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[AGM] Carnimals! (Carnival Animals) [Repost/Update]


xlArisenRoselx

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So, I made new cards for these guys, and wanted to put all of the members in one thread. So here we are! I'll copy paste the originals in to here, and then add my new support as well. Without further ado, the Carnimals!

 

Monsters:

 

Carnimal Ferris Ferret

Level 4 - EARTH - Beast/Tuner/Effect - ATK/1100 DEF/1200

Once per turn, if the only monsters you control are "Carnimal" monsters, you can Special Summon 1 Level 4 or lower "Carnimal" monster from your hand or GY. You cannot Special Summon monsters from your Extra Deck the turn you activate this effect, except for "Carnimal" monsters.

 

The first guy I created that really made me want to continue making this, he has a revival or charge effect for "Carnimal" monsters and locks the Extra Deck to the same monsters at the same time. Pretty good combo play potential.

 

Carnimal Fluffy Foal

Level 3 - EARTH - Beast/Effect - ATK/1400 DEF/1000

If this card is Special Summoned by the effect of a "Carnimal" card, you can target 1 "Carnimal" monster in your hand or GY, Special Summon that target. You can only use this effect of "Carnimal Fluffy Foal" once per turn.

 

Revival or Charging effect if you use an archetypal monster to summon him. Underwhelming, yes, but can still make decent plays.

 

Carnimal Candy Cardinal

Level 2 - WIND - Winged-Beast/Pendulum/Tuner/Effect - ATK/1000 DEF/1000

Scale: 1/1

Pendulum Effect: Once per turn, if you control no monsters (Quick Effect): You can Special Summon this card from your Pendulum Zone.

Monster Effect: Once per turn, during the End Phase, if this card was destroyed by battle or by card effect and sent to your Extra Deck face-up, you can Special Summon this card.

 

Someone destroys your other Pendulum? No worries, you can Special Summon this card, as long as you also have no monsters. It kind of is a back up plan. Monster ability provides revival, and this card being a Tuner as well, would be essential.

 

Carnimal Roller Raptor

Level 4 - DARK - Dinosaur/Pendulum/Effect - ATK/1500 DEF/200

Scale: 5/5

Pendulum Effect: Once per turn, during your Main Phase, you can target 1 "Carnimal" monster in your GY whose original Level is in between your Pendulum Scales (exclusive), you cannot conduct your Pendulum Summon this turn, also Special Summon that monster.

Monster Effect: When a "Carnimal" monster(s) is Special Summoned while this card is face-up on the field, you can Special Summon 1 Level 4 or lower "Carnimal" monster from your Deck, but it cannot attack. You can only use this effect of "Carnimal Roller Raptor" once per turn.

 

You can Pendulum Summon a monster from the GY essentially. Monster effect allows for an extra monster from your Deck, allowing for higher Synchro plays.

 

Carnimal Prize Python

Level 3 - WATER - Reptile/Tuner/Effect - ATK/1300 DEF/1200

You can discard this card, or tribute this card on your side of the field, Special Summon 1 Level 4 or lower "Carnimal" monster from your Deck, but it cannot attack. Once per turn, during your Main Phase, if this card is in your GY, you can shuffle this card into your Deck, then Special Summon 1 level 4 or lower "Carnimal" monster from your Deck, but it cannot attack. You can only use 1 effect of "Carnimal Prize Python" per turn, and only once that turn.

 

A discard effect to Special Summon another archetypal monster, and a banish from GY effect with the same result. Pretty good usage.

 

Carnimal Winner Wyvern

Level 2 - FIRE - Wyrm/Effect - ATK/800 DEF/1000

You can Special Summon this card from your hand or GY, if the only monsters you control are "Carnimal" monsters. You can only use this effect once per turn.

 

A level 2 who Special Summons himself at will to accompany his buddies. GY or hand, doesn't stop him.

 

Carnimal Lagoon Dragoon

Level 1 - WATER - Sea-Serpent/Tuner/Effect - 500/600

Once per turn, you can add 1 "Carnimal" monster from your deck to your hand with a Level equal to or lower than the amount of "Carnimal" cards you control. Once per turn, during either player's turn, you can banish this card from your GY, Special Summon 1 monster from your Deck or GY with a Level equal to or lower than the amount of "Carnimal" cards you control. You can only use each effect of "Carnimal Lagoon Dragoon" once per turn.

