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Pirates Never Die; Beware the Waters of the Undersea Pirates [Written]


TwinMaelstrom

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BEWARE TRAVELER!!!!!

The waters on which you dare to approach are haunted by the spirit of Undead Pirates. Feeding on the souls of the foolish whose dare to trespass on there waters.

TURN BACK NOW!!!!!!

 

[spoiler=Spoilers]
With the new "Skyfang Brigade" monsters coming out soon, I thought that I would look back at the archetype of Pirates I designed to see who did justice to the great scourers of the sea. While there pirates desire to swarm the field, mine plan to overwhelm and plunder and steal in order to win. These pirates enter the new generation of YU-GI-OH. The captain become link monsters with very powerful effects. The cards focus around an "Umi" (the field spell retrain) and their Pirates Ships. The lower level monsters search, summon, and steal, while the Captain use their power to control and plunder. Set-up the graveyard, and force your opponent to watch as you plunder and destroy everything. Lets see who did Pirates betters!!!!

 

 

[spoiler=Monsters]
[spoiler=UnderSea Scout]
Water-Level 1-Warrior/Effect-500/0
If this card is summoned you can add 1 “UnderSea” monster from your Deck to your hand, except “UnderSea Scout”. You can only use this effect of “UnderSea Scout” once per turn. If this card is destroyed: You can add 1 of your face-down banished cards to your hand. If an “UnderSea” card you control would be destroyed, you can banish this card from your GY instead.

 

 

[spoiler=UnderSea Deckhand]
Water-Level 2-Warrior/Effect-1000/0
If a card or effect is activated that targets a face-up “UnderSea” monster you control; You can Special Summon this card from your hand, if you do, negate that card’s effect. If you control an “UnderSea Captain” monster: You can Special Summon this card from your GY to a zone a link monster points to. If summoned this way banish it when it leaves the field.If this card is destroyed: You can add 1 of your face-down banished cards to your hand.

 

 

[spoiler=UnderSea Guide]
Water-Level 3-Warrior/Effect-1300/200
If this card is Normal Summoned or flipped face-up: You can add 1 “UnderSea” Spell Card from your Deck to your hand. If this card is Special Summoned: You can Special Summon 1 “UnderSea” monster from your Deck, except “UnderSea Guide”. You must control “Umi” to activate and resolve this effect. (Quick Effect): You can banish this card from your hand or GY; This turn “UnderSea” cards you control are unaffected by your opponent’s card effects.

 

 

[spoiler=UnderSea Hunter]
Water-Level 4-Warrior/Effect-1700/1200
If you control an “UnderSea” Continuous Spell Card (Quick Effect): You can target 1 monster your opponent controls or in their GY with less ATK than a face-up “UnderSea” monster you control: Add that card to your hand. You can only use this effect of “UnderSea Hunter” once per turn. If this card is destroyed: You can Special Summon 1 “UnderSea” monster from your GY. You must control “Umi” to activate and resolve this card’s effect.

 

 

[spoiler=UnderSea Captain, Blackhand]
Water-Link 2-Warrior/Link/Effect-2000

Arrows: Down, Right
2 WATER monster, including a least 1 “UnderSea” monster.
If this card is Summoned: You can Special Summon up to 2 Level 3 or lower “UnderSea” monster from your hand or GY. If you control a face-up “UnderSea” Continuous Spell Card (Quick Effect): You can send 1 monster this card points to to the GY; Add 1 random card from your opponent’s hand to your hand. You cannot activate this effect the turn this card is Summoned. (Quick Effect): You can send 1 “UnderSea” monster from your hand or you control to your GY; Special Summon this card from your GY. You can use each effect of “UnderSea Captain, Blackhand” once per turn. You can only control 1 face-up “UnderSea Captain, Blackhand”.

 

 

[spoiler=UnderSea Captain, Riptide Corsair]
Water-Link 2-Warrior/Link/Effect-2200

Arrow: Down, Left
2 WATER monster, including a least 1 “UnderSea” monster.

If this card is Summoned: Excavate the top 3 cards of your opponent’s Deck, add 1 of those cards to your hand and banish 2 of them to the face-down. (Quick Effect): You can send 1 “UnderSea” monster from your hand or you control to your GY; Special Summon this card from your GY. You can use each effect of “UnderSea Captain, Riptide Corsair” once per turn. You can only control 1 face-up “UnderSea Captain, Riptide Corsair”. If you control a face-up “UnderSea” Continuous Spell Card: You can send 1 monster this card points to to the GY, activate 1 of the following effects:

  • Target 1 card in your opponent’s GY; Add that target to your hand. You cannot activate this effect the turn this card is Summoned.
  • Look at your opponent’s face-down banished cards, add 1 banish card to your hand.

 

 

 

[spoiler=UnderSea Captain, Fatal Beauty]
Water-Link 2-Warrior/Link/Effect-1900

Arrow: Right, Left
2 WATER monster, including a least 1 “UnderSea” monster.
If this card is Summoned: You can up to 2 target monsters your opponent controls; Place those monsters in zones this card points to and take control of them. Destroy them during the End Phase. If you control a face-up “UnderSea” Continuous Spell Card (Quick Effect): You can send 1 card this card points to to the GY and target 1 monster your opponent controls; Place that monster in a zone this card points to and take control of it. Destroy it during the End Phase. You cannot activate this effect the turn this card is Summoned. (Quick Effect): You can send 1 “UnderSea” monster from your hand or you control to your GY; Special Summon this card from your GY. You can use each effect of “UnderSea Captain, Fatal Beauty” once per turn. You can only control 1 face-up “UnderSea Captain, Fatal Beauty”.


