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[Sakura AGM] Bounce everything away! [Windy] (15/?)

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#1
Flash Flyer - Sakura

Flash Flyer - Sakura

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Prompt

Notes

 

Cards

 


 
You guys know what to do at this point.

 

Proper reviews get repped.


Edited by Flash Flyer - Sakura, 04 May 2018 - 03:31 AM.

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#2
Dova

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First major problem is the returning to the hand bit; it's done as a cost in your Spells, yet the monsters act as though it's a card effect. As to which one I would recommend going with...probably cost in terms of flavour, to tie into the Tributing of 'specters. It also helps for memes when you tag in and out with their effects. 

 

In terms of flavour, the archetype is exactly what it says on the tin. I was hoping for a little more variety than 'specters 2.0, even with the prompt's relative strictness, but it is basically non-Pendulum WIND disruption. Again, that's what the prompt says, so I can't fault you for that, but the monsters and effects tend to blur with one another. Since you want to be saving your NS/SSing for your 'specters in the twin Deck, you could go with alternate effects with activation requirements on other conditions to allow for a more controllable archetype.

 

Due to the Spell/Traps only having two searchers, coincidentally the relative opposite of its twin archetype, and the lack of a real boss/means of triggering their effects outside of said Spell/Traps, the basic engine falls into 3 each of Capital, Dolphin, PandaHayashi and however many other Spells you want to run. You then have the options of these 1-card combos:

 

A) Normal Panda, use it to SS Dolphin, search Capital, activate it, search Hayashi, SS it with Capital, search a WIND Spellcaster.

B) Normal Dolphin, search Capital, activate it, search Panda, SS it with Capital, use Panda to SS Hayashi, search a WIND Spellcaster

C) Activate Capital, search Panda, SS Panda with Capital, use Panda to SS Hayashi, search Dolphin, NS Dolphin, search a Windy Spell.

 

All of these end up +0 in your hand, either getting a Spell or a monster, and leave you with a Field Spell and 3 monsters. And you haven't even triggered their secondary effects yet. This could be avoided by making their effects a little more than Summon to search or Summon to SS. It's not inherently broken, as you can't do anything in archetype with it and you have used up your NS, and they all have HOPT, but it's just playing solitaire and going through the motions.

 

There's quite a few cards here, but it still feels very barebones. There's not much to do other then to use it as an engine at the present.



#3
Flash Flyer - Sakura

Flash Flyer - Sakura

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Well, I haven't finished fleshing the backrow out yet so yeah, it is pretty bare in terms of doing anything. Or in that case, Panda / Tiantian literally has nothing to search besides the Spells at the moment (he's the only one; unlike Kyubi, Yata and Gama in 'specters). I need to add in the Trap Cards.

 

But yeah, should retool them to be costs so they can technically trigger properly + keep in theme. Originally, they did bounce themselves on the field as monsters, but then that amounts to mini Kirins, which I know people didn't like much because generic bouncing in Pends (even though I do like him, despite that). Also I do have to take into consideration that 'specter backrow also works for these guys in a way (despite us not having them at the moment in AGM). 

 

At the same time, I would like them to function on their own without needing to tech 'specters themselves (you'd run Reindeer and Cat in them literally for the added search/retrieval). But I haven't given them new toys yet to work with. 

 

====

They will get their own bosses in due time; just have to figure out how to go about it and work on the Traps. 


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#4
Flash Flyer - Sakura

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Stuff on the change log:

  • Modified the return effects on the Main Deck to trigger when used for costs to pay for the effects, though in practice, all of them would still work the same as the support cards do return them for costs. 
  • Extra Deck added, though I'm leaving it at 1 member for now as I've already been told it's potent enough on its own, considering some other stuff that can be done with the Main Deck.
    • Unless I have to add a second ED, yeah. A Link member, perhaps (since I intentionally left the Legacy tag off as you can play this in either Master Rule format.)
    • I have some ideas, but would rather not go overboard.
  • Traps added, though they do amount to negation and all for now [though, prompt did say that they're supposed to be reactive to the opponent's stuff]. Not a whole lot like the prompt implies though, but 3 is plenty considering what they can do. 

 

For the moment, guess they're tentatively complete and function on their own. You got enough Main Deck to provide field presence, the Xyz is workable and they have enough backrow to do whatever you need to. They do suck against banishing effects though, but suppose that'll be addressed later.

 

 

At the moment, there's 15 members (6 Main Deck, 1 Extra Deck, 5 Spells and 3 Traps), so...


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