 

Searching effect when he is on the field. Special Summoning effect when he is in the GY. Level 1 means you can't Pendulum Summon it, unless you use the Synchro Pendulums. But its a Tuner nonetheless.

 

Carnimal Bumper Beaver

Level 1 - WATER - Beast/Effect - 0/1300

You can place 1 card from your hand to the top of the Deck, Special Summon 1 "Carnimal" monster from your Deck or GY, except "Carnimal Bumper Beaver". You can only use this effect of "Carnimal Bumper Beaver" up to twice per turn.

 

Special Summoning capabilities at a major rate, but only twice per turn. Sending a card back to the top of the Deck is fine too, considering u draw a lot with this archetype.

 

Spells:

 

Carnimal Carnival

Field Spell

All "Carnimal" monsters you control gain 300 ATK and DEF. This effect cannot be negated. Once per turn, if you Special Summon a "Carnimal" monster, you can target 1 card your opponent controls, destroy it.

 

The field spell for them. While giving an unnegatable boost, it also allows for destruction when you special summon an archetypal monster. Shouldn't be too hard to pull off.

 

Carnimal Crate

Quick-Play Spell

Once per turn, if the only monsters you control are "Carnimal" monsters (min. 1), you can draw 2 cards. Once, when this card is in your GY (except the turn it was sent there), you can banish this card from your GY (Quick Effect): "Carnimal" monsters you control cannot be destroyed by card effects or by battle until the End Phase. You can only activate 1 "Carnival Crate" per turn.

 

This was a last minute addition. I realized, I would hardly even have a hand in this archetype, so, I made a card to fix that. Double drawing capacity, yay.

 

Carnimal Shipment

Continuous Spell

When a "Carnimal" Synchro monster is sent to the GY for the Synchro Summon for a "Carnimal" Synchro monster, this card gains any and all effects it had. When this card leaves the field, you can add "Carnimal" cards from your GY to your hand equal to the number of different effects this card had.

 

Good for retaining your bonus effects. If you have Accel Synchro'd a monster, giving a bonus effect, and wanna Accel Synchro, but not lose it's bonus effects, pop this card down, and you can keep your effects. Also, drawing capacity when its destroyed, if you play it off right.

 

Carnimal Festa

Continuous Spell

Once per turn, if you Synchro Summon a "Carnimal" Synchro monster using only "Carnimal" monsters as Material: You can Special Summon 1 "Carnimal" monster from your Graveyard whose Level is less than the Level of that Synchro Summoned monster. Once per turn, during either player's turn, if a card your opponent controls is destroyed by a "Carnimal" monster (by battle or card effect): Draw 1 card

 

Thx Draconus!! If you Synchro Summon, using pure "Carnimal" materials, you can Special Summon a dead monster who is lower than the Synchro'd monster. You could essentially get back one of the materials using this method. Then, drawing capacity when you destroy cards in any way. This card is golden.

 

Traps:

 

Carnimal Control

Continuous Trap

Once per turn, while you control at least 1 "Carnimal" monster, you can change all monsters your opponent controls to face-down Defense Position, then all "Carnimal" monsters you control gain 400 ATK until the End Phase.

 

Partner this bad boy up with Game Gator and you have a nice combo. While turning your opponent's monsters to Defense (which can be used on both player's turns), it also boosts yours by a little bit setting up for a new play.

 

Extra Deck Monsters:

 

Carnimal Game Gator

Level 8 - WATER - Aqua/Synchro/Effect - ATK/2700 DEF/2000

1 Tuner + 1+ Non-Tuner monsters

If this card is Synchro Summoned using only "Carnimal" monsters, you can send the Materials used for the Synchro Summon of this card back to the Deck. While this card is on the field, if a "Carnimal" monster battles a face-down monster, inflict piercing battle damage to your opponent.

 

A boss like card, sends material back to the Deck, and piercing battle damage for all monsters in the archetype. Good if you partner it up with the trap card.

