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Kaiju Support


Ultimagamer

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this was a thing I thought of based around the kaiju line-up to make the kaijus as a more pure variant more strong and consistent. 

 

( I've included all of the original kaiju cards to give an idea of the archetype and how it works, after capture mission is where my cards are ) 

( please leave your thoughts below, I always appreciate reading feedback on my ideas and how to improve them )

 

[spoiler=Original Kaiju Archetype]

Kumongous, the Sticky String Kaiju

Level 7 / Earth / Insect / Effect

2400 attack / 2500 defense

 

You can Special Summon this card (from your hand) to your opponent’s field in Attack Position, by Tributing 1 monster they control. If your opponent controls a “Kaiju” monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 “Kaiju” monster. When your opponent Normal or Special Summons a monster(s): You can remove 2 Kaiju Counters from anywhere on the field; until the end of the next turn, that monster(s) cannot attack and it has its effects negated.

 

Kumongous, the Sticky String Kaiju

Level 7 / Earth / Insect / Effect

2400 attack / 2500 defense

 

You can Special Summon this card (from your hand) to your opponent’s field in Attack Position, by Tributing 1 monster they control. If your opponent controls a “Kaiju” monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 “Kaiju” monster. When your opponent Normal or Special Summons a monster(s): You can remove 2 Kaiju Counters from anywhere on the field; until the end of the next turn, that monster(s) cannot attack and it has its effects negated.

 

Radian, the Multidimensional Kaiju

Level 7 / Dark / Fiend / Effect

2800 attack / 2500 defense

 

You can Special Summon this card (from your hand) to your opponent’s field in Attack Position, by Tributing 1 monster they control. If your opponent controls a “Kaiju” monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 “Kaiju” monster. Once per turn: You can remove 2 Kaiju Counters from anywhere on the field; Special Summon 1 “Radian Token” (Fiend-Type/Dark/Level 7/ATK:2800/DEF:0), but it cannot be used as a Synchro Material.

 

Gameciel, the Sea Turtle Kaiju

Level 8 / Water / Aqua / Effect

2200 attack / 3000 defense

 

You can Special Summon this card (from your hand) to your opponent’s field in Attack Position, by Tributing 1 monster they control. If your opponent controls a “Kaiju” monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 “Kaiju” monster. During either player’s turn, when your opponent activates a card or effect, except “Gameciel, the Sea Turtle Kaiju”: you can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.

 

Dogoran, the Mad Flame Kaiju

Level 8 / Flame / Dinosaur / Effect

3000 attack / 1200 defense

 

You can Special Summon this card (from your hand) to your opponent’s field in Attack Position, by Tributing 1 monster they control. If your opponent controls a “Kaiju” monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 “Kaiju” monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.

 

Gadarla, the Mystery Dust Kaiju

Level 8 / Wind / Insect / Effect

2700 attack / 1600 defense

 

You can Special Summon this card (from your hand) to your opponent’s field in Attack Position, by Tributing 1 monster they control. If your opponent controls a “Kaiju” monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 “Kaiju” monster. Once per turn, during either player’s turn: You can remove 3 Kaiju Counters from anywhere on the field; the ATK and DEF of all other monsters on the field become halved.

 

Super Anti-Kaiju War Machine Mecha-Dogoran

Level 8 / Light / Machine / Effect

? attack / 2000 defense

 

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while your opponent controls a “Kaiju” monster. You can only control 1 “Kaiju” monster. Once per turn: You can remove 2 Kaiju Counters from anywhere on the field; equip 1 “Kaiju” monster from your hand or Graveyard to this card. This card gains ATK equal to the combined original ATK of the “Kaiju” monsters equipped to it by this effect.

 

Thunder King, the Lightningstrike Kaiju

Level 9 / Light / Thunder / Effect

3300 attack / 2100 defense

 

You can Special Summon this card (from your hand) to your opponent’s field in Attack Position, by Tributing 1 monster they control. If your opponent controls a “Kaiju” monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 “Kaiju” monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; your opponent’s card and effects cannot be activated for the rest of this turn, also this card can make up to 3 attacks on monsters during each Battle Phase this turn.

 

Jizukiru, the Star Destroying Kaiju

Level 10 / Light / Machine / Effect

3300 attack / 2600 defense

 

You can Special Summon this card (from your hand) to your opponent’s field in Attack Position, by Tributing 1 monster they control. If your opponent controls a “Kaiju” monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 “Kaiju” monster. During either player’s turn, when a card or effect is activated that targets exactly 1 card (and no other cards): You can remove 3 Kaiju Counters from anywhere on the field; negate that effects, and if you do, you can destroy 1 card on the field.

