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(Written) Apextomb Archetype


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Top card of the GY is super important with this archetype while not being super annoying or hassle to deal with from both sides. Both players can see the top card of the GY of both players. This archetype spams during the opponent's turn while during their turn they juggle shuffle around to suit their needs. Cards will keep bouncing stuff off opponent's side of the field.

 

 

Call of the Apextomb: Normal Spell

Add up to 2 "Apextomb" monster(s) from your Deck to your hand. During your Main Phase while this card is in the GY except the turn this card was sent to the GY; you can discard 1 card; add this card to your hand. You can only activate each effect of "Call of the Apextomb" once per turn.

 

 

Grimoire of the Apextomb: Quick-Play Spell

Add up to 2 "Apextomb" monster(s) from your GY to your hand. During your Main Phase while this card is in the GY except the turn this card was sent to the GY; you can discard 1 card; add this card to your hand. You can only activate each effect of "Grimoire of the Apextomb" once per turn.

 

 

Necropolis of the Apextomb: Field Spell

When this card is activated: Add 1 "Apextomb" card except "Necropolis of the Apextomb" from your Deck or GY yo your hand. If a "Apextomb" monster is Summoned to your field (except during the Damage Step): your opponent shuffle 1 monster they control into their Deck. During your Main Phase while this card is in the GY except the turn this card was sent to the GY; you can shuffle the top card of your GY into your Deck and discard 1 card; add this card to your hand. You can only activate each effect of "Necropolis of the Apextomb" once per turn.

 

 

Runes of the Apextomb: Contentious Trap

When this card is activated: Send 1 "Apextomb" monster you control to the GY then, Draw 1 card. If a "Apextomb" monster is Summoned to your field (except during the Damage Step): your opponent shuffle 1 random Spell or Trap card they control into their Deck. During your Main Phase while this card is in the GY except the turn this card was sent to the GY; you can discard 1 card and shuffle the top card of your GY into your Deck; add this card to your hand. You can only activate each effect of 1 "Runes of the Apextomb" once per turn.

 

 

Apextomb Death Eater: DARK / Level 4 / Zombie-Type / 1900 ATK / 1200 DEF

(Quick Effect): You can discard this card; shuffle 1 "Apextomb" monster with a different name than this card in your GY into your Deck, then draw 1 card. During your turn if the top card of your GY is a "Apextomb" Spell or Trap Card; you can send 1 "Apextomb" card with a different name than this card from your Deck to the GY then banish this card until the End Phase. During your opponent's turn, if the top card of your GY is a "Apextomb" monster with a different name than this card; you can Special Summon 1 "Apextomb" monster with a different name than this card from your Deck, then shuffle the top card of your GY into your Deck.

 

 

Apextomb Riser: FIRE / Level 4 / Warrior-Type / 1400 ATK / 1800 DEF

(Quick Effect): You can discard this card; shuffle 1 "Apextomb" monster with a different name than this card in your GY into your Deck, then draw 1 card. During your turn if the top card of your GY is a "Apextomb" Spell or Trap Card; you can send 1 "Apextomb" Spell or Trap from your Deck to the GY then banish this card until the End Phase. During your opponent's turn, if the top card of your GY is a "Apextomb" monster with a different name than this card; you can Special Summon 1 "Apextomb" monster with a different name than this card from your GY, then shuffle the top card of your GY into your Deck.

 

 

Apextomb Howler: WIND / Level 4 / Sea Serpent-Type / 1700 ATK / 1300 DEF

(Quick Effect): You can discard this card; shuffle 1 "Apextomb" monster with a different name than this card in your GY into your Deck, then draw 1 card. During your turn if the top card of your GY is a "Apextomb" Spell or Trap Card; you can send 1 "Apextomb" Monster with a different name than this card from your Deck to the GY then, banish this card until the End Phase. If the top card of your GY is a "Apextomb" monster with a different name than this card; you can Special Summon 1 "Apextomb" monster with a different name than this card from your hand, then shuffle the top card of your GY into your Deck.