 

Carnimal Mallet Monkey

Level 6 - FIRE - Warrior/Synchro/Effect - ATK/2100 DEF/2000

1 Tuner + 1+ Non-Tuner monsters

Once per turn, if this card is Synchro Summoned, you can Special Summon 1 "Carnimal" monster from your Deck, but it cannot attack. While this card is on the field, "Carnimal" monsters you control cannot be targeted by your opponent's card effects.

 

A decent stats Synchro with Special Summoning capabilities, and effect protection while he is face-up. Pretty good usage here.

 

Carnimal Party Piranha

Level 4 - DARK - Fish/Synchro/Tuner/Effect - ATK/1800 DEF/800

1 Tuner + 1+ Non-Tuner monsters

This card can attack your opponent directly. A Synchro monster Summoned using this card as a Material gains this effect:

If this card was Synchro Summoned, it gains 300 ATK and DEF.

 

The first Synchro Tuner in the archetype, it can attack directly. Although you mainly want it for it's next effect. Giving 300 ATK to the next Synchro monster is a good effect.

 

Carnimal Tent Tarantula

Level 12 - LIGHT - Insect/Synchro/Effect - ATK/2900 DEF/3400

1 "Carnimal" Tuner + 1+ Non-Tuner monsters

Once per turn, you can draw 1 card. This effect cannot be negated. If a face-up "Carnimal" monster you control would be destroyed by battle, you can discard 1 card, it is not destroyed and you take no battle damage from that battle. You can only use this effect of "Carnimal Tent Tarantula" once per turn.

 

This is the biggest boss possible in this archetype. A plus 1 in your hand per turn, protection from battle every turn at the cost of a card in your hand, and awesome ATK and DEF. Combine that with one of the Synchro Tuner's bonus effects, and this could be devastating.

 

Carnimal Dunk Donkey

Level 7 - WATER - Beast/Synchro/Effect - ATK/2500 DEF/1900

When this card is Synchro Summoned, you can target 1 card your opponent controls, destroy it. Once per turn, you can Tribute 1 "Carnimal" monster from anywhere on the field, destroy 1 card your opponent controls.

 

 

Destroy a card on summon, and tribute to destroy 1. Also, good ATK.

 

Carnimal Toy Tiger

Level 5 - EARTH - Beast/Synchro/Tuner/Effect - ATK/2000 DEF/1500

When this card is Synchro Summoned, you can destroy 1 card on your opponent's side of the field. A Synchro monster Summoned using this card as a Material gains this effect:

Once per turn, when this card destroys a monster by battle, it can attack again.

 

Good Tuner Synchro that can destroy something on summon, and allows for the next to attack twice.

 

Carnimal Bouncer Bear

Level 10 - WIND - Beast/Synchro/Pendulum/Effect - 3500/2500

Scale: 12

PE: Once per turn, you can target cards on the field equal to the amount of "Carnimal" monsters you control, send those targets back to their owner's hand.

ME:

1 "Carnimal" Tuner + 1+ Non-Tuners

The Synchro Materials used for the Synchro Summon of thus card are sent back to the Deck. Once per turn, you can send 1 random card in your opponent's hand back to their Deck. When this card is destroyed, you can place it in your empty Pendulum Zone.

 

Another boss monster for the archetype. Pendulum Effect bounces cards from the field, Monster Effect bounces them from the hand. Now you understand the name. Also, has a high Pendulum Scale, making it even more rewarding to Summon.

 

Carnimal Stage Stego

Level 11 - LIGHT - Dinosaur/Synchro/Pendulum/Effect - 0/4000

Scale: 0/0

PE: Once per turn, you can target 1 "Carnimal" monster you control; "Carnimal" monsters you control cannot attack this turn, except the targeted monster, and the targeted monster can declare multiple attacks this turn, up to the number of "Carnimal" monsters you control.

ME:

1 "Carnimal" Tuner + 1+ Non-Tuners

Once per turn, you can target 1 card on the field, that target has it's effects negated until the End Phase. When this card is destroyed, you can place it in your empty Pendulum Zone.

 

Pendulum Effect gives one archetypal monster the spotlight for the turn. Good for obliterating things with a boss monster. Monster Effect gives negation, blocking things like El Shaddoll Winda from limiting my Special Summon amount. Also, low scale, completing your final scale.