 

Kyoutou Waterfront

Spell - Field

 

Each time a card(s) is sent from the field to the Graveyard, place 1 Kaiju Counter on this card for each sent card (max. 5). Once per turn, while 3 or more Kaiju Counters are on this card: You can add 1 “Kaiju” monster from your Deck to your hand. If this card would be destroyed, you can remove 1 Kaiju Counter from this card instead.

 

Interrupted Kaiju Slumber

Spell - Normal

 

Destroy as many monsters on the field as possible, then Special Summon in Attack Position, 2 “Kaiju” monsters with different names from your Deck (1 on each side), but they cannot change their battle positions, and must attack if able. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 “Kaiju” monster from your Deck to your hand. You can only activate 1 “Interrupted Kaiju Slumber” per turn.

 

The Kaiju Files

Spell - Continuous

 

Each time a “Kaiju” monster(s) is Special Summoned from the hand and/or Graveyard, place 1 Kaiju Counter on this card (max. 5). Once per turn: You can target 1 “Kaiju” monster on the field; destroy that monster, then Special Summon 1 “Kaiju” monster with a different original name from your Deck to its controller’s field. You can send this card with 3 or more Kaiju Counters to the graveyard; add 1 “Kaiju” Spell/Trap Card from your Deck to your hand, except “The Kaiju Files”.

 

Kaiju Capture Mission

Trap - Continuous

 

Once per turn, if there are less than 3 Kaiju Counters on this card: You can target 1 “Kaiju” monster on the field; change it to face-down Defense Position, then place 1 Kaiju Counter on this card (max. 3). If this card in your possession is destroyed by an opponent’s card and sent to your Graveyard: You can draw 2 cards. You can only use this effect of “Kaiju Capture Mission” once per turn.

 

And now for the new support, designed around making the kaijus more consistent and giving them a more clearer win condition

 

Kaijin Scientist

Level 1 / Earth / Warrior / Effect

100 attack / 100 defense

 

You can discard this card: add 1 “Kyoutou Waterfront” from your deck or GY to your hand. You can only use this effect of “Kaiju Scientist” once per turn. You can tribute this card: place 2 Kaiju counters on a “Kaiju” spell or trap card you control. Each time your opponent Summons a monster(s) you can place 1 Kaiju counter on a “Kaiju” spell or trap card you control.

 

Kaijin Analyzer

Level 2 / Earth / Warrior / Effect

700 attack / 500 defense

 

When this card is Summoned: you can add 1 “Kaiju” spell or trap card from your deck or GY to your hand. You can tribute this card: target 1 “Kaiju” monster in your GY; special summon that target to your field. You can only use this effect of “Kaiju Analyzer” once per turn. Each time your opponent activates a spell card or effect you can place 1 Kaiju counter on a “Kaiju” spell or trap card you control.

 

Kaijin Manager

Level 3 / Earth / Warrior / Effect

1200 attack / 800 defense

 

During either players turn: you can target 1 monster your opponent controls with a Level/Rank; send it and this card to the GY, and if you do, Special Summon 1 “Kaiju” monster from your Deck with a Level less than or equal to the total Level/Rank of the monsters sent to the GY by this effect. Each time your opponent activates a trap card or effect you can place 1 Kaiju counter on a “Kaiju” spell or trap card you control.

 

Kaijin Hunter

Level 4 / Earth / Warrior / Effect

1700 attack / 1000 defense

 

You can tribute 1 “Kaiju” monster on the field: draw 2 cards. You can only use this effect of “Kaiju Hunter” once per turn. During damage calculation, when a “Kaiju” monster you control battles: you can send this card from your hand or face-up from your field to the GY; double the ATK and DEF of the “Kaiju” monster you control that is battling until the end of this turn.

 

Downtown Kaiju Location

Spell - Continuous

 

Each time a monster is special summoned you can place a Kaiju counter on this card (Max: 5). While you are the only player who controls Kaiju counters your opponent cannot activate the effects of “Kaiju” monsters they control. Once per turn: you can remove 2 Kaiju counters from anywhere on the field; add 1 “Kaiju” monster or “Kaijin” monster from your GY to your hand.

 

Kaiju Lab

Trap - Continuous

 

While you control a “Kaiju” monster, “Kaijin” monsters you control cannot be targeted for attacks. Each time a monster is normal summoned you can place a Kaiju counter on this card (Max: 5). Once per turn: you can remove 3 “Kaiju” counters from anywhere on the field; add one “Kaiju” spell or trap card from your GY to your hand, except “Kaiju Lab”.

 

Kaiju Expedition

Spell - Quickplay

 

Apply one of the following effects.

  • If you control a “Kaijin” monster: special summon 1 “Kaiju” monster from your deck

  • If you control a “Kaiju” monster: special summon 1 “Kajin” monster from your deck

You can only use this effect of “Kaiju Expedition” once per turn. You cannot summon monsters from the extra deck during the turn you activate this effect. You can banish this card from your GY: add 1 of your banished “Kaiju” cards to your hand, except “Kaiju Expedition”.