 

 

Apextomb Flag Bearer: EARTH / Level 4 / Thunder-Type / 1000 ATK / 2000 DEF

(Quick Effect): You can discard this card; shuffle 1 "Apextomb" monster with a different name than this card in your GY into your Deck, then draw 1 card. During your turn if the top card of your GY is a "Apextomb" Spell or Trap Card; you can discard 1 "Apextomb" card from your hand, add 1 "Apextomb" card from your GY to your hand then, banish this card until the End Phase. If the top card of your GY is a "Apextomb" monster with a different name than this card; you can add 1 "Apextomb" monster with a different name than this card from your Deck to your hand, then shuffle the top card of your GY into your Deck.

 

 

Apextomb Ghoul: WATER / Level 4 / Beast-Warrior Type / 1100 ATK / 1500 DEF

(Quick Effect): You can discard this card; shuffle 1 "Apextomb" monster with a different name than this card in your GY into your Deck, then draw 1 card. During your turn if the top card of your GY is a "Apextomb" Spell or Trap Card; you can shuffle 1 "Apextomb" card from your GY into your Deck, then you can send 1 "Apextomb" card from your Deck to the GY then, banish this card until the End Phase. If the top card of your GY is a "Apextomb" monster with a different name than this card; you can add 1 "Apextomb" monster with a different name than this card from your GY to your hand, then shuffle the top card of your GY into your Deck.

 

 

One of the Extra Deck bosses:

Apextomb Warmage: LIGHT / Link 2 / Spellcaster-Type / 2300 ATK / Link-2 / SE and SW

2 "Apextomb" monsters

When this card is Link Summoned: Draw 1 card, shuffle 1 "Apextomb" monster with a different name than this card in your GY into your Deck. During your turn if the top card of your GY is a "Apextomb" Spell or Trap Card; you can shuffle 1 "Apextomb" card from your GY into your Deck, then you can destroy 1 monster your opponent control then, banish 1 face-up "Apextomb" card you control until the End Phase. If the top card of your GY is a "Apextomb" monster with a different name than this card; you can add 1 "Apextomb" Spell or Trap card from your GY to your hand, then shuffle the top card of your GY into your Deck.

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Really interested to see this mechanic come through. Completely forgot you planned to make this earlier. Remember, spoilers are your fiend :P 

 

Kudos for making an archetype that relies on the top card of your GY without specifically reordering your GY with some crazy mechanic. Right now, the requirements of the the effects and the searching/re-adding does the sorting all on its own, and its so cohesive I didn't even notice until my second read through. Again, `gratz!

 

Call can add itself from the GY to the hand with the first effect; if it is the top card of your GY, it gets shuffled then added after you discard. A bit concerned with the first effect's +1, but it does have HOPT, and this archetype doesn't really have a win condition. I would suggest you remove the "up to" though; no real reason for that to be there. Grimoire is a little weaker than Call, as adding from the GY compared to the Deck is no real choice, but you are technically reordering your GY and it is a Quick-Play effect, working in tandem with the other Quick Effect in the archetype. Remember to say "to your hand" on the search on Necropolis. The shuffle a monster effect is WAY too powerful. Not only is your opponent doing it, meaning it gets over monsters immune to cards or effects, but it happens on ANY sort of Summon you do, AND it has no OPT or HOPT at all. I'm all for ditching it in favour of weaker and much more restricted removal. Ruins sending to the GY should be optional, akin to the Mekk-Knight Traps/Spells; as you want to have the Continuous Trap face-up regardless for its...powerful second effect. Yeah, same suggestion as with the Field Spell; nerf the hell out of it. 

 

The main effect on your monsters is really confusingly worded, and I don't think quite makes up the discarding requirements on your Spells/Traps. I mean, why are you drawing, then shuffling, then discarding? Why that order? And why reveal? In terms of OCG, I would suggest this:

 

(Quick Effect): You can discard this card; shuffle 1 "Apextomb" monster with a different name than this card in your GY into your Deck, then draw 1 card.

 

Yeah, you don't have quite the speed in the Main Deck monsters hinted at in the Spell/Traps. They imply that the rest of the archetype will have GY plays, and a lot of searching and adding in order to compensate for the discard/shuffling of their adding. Even these main Deck monsters imply something similar, by heavily eating up the cost. Combine that with having powerful on field effects, and you have an archetype that does really well by not using their thematic effect...which seems really odd, if I'm being honest. Either make one side of the deck replenish your hand, or make both sides equally support the other; but don't have them eating up the same side of things without restocking it. I'll give this another look once you've changed that...if you deem it necessary.

 

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