 

Carnimal Ticket Termite

Level 3 - DARK - Insect/Synchro/Tuner/Effect - 1400/800

1 Tuner + 1+ Non-Tuners

A "Carnimal" Synchro monster Summoned using this card as Material gains the following effect:

Once per turn, while this card is face-up on the field, you can Normal Summon 1 "Carnimal" monster from your hand.

 

Continuing the trend of bonus effect Tuner Synchros, this card allows you to Normal Summon again, bypassing cards that benefit from me Special Summoning.

 

Carnimal Sharpshooter Swallow

Level 2 - WIND - Winged-Beast/Synchro/Tuner/Effect - 1200/1000

1 Tuner + 1+ Non-Tuners

A "Carnimal" Synchro monster Summoned using this card as Material gains the following effect:

Once per turn, you can target 1 card your opponent controls, destroy it.

 

Basically, hands the new Synchro his water gun, and lets it destroy a card every turn. Underwhelming, but can be useful.

 

Carnimal Fun Phoenix

Level 9 - FIRE - Winged-Beast/Synchro/Effect - 2900/0

1 "Carnimal" Tuner + 1 or more Non-Tuners

When this card is destroyed and sent to the GY, return this card to the Extra Deck. Once per turn, you can target up to 3 "Carnimal" monsters with different names in your GY, shuffle those targets into the Deck.

 

Rebirth, rebirth, REBIRTH! That is essentially what this thing focuses on. Sending itself and other members to their birthplace. Pretty decent.

 

(This next one is not for the AGM, but Im keeping it with the archetype, since that is where it belongs.)

 

Carnimal Hostess Hare

Rating 3 - LIGHT - Beast-Warrior/Link/Effect - 2600/3

Link Markers: SW, SE, S

3 "Carnimal" monsters

Once per turn, you can Special Summon 1 "Carnimal" Synchro monster from your GY to a Zone this card points to. Monsters your opponent controls lose 300 ATK for each "Carnimal" monster this card points to. When this card is destroyed, you can Special Summon 1 Level 5 or lower "Carnimal" Synchro monster from your Extra Deck to an empty Main Monster Zone you control.

 

Special Summoning effects for the Synchro members. Plus ATK reduction for your opponent. The reason this one seems way more overpowered than the others is becuz the others have options to gain bonus effects, this one does not.

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Remember, spoilers are your friend! They make the set easier to review, and less intimidating in general. Also, a e s t h e t i c s

 

OOF...that's quite a large Extra Deck. We'll probably be dropping a few cards here and there for consistency, but at least your main deck doesn't become that much of a problem. There are quite a few OCG issues around the set, but they're only sometimes an actual problem. At least it's readable :P If you want OCG help, I'm happy to point out your mistakes in a follow-up post, but I don't want to make this review any more of a text wall than it will end up. Mercy on your eyes and my fingers XD

 

[spoiler=Main Deck Monsters]Ferret is a pretty decent card, as he can easily make combo plays when your hand/GY is loaded after your Deck has been searched the hell out. It overlaps a little with Foal; in fact the latter is rendered almost completely useless by its HOPT and the fact that it has to be on Summon. Sure, you can't Summon non-Carnimal monsters from the ED, but your ED certainly makes up for that restriction on its own. The only real use of Foal is late-game plays where you grab a Synchro previously Summoned from the GY.

 

Cardinal is very interesting, being a completely buffed version of the Abyss Actor Level 4 that does the same thing, except being a Level 4 means it has use in Xyz plays, or even Link today. This card has the added benefit of being a Tuner, meaning all Synchro decks would love this card. A little hesitant on their being no restriction on it being a Pendulum Summonable Tuner, as Konami seems to have created artificial power flaws in the current state of them today. In MR4, this wouldn't be a problem, but I would suggest something similar to White Wing Magician or Harmonizing Tuner on Cardinal.

 

Raptor finally extends to your Deck, to allow you to finally stock up your plays. Shame it actually requires you to have plays before hand, but Ferret should have that covered, along with practically every other card in the archetype.

 

Python's an immediate 3, besting the entire set with little effort due to sheer amount of S P E E D. I mean, you can open it, Foolish Burial it or oh god SNAKE RAIN. Useful every turn in any shape or form. Forget Carnimal, this is now PRIZE PYTHON TURBO. I mean, it's not absurdly strong, as the rest of the archetype doesn't quite pack as much punch, but it seems too easy to pull off, know what I mean?