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It's a shame spoilers don't work for you; sets like these seem a lot more intimidating to review when you include an archetype larger than your actual support of it.

 

I'm really torn about this set. On one hand, you have some flavourful and well thought out support most of the way, at least in terms of mechanics, but on the other, the not name-treating combined with the ability to not SS from the Deck seems more trouble than its worth. My honest opinion? Make these four monsters part of a seperate archetype, "Kaija" or something similar; That way, you can have support for both archetypes through writing "Kaij" on your custom cards, without jumping through so many hoops to make this set not broken with the current support. Level 5+ are the one, and the rest are the other. Also...all of your Level 4s are, well, Level 4 EARTH Warriors with 1500/1000 ATK. Can't you make them a little more interesting, e.g. make one a Level 2 or something with weak stats, or go with Psychic for one of them. Just a little more differentiation. Also, their effect conditions seem really generic, without any sort of OPT at all.

 

Scientist is straying a little on the strong side, but it would probably get away with it if you remove the direct placement of the Field Spell, and as such remove the counter placement. Spell/Trap negation isn't that much of a presence in backrow, and with your Kaijus you'll be able to get rid of potential monsters that could actually kill your Field Spell. Last effect is pretty neat, but remember to say "Summons a monster(s)" to allow for Pendulum Summoning. Also, Summon is capitalized :P Analyzer probably doesn't have to set either; any particular reason you chose it? Tribute to Summon should probably have HOPT. Manager's easy removal is worded confusingly, as you have him sending as a cost but the removal is an effect, meaning its pretty hard to combine the two of them. Here's my suggestion:

 

"(Quick Effect): You can target 1 monster your opponent controls with a Level/Rank; send it and this card to the GY, and if you do, Special Summon 1 "Kaiju" monster from your Deck with a Level less than or equal to the Level/Rank of the monsters sent to the GY by this effect."

 

You don't need "During either player's turn" if you have"(Quick Effect)". I removed the "Level 5 or higher" assuming you could go with my archetypal change mentioned in the first paragraph, but you can add it back if you decide you don't like it. Targeting is there to nerf the sending to the GY easy removal. I think this method works without HOPT.  Hunter is simple but effective, and the only change I can suggest is the OCG in the last effect; attack and defense, when referring to stats, become ATK and DEF.

 

Location is a beautiful card, helping one of the major problems with Kaiju in terms of granting your opponent a Gamiciel, and allowing for recycling. Lab works even better when you go with my archetypal suggestion, allowing your low-level monsters to survive, but the banish-searching...you don't really have much of that in Kaijus, even with this support. The only thing that comes to mind, other than your high-Level monster's effects on the opponent, is Slumber granting you your search. Doing something else would probably be a good idea. Expedition has a great main effect, but the counter placement is teetering on over-doing it. At least it encourages Kaiju monster's effects.

 

Too strong in some areas, and few flavour issues, but I think your actual good work counteracts that to form a more positive than negative set. There are glaring issues, at least for me, but you can change them easily. Or not, since most of them are by choice. Your call.

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It's a shame spoilers don't work for you; sets like these seem a lot more intimidating to review when you include an archetype larger than your actual support of it.

 

I'm really torn about this set. On one hand, you have some flavourful and well thought out support most of the way, at least in terms of mechanics, but on the other, the not name-treating combined with the ability to not SS from the Deck seems more trouble than its worth. My honest opinion? Make these four monsters part of a seperate archetype, "Kaija" or something similar; That way, you can have support for both archetypes through writing "Kaij" on your custom cards, without jumping through so many hoops to make this set not broken with the current support. Level 5+ are the one, and the rest are the other. Also...all of your Level 4s are, well, Level 4 EARTH Warriors with 1500/1000 ATK. Can't you make them a little more interesting, e.g. make one a Level 2 or something with weak stats, or go with Psychic for one of them. Just a little more differentiation. Also, their effect conditions seem really generic, without any sort of OPT at all.

 

Scientist is straying a little on the strong side, but it would probably get away with it if you remove the direct placement of the Field Spell, and as such remove the counter placement. Spell/Trap negation isn't that much of a presence in backrow, and with your Kaijus you'll be able to get rid of potential monsters that could actually kill your Field Spell. Last effect is pretty neat, but remember to say "Summons a monster(s)" to allow for Pendulum Summoning. Also, Summon is capitalized :P Analyzer probably doesn't have to set either; any particular reason you chose it? Tribute to Summon should probably have HOPT. Manager's easy removal is worded confusingly, as you have him sending as a cost but the removal is an effect, meaning its pretty hard to combine the two of them. Here's my suggestion:

 

"(Quick Effect): You can target 1 monster your opponent controls with a Level/Rank; send it and this card to the GY, and if you do, Special Summon 1 "Kaiju" monster from your Deck with a Level less than or equal to the Level/Rank of the monsters sent to the GY by this effect."

