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Dark Blade (Fusion + Union Support!)


SecondSeraphim

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I’ve always felt that Union’s have been treated unfairly, especially the non-Machine ones. This is part of my attempt to rectify that. I also liked how Dark Blade worked with Fusion Summoning and wanted to expand on that, as well as Dragon Knight’s banishing effect. I also added the protection of Raregold and Metalsilver Armor. Finally, I also plan on creating support for Ryu Sensei down the line, and Dark Blade Grepher helps with that along with playing homage to homage to the backstory. 

 

Monsters

 

Dark Blade the Dragon Paladin         DARK/Warrior/Fusion/LV8     ATK 2700 / DEF 1500

“Dark Blade” + “Kiryu”

Each time this card inflicts Battle Damage to your opponent, you can target up to 3 Spell/Trap Cards in your opponent's GY; banish the target(s)

 

Dark Blade the Dragon Master          DARK/Warrior/Fusion/LV10   ATK 3100 / DEF 1500

“Dark Blade” + “Kiryu” + “Pitch Dark Dragon”

Each time this card inflicts Battle Damage to your opponent, you can target up to 4 Cards in your opponent's GY or 2 card your opponent controls, or 1 card your opponent controls and 2 cards in your opponent's GY; banish the target(s). If this card is destroyed by battle or by an opponent’s card effect, you can Special Summon a LV 8 or lower “Dark Blade” Fusion Monster from your Extra Deck (this is treated as a Fusion Summon).

 

Dark Blade Grepher                           DARK/Warrior/LV4                 ATK 1750 / DEF 1550

This card’s name is simultaneously treated as both “Dark Blade” and “Warrior Dai Grepher” while on the field, in the hand, or in the GY. This card is treated as a Normal Monster while in the hand or Deck.

 

Formation Dragon                             DARK/Dragon/LV4                  ATK 1450 / DEF 1050

Once per turn, you can either: Target 1 “Dark Blade” you control; equip this card to that target, OR: Unequip this card and Special Summon it.  If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once, while you control this card, you can send 1 Dragon-Type Union monster from your Deck to the GY; this card’s name becomes the same as the sent monsters, also replace this card’s effect with those of that sent monster, until the end of the turn. 

 

Spells

 

Stratagem of the Dark Blade             Continuous

During either player’s Main or Battle Phase, you can (Quick Effect): Fusion Summon a “Dark Blade” Fusion Monster by sending its Fusion Materials from the field to the GY, including one non-Fusion “Dark Blade” monster and a Dragon-Type Union monster equipped to it. If a “Dark Blade” Fusion Monster you control is destroyed by battle or by an opponent’s card effect you can target 1 non-Fusion “Dark Blade” monster and an appropriate Dragon-Type Union monster in your GY; Special Summon that “Dark Blade” monster and equip it with that Union Monster. You can only activate each effect of “Stratagem of the Dark Blade” once per turn.

 

Authority of the Dark Blade              Field

“Dark Blade” Fusion monsters and “Dark Blade” monsters equipped with Union Monsters may attack directly, but when they do so using this effect, the battle damage inflicted to your opponent is halved. “Dark Blade” Fusion Monsters you control gain 100 ATK x the number of the opponent’s banished cards.

 

Cunning of the Dark Blade                Continuous

If a “Dark Blade” Fusion monster or a “Dark Blade” monster equipped with a Union Monster would be destroyed by battle or an opponent’s card effect, you can return 2 of the opponent’s banished cards (your choice) to the GY instead. Union Monsters can be Normal Summoned without Tribute. Once, while you control this face-up card, you can activate this effect: This turn, you can Normal Summon a Dragon-Type Union Monster as an additional Normal Summon.

 

Armor of the Dark Blade                   Continuous

The opponent must banish a card from their GY in order to target a “Dark Blade” Fusion monster or a “Dark Blade” monster equipped with a Union Monster you control with an attack, card, or effect.

 

Whispers of the Dark Blade               Normal

Add a “Dark Blade” card or a Dragon-Type Union monster from your Deck to you hand. While the opponent has face-up banished card(s), you can banish this card from the GY; the opponent adds one of their face-up banished cards to their hand (their choice), and then you draw 2 cards.

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Gonna open this by saying that I am glad you are giving Union monsters some attention. There's quite a bit of potential here, but its implementation...isn't so great. I would normally talk about the set as a whole at this point, but I think each individual card in this case has a different problem or benefit, so going to revert to my old style.

 

Paladin is much worse than its counterpart; not only are monsters the real threats in the GY (although I am not denying the presence of GY effects) but both having only on-battle damage effects makes them severely underwhelming. I was hoping for some hand/field banishing, but it could at least have some form of protection, to make him an alternative boss to go in to. However, another flaw there is generally that bosses that give you the choice as to how you deal with a problem are generally easy to Summon from one to the other; the specific and frankly obscure materials, not to mention your later on-field Fusion Spell, mean that you have to commit which monster you are going to. 

 

Dragon Master is a decent boss; it's just hard to get out (more on that later) and the second effect doesn't have any good targets. There's not even a way to trigger it yourself after a successful attack, for potential OTK shenanigans. Could be much better, but your later cards...

 

Nothing to say in regards to your Grepher. It has no viable place in this, or even any Deck, atm, but you did make it for a reason, so...