 

It's a shame we jump off that high into the low that is Wyvern. A bit hard to tell whether its meant to activate as opposed to simple apply a la Cyber Dragon, with you using your colons interchangeably with commas, but regardless, a simple HOPT SS from hand seems at odds with Python's strength and even the strength of the Pendulums. I was hoping for simplicity but strength, but hey. If it works.

 

Dragoon is a little more interesting, with a rather unique but strong effect which, as you say, does clash interestingly with the Pendulum Mechanic. I will say, however, that 2 Pendulums inside your Main Deck doesn't make it a theme; more of an option I guess, however your strength on said monsters makes them runnable, if not for the Pendulum Summon. 

 

Why twice per turn on Beaver? Any particular reason? I mean, cards still do it to this day, but it always sticks out like a sore thumb. Doesn't bring anything new the table, but it works.

 

 

 

Will say now, that 99% of your cards either SS themselves or SS from the Deck, and the only one that does something different searches in addition to SSing. Otherwise, it's lacking a real theme. I guess you could be using the SSing as a theme, perhaps something like it's a bunch of performers bringing in their friends, but...they don't do anything else. Even Konami archetypes with literal copy-pasted effects tend to spice things up with more unique effects spread around, even though sometimes even these different effects are similar to each other (SKY BRIGADE COUGH COUGH) With all this SSing, you could probably change about half of these cards without hurting the main combos already present within the set. Look at removal, more hand advantage, milling, or anything different. Don't leave the interesting bits to the Spells/Traps, or to the Extra Deck, unless that's specifically part of the theme.

 

[spoiler=Spells/Traps]Your Field Spell is rather underwhelming, if I'm being honest. When was the last time ATK boosts were negated? Normally they're just destroyed if they have an effect worth getting rid of, and this one sadly doesn't have it either. The destruction is a cherry on top, but not enough to make it playable, as it's the worst kind of removal with simple OPT. It's also not very thematic, or flavourful in any way really. It makes me think of a DM-era Field Spell, those with basically just the ATK boost. I would suggest reworking this card when/if you rework the Main Deck monsters, to try and fit it more closely with them as the Field Spell should.

 

Crate is a simple, yet effective card. Not very interesting, but it works. I know I said I wouldn't get into OCG, but here's just something that will make your life easier, due to the amount of times you've unnecessarily said Once per turn. You do not have to say that if A) it's a card effect that moves itself as a cost, e.g. Lonefire Blossom or any S/T that banishes itself from the GY, or B) it has HOPT specified at the end. You writing "You can only use this effect of this card once per turn." already places that restriction on front of the effect. So now you don't have to be throwing that text everywhere :P

 

Shipment at least replacess flavour with an actually unique effect. Should probably specify "this card gains any effects it had on the field." As for the last effect, where do you draw the line as to what an effect is? You're potentially grabbing "effects" from a single monster, so does a monster that had two effects on the field count towards 2 adds from the GY to the hand?

 

Draconus' addition SSs like your monster, so at least something's thematic for now :P Draw effect is very weak, but with an effect like the powerful first one, it's just a sweetener. Good card.

 

Control does seem to exist simply to combo with Game Gator. Seems a little abritray if you ask me, with the combination of setting AND attack gain. Can be a little devastating, but Ghostricks basically do the same thing. Not to mention this card isn't very searchable. Might be run anyway, but due to a lack of consistency in getting out, it's sort of just there.

 

 

 

[spoiler=Extra Deck]Why does Game Gator need face-down monsters to work why not just defense position pls. Shuffling into the Deck isn't really a benefit; it clashes with Festa and your monsters that SS from the GY, and its not like this archetype is milling your Deck into the GY. True, 90% of your monsters SS from the Deck, but that can be fixed by making your monsters doing different things, meaning each of them is useful in certain scenarios; they don't all die if your opponent activates a card that stops you SSing from the Deck or something. Even "hand or Deck" occasionally would be a small step.