 

You don't need "During either player's turn" if you have"(Quick Effect)". I removed the "Level 5 or higher" assuming you could go with my archetypal change mentioned in the first paragraph, but you can add it back if you decide you don't like it. Targeting is there to nerf the sending to the GY easy removal. I think this method works without HOPT.  Hunter is simple but effective, and the only change I can suggest is the OCG in the last effect; attack and defense, when referring to stats, become ATK and DEF.

 

Location is a beautiful card, helping one of the major problems with Kaiju in terms of granting your opponent a Gamiciel, and allowing for recycling. Lab works even better when you go with my archetypal suggestion, allowing your low-level monsters to survive, but the banish-searching...you don't really have much of that in Kaijus, even with this support. The only thing that comes to mind, other than your high-Level monster's effects on the opponent, is Slumber granting you your search. Doing something else would probably be a good idea. Expedition has a great main effect, but the counter placement is teetering on over-doing it. At least it encourages Kaiju monster's effects.

 

Too strong in some areas, and few flavour issues, but I think your actual good work counteracts that to form a more positive than negative set. There are glaring issues, at least for me, but you can change them easily. Or not, since most of them are by choice. Your call.

 

thanks for the feedback! I think you will like these changes

 

I probably should have just had a spoiler there in the first place, good idea to add it in 

 

I changed the archetype name for the low level ones from "Kaiju" to "Kajin", which is used to refer to humanoid like kaijus, translated directly as "supervillian"

http://dictionary.sensagent.com/Kaijin%20(disambiguation)/en-en/#anchorWiki

 

I made some level modulations to differentiate the low level monsters a little, and I gave them some different stats

 

I changed the scientist to a discard to search rather than a summon to place, to make it like the other discard to search a field spell cards, and to nerf it a bit 

 

analyzer now just searches rather than sets, it's summon effect is a hopt

 

manager has better wording now ( thanks for the help one that :D ) and is a little less powerful

 

hunter has some better wording as well 

 

( also I've changed graveyard to GY in texts )

 

lab now adds spells and traps from gy to hand except itself

 

expedition: given that slumber is limited, having some way to get access to it again is important, so I replaced the counter placing effect with adding a banished card ( except itself ), since the archetype does already have a lot of new counter placing mechanics

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Have you thought that Slumber was Limited for a reason?

Analyzer and Expedition kind of undo its banlist hit. IMO that's not a cool thing to do, even if the powercreept meta can theoretically handle it.

 

Other than that, and Manager which I suspect can be a bit overpowering at times, the set seems mostly fine, at least at a first glance.

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Have you thought that Slumber was Limited for a reason?

Analyzer and Expedition kind of undo its banlist hit. IMO that's not a cool thing to do, even if the powercreept meta can theoretically handle it.

 

Other than that, and Manager which I suspect can be a bit overpowering at times, the set seems mostly fine, at least at a first glance.

 

Slumber probably should receive an errata then, given that it's prevalence hasn't come from pure kaiju variants, but rather the fact that you can use it in other decks as better versions of dark hole. Maybe something along the lines of "You cannot summon monsters from the extra deck during the turn you activate this effect". It keeps it good in kaijus but restricts it's usage elsewhere outside of being a dark hole

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Slumber probably should receive an errata then, given that it's prevalence hasn't come from pure kaiju variants, but rather the fact that you can use it in other decks as better versions of dark hole. Maybe something along the lines of "You cannot summon monsters from the extra deck during the turn you activate this effect". It keeps it good in kaijus but restricts it's usage elsewhere outside of being a dark hole

 

I disagree. IMO Slumber is fine and can stay Limited.

What you can do is make a support card for Kaijus that more or less compensates for Slumber, instead of trying to make Kaijus rely too much on Slumber.

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I disagree. IMO Slumber is fine and can stay Limited.

What you can do is make a support card for Kaijus that more or less compensates for Slumber, instead of trying to make Kaijus rely too much on Slumber.

 

only 1 of the cards I created is directly designed with slumber in mind. The others are for getting back kaiju spells and traps in general ( both the old ones and the new ones ) rather than just simply slumber, as files relies on sending itself to the graveyard for it's effect and capture mission gets an effect when it's destroyed, things like that 

 

is there ever a point where slumber could come back to 3 without an errata?

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only 1 of the cards I created is directly designed with slumber in mind. The others are for getting back kaiju spells and traps in general ( both the old ones and the new ones ) rather than just simply slumber, as files relies on sending itself to the graveyard for it's effect and capture mission gets an effect when it's destroyed, things like that 

 

is there ever a point where slumber could come back to 3 without an errata?

Sadly, I don't think so. Not with the Gamaciel/Dogoran splashing. Still think there's more Expedition could do other than that.

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