 

 

 

[spoiler=Spells]
[spoiler=UnderSea Graveyard]
Field Spell
(This card's name is always treated as "Umi".) All “UnderSea” monsters you gain 100 ATK and DEF for every “UnderSea” monster with a different name you control. When this card is activated: You can destroy 1 other “UnderSea” card you control or in your hand; Add 1 “UnderSea” card from your Deck to your hand, except “UnderSea” Graveyard. Once per turn: You can banish the top of your Deck face-down; Add 1 “UnderSea” Continuous Spell Card from your Deck to your hand. If this card in the Field Spell Zone leaves the field: You can add 1 of your banished cards to your hand, then shuffle all of your banished.

 

 

[spoiler=Ship on the Ravaging Waters, Black Diamond]
Continuous Spell
(This card is always treated as a “UnderSea” card.) When this card is activated: Destroy 1 level 4 or lower “UnderSea” monster you control or in your hand, and if you do, Special Summon 1 “Under Sea Captain” monster from your Extra Deck or GY. If you control “UnderSea Captain, Blackhand”: Face-up “UnderSea” cards you control cannot be target by your opponent’s card effects.  If you do not control “Umi” destroy this card. If this card leaves the field: Destroy all “UnderSea” monsters you control. You can control 1 face-up “Ship on the Ravaging Waters, Black Diamond”.

 

 

[spoiler=Ship in the Hurricane Winds, Tides’ Revenge]
Continuous Spell
(This card is always treated as a “UnderSea” card.) When this card is activated: Destroy 1 level 4 or lower “UnderSea” monster you control or in your hand, and if you do, Special Summon 1 “Under Sea Captain” monster from your GY. Once per turn, if you control “UnderSea Captain, Riptide Corsair” (Quick Effect): Look at your opponent’s face-down banished cards, add 1 banish card to your hand. If you do not control “Umi” destroy this card. If this card leaves the field: Destroy all “UnderSea” monsters you control. You can only control 1 face-up “Ship in the Hurricane Winds, Tides’ Revenge”.

 

 

[spoiler=Ship of the Moon Waves, Deadly Angel]
Continuous Spell
(This card is always treated as a “UnderSea” card.) When this card is activated: Destroy 1 level 4 or lower “UnderSea” monster you control or in your hand, and if you do, Special Summon 1 “Under Sea Captain” monster from your GY. If you control “UnderSea Captain, Fatal Beauty”: “UnderSea” cards you control cannot be destroyed by your opponent's card effects. If you do not control “Umi” destroy this card. If this card leaves the field: Destroy all “UnderSea” monsters you control. You can only control 1 face-up “Ship of the Moon Waves, Deadly Angel”.

 

 

[spoiler=UnderSea Burial]
Normal Spell
Destroy up to 2 “UnderSea” monsters you control or in your hand; Special Summon “UnderSea” monsters from your GY, with different names, whose levels are less than or equal to the combined levels of the destroyed monster.

 

 

[spoiler=UnderSea Pirates]
Normal Spell
Discard 1 card; Destroy 1 “UnderSea” monster you control or in your hand, then activate 1 of the following effects:

  • Add 1 card your opponent controls to your hand.
  • Add 1 card from your opponent’s GY to your hand.
  • Look at your opponent’s face-down banished cards, add 1 banish card to your hand.

 

 

 

[spoiler=UnderSea Flag, Deadman's Seal]
Normal Spell
Add 1 "UnderSea" card from your Deck to your hand, except "UnderSea Flag, Deadman's Seal". You must control a face-up "UnderSea" Continuous Spell Card to activate this effect. You can banish this card from your GY and target 1 "UnderSea" monster in your GY; Special Summon that card. You can only use this effect of "UnderSea Flag, Deadman's Seal" once per turn.


 

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Any particular reason for Umi? This archetype can stand on its own two feet; it doesn't need, and won't even use Umi support. That's all the name changing was for, anyway; to allow lackluster support to be somewhat useful. Also, why not Zombies? :P

 

Why does Scout protect your monsters from being destroyed? Your monsters really don't mind being sent to the GY; perhaps it would better for him to protect them from some other form of fate. It especially doesn't help that your Spells/Traps need to destroy your monsters in order to apply. Deckhand's main effect seems a little too situational to be useful, but the SS from GY effect is helpful in its own right, so he still would see play. A good balance of effects on a card. Unfortunately, the Guide/Blackhand combo is not balanced. If you do SS Guide, it can SS a card like Scout to get you a search, instantly Link into Blackhand, then Blackhand SSs both of them from the GY, getting you another SS with Guide. from the Deck, putting you at a Link 2 with 3 monsters. Definitely put HOPT on Guide's SS effect. Yes, it needs Umi, but that's barely a restriction here. Hunter is a decent monster; not much else to say there.

 

Shame you only have Link 2s; could've had at least one Link 3, or even better, Link 4. Right now they're all functional as far as I can see, but just making a bunch of Link 2 bosses...well it doesn't really make them bosses. If that was a flavour design choice, that's fine, I can't argue with that; that's just my personal preference. 

 

Your Spells are pretty neat. Not a huge fan of "This card is always treated as an "Undersea" Card." as it's generally only used in OCG for names which are mistranslated and are then considered part of a later archetype, except in the case of the Pend Magicians, which was different in each case specifically for Astrograph. Seems a little cheaty, but again, this is just a personal preference issue. Don't have to change it if you really want to keep them different. Burial does seem to eat up your hand a bit too much, and while Pirates does need a discard and a destroy, it can take one of your own monsters, so unlike the former, its fine.

 

Interesting set. Good balance of cards of effects, and very free in when and where the cards activated, meaning unspecific floodgates won't have much effect. A bit broken in places, a bit weak in others, but really, what set isn't?

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