Abaki monsters/card deals damage if it's too generic inb4 Gorz.
Nightmarish is your game maker, the main combo is to destroy it (with Diagram or with A B A K I Spells) and grab ArchdeVille, then summon it with the Nightmarish's GY burn effect: You'll end up with a 3.1K beater. In case you already got ArchDeville on the field you can search Kuro instead and YUGO shokan Fallen Fiend OR you can search any of the Archetype's Spells OR you can just summon A B A K I ... and ... profit ... etc. So yeah again, it's your game maker.
Fallen Fiend is damage.BOSS on steroids, now that Keeper of Dragonic Magic is thing, I can proudly say that this card can also be Summoned with "Dark Fusion"! This beast can SS "A B A K I" en la "toadally awesome" fashion and can revive itself, cause I wanted them to have some comeback ability.

"Abaki? ABAKI!" is a Diagram-Burial for obvious reasons (they love to be destroyed and have GY effects), also might be a good indirect support for noids... ABAKInoids?
Hellfire for disturbance and to destroy moar, with a bonus if your opponent has an Extra DeckLINK monster.
Mace is a mini-damage booster and another medium to establish field presence and also is as a draw engine-destruction substitute.

This catastrophe end up being flexible, I don't know about Trickstars, but it has hella of other outside interactions: True King the Vanisher, True Draco Masterpiece Diagram, Infernoids, and Invoked duh ...

.... what have I done ....

A B A K I

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Gdi you have to teach me how to write design notes like that. They're beautiful and I have no idea why anyone else hasn't reviewed this set yet.

 

So, FIRE obviously means potential Fire King shenanigans with Nightmarish. It's a 1 card engine, considering it can both SS and search itself, so hooray for field presence. I would suggest dropping either the SS or the searching to hand, as its basically "plus however you want to". If you drop the hand, then the Archdeville combo becomes less useful, so I would simply suggest removing the SS potential. It's not like your monsters are hard to get out any way.

 

I don't think this archetype keeps up enough hand AND GY advantage for some of the cards to be useful. Yes, you are sending cards to the GY quickly, but they banish themselves for easy effects. You have a lot of hand-play, but you only really have one searcher. Then what about the GY play with destroying? Of your three main Deck monsters, only 2 of them benefit immediately off being destroyed, with one being your HOPT searcher, and the other being...another hand eater.

 

So yeah, the main problem with this are these cards trying to be a functional archetype, yet with their small size and scattered effects, they're very inconsistent. You only have half a Deck here, and, aside from Nightmarish, the rest all NEED for you have opened a lot of these monsters. And yet you only have 3x3=9. There's a bit of genericness here and there, but only enough for it be an engine. All of the archetypal cards require consistency, and it is not supplied either in searching, or simply filling your Deck with the cards you want.

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