 

Monkey is an interesting ladder. I mean, if the most of the monsters didn't do the same thing, it might be even more so. The protection from cards effects saves it thought; I don't think this one needs changing. Fun fact, if I run 3 Cardinal in a Level 4 Deck, then SS Cardinal and Sync with that Level 4 monster, I can get this card, then SS another Cardinal from the Deck with its effect, then go into Crystal Wing. Not quite as powerful as the Wind Witch Turbo, but just something neat I thought of. Why is it not Beast-Warrior?

 

Piranha is meh. This archetype isn't really an spam to OTK archetype, as there's a distinct lack of removal save for 1 or 2 cards, and this Synchro doesn't serve as a ladder either. Also, 300 ATK and DEF is a sweetener; something you would throw on a main Deck monsters if it wasn't quite amazing. It's barely anything in today's, or the AGM's, meta.

 

Tarantula is similarly weak. A draw is okay, but mere battle protection with a cost isn't anything at all. I mean, I would be relying on my boss generally to be the beater for battle; what about all that removal present in almost every card ever? Card effects? Monkey is a better boss than this card. 

 

Tiger is alright, if only compared to the rest of the Synchros. Decent ladder effect, and non-targeting removal is something this archetype desperately needed. Not really much else to say in this regard, but unlike Monkey, if you buff the rest of this archetype, this card would need buffing as well. For now, it's just something okay to go into.

 

Remove the shuffling material back into the Deck for Bouncer, and you have a good boss. Actually, on the topic of the materials going back into the Deck, two points. First minor point, remember to specify if you are placing cards on the top/bottom of the Deck or shuffling them in. More important point, DON'T FEEL THAT THIS EFFECT IS COMPLETELY BAD. An effect in an archetype is only as bad as its support, and if you decide to make this deck completely around the...well...Deck, then that's your choice. Just be aware that restocking your deck for no advantage is generally seen as a bad thing; it's thickening your Deck, making it harder to draw the card you want. Anyway, Bouncer's removal and shuffling are pretty good in terms of removal/hitting your opponent, but it's not something I would be going into unless I had other means of protection, like Monkey. Very volatile. Also, Scale 12 is a bit too much imo. 

 

Stego is in the same vein as Bouncer. Pretty much the same comments go here as well. Lacking the protection to be a real boss, yet this card's Pendulum Effect is slightly more unique than its counterpart. It hints towards a battle theme that is otherwise sparsely present at best.

 

Termite is fine as long as it did SOMETHING while it was face-up on the field, rather than purely exist to simply add a step into Synchro Summoning. Also, what kind of effect where you going for here in terms of the Normal Summon? Additional Normal Summon as an effect resolves akin to the True Draco S/T, or the kind that applies while the card is face-up on the field as seen on Seraphinite? Because if the former, it stacking could be a problem. With the latter, although you don't have the "required" gaining effect HOPT uniquely seen on this additional inherent NS effects, it's basically implied, so it wouldn't be a problem.

 

Swallow is overshadowed by almost all other forms of removal in the archetype; even the Field Spell. It's a pain to get out, and doesn't provide anything to actually getting it out. It has no real use.

 

For Phoenix, I've explained (hopefully clearly) why simply adding cards to the Deck without any payoff is bad, and returning cards to the Extra Deck, while being less so, means they cannot be SSd by a card like Ferret if they would go the GY. Right now, also sadly useless :(

 

Your Link's cost to Summon is too high methinks; if it was a Link 2 it would be completely fine. Puts most of your Extra Deck to shame, tbqh. Not much else to say there.

 

 

 

Your Main Deck monsters all basically do the same thing through different costs and limitations, and your Extra Deck/Spells/Traps don't really have anything connecting them other than the name. Most of these cards are rather bad in terms of strength and flavour, and I'm really sorry to say that it would be probably best to start over with a clear vision as to what you have in mind in terms of theming and mechanics, rather than just making whatever feels right at the time. If I'm being honest, these cards remind me of Performapals, except the Main Deck monsters were the chaotic weak ones, which sort of worked out because of how many of them they were. You could pick out any number of them to build a Deck, and while it wouldn't be good, there would be enough overlapping support and unique mechanics everywhere to make it a unique experience.

 

If this is a fun archetype, show me fun! >:3 Put on a performance, not the same act over and over again! I want drama, excitement, challenge, and all in all a good time! You have the actors, now all you need to do is show them the right moves and create a good show!

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