 

Formation Dragon is a pretty neat card, at least compared to the rest of the set. Nice potential for Dragunitys there, although its a bit hard to get out, even with the support here. Don't know if you intended the name-changing effect to be able to apply while in the S/T zone, because right now it doesn't. Unfortunately, this card still suffers from the lack of support currently in the TCG/OCG and here, so is not very playable.

 

Stratagem is a cool Fusion Spell, but only being able to use material from the field does hurt it. Yes, it is a potent effect, but you have nothing here that uses anything from the Deck, meaning if you brick you'll be forced to rely on normal Polymerization. Secondary effect is cool as well, but only is useful late-game. I guess it's something?

 

The field spell allowing for battle damage rather than simply brute-forcing on monsters is a good idea, however, the ATK gain is not. This is now the perfect time for me to go into my main point so I don't have to repeat myself in regards to the spells.

 

The current issues with this set at the moment are the 3 basic s's of card design: Searching, Summoning, and Survivability. All of your cards are easily dealt with, the closest thing you have to survivability is some of your Spells granting you an SS if your card dies, and that quirky returning on Cunning. Cards like Armor are fun to play but the deck simply doesn't have the resources/consistency to spend on cards like that. You're basically designing an archetype from scratch, and unfortunately, what you have here doesn't cut it. There are so many good ideas present; the aforementioned attacking directly to ensure damage, the reverting your monsters' changes in exchange for protection, the stun in the form of Armor. It just isn't strong enough.

 

Was hoping for a bit of generic Union support somewhere, but I guess with ABCs for generic Unions and Dragunitys for Dragon Unions, you're limited in what you can do before its broken. DARK Dragon Unions? But yeah, you do need more cards in this case, otherwise you'll be filling up single cards with protection, searching, and many other effects all in one. Think about the ways your opponent can get around your cards. How many ways can you get around them?

 

Will definitely not need a prompt to look at this again. The creativity here is so evident, and yet, as I have said before, it just doesn't cut it, and it pains me to say it. I love me some unused Types, and other than strength issues, these are clearly in the right hands ^^

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Monsters

 

Combination Beast, Steed of the Dark Blade        DARK/Beast/Fusion/Union/LV5  ATK: 2000 / DEF: 1500

1 “Burning Beast” + 1 “Freezing Beast”

Once per turn, you can either: Target 1 “Dark Blade” monster you control, other than “Combination Beast, Steed of the Dark Blade”; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster gains 500 ATK/DEF. Each time this card or a monster this card is equipped to inflicts Battle Damage to your opponent, you can target a Spell/Trap card your opponent controls; destroy it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.

 

Dark Blade the Beast Master                            DARK/Warrior/Fusion/LV8            ATK: 3200 / DEF: 2400

“Dark Blade” + “Combination Beast, Steed of the Dark Blade”

Unaffected by your opponent's Spell/Trap effects. Each time this card inflicts Battle Damage to your opponent, destroy all Spell/Trap cards your opponent controls. The opponent cannot activate the effects of Spell/Trap cards in their GY while you control this card.

 

Dark Blade the Tamer                                       DARK/Warrior/Fusion/Lv5            ATK: 1800 / DEF: 1500

“Dark Blade” + 1 Union monster

Gains 300 ATK for each Union monster with a different name in your GY.

 

Formation Dragon                                                 DARK/Dragon/Union/LV4                  ATK 1450 / DEF 1050

Once per turn, you can either: Target 1 “Dark Blade” you control; equip this card to that target, OR: Unequip this card and Special Summon it.  If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once, while you control this card, you can send 1 Dragon, Aqua, or Pryo-Type Union monster from your Deck to the GY; this card’s name becomes the same as the sent monsters, also replace this card’s effect with those of that sent monster, until the end of the turn. This effect can be activated/applied regardless if this card is a monster or an equip card. You can only activate this effect of a card called “Formation Dragon” once per turn.

 

Spells

 

Union Fusion                                                    Normal

Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand, field, or Deck as Fusion Materials, including at least 1 Fusion Material specifically listed on that Fusion monster and 1 Union monster. You can banish this card from your GY and target a monster you control and an appropriate Union monster in your GY; equip that second target to the first.

 

Union Call                                            Normal

Target a monster you control. Take from your hand, Deck, or GY a Union monster that specifically lists the targeted monster in it’s text and either Special Summon it OR equip it to that targeted monster (the Union monster is treated as having been equipped by its own effect). You can banish this card from the GY; add 1 Spell/Trap card that mentions “Union monsters” in it’s card text, other than “Union Call”, from your Deck to your hand. You can only activate each effect of “Union Call” once per turn.

 

Whispers of the Dark Blade                     Normal

Add a “Dark Blade” card or a Dragon, Aqua, or Pyro-Type Union monster from your Deck to your hand. While the opponent has face-up banished card(s), you can banish this card from the GY; the opponent adds one of their face-up banished cards to their hand (their choice), and then you draw 2 cards.

 

Traps

 

Separation Dodge!                                Counter

Unequip 1 of your equipped Union Monsters and Special Summon it to your side of the field in face-up Attack Position to negate the activation and effect of a Spell, Trap, or Monster, or an attack. You may not activate the effects of that Union monster for the rest of the turn.

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That's strange, I could have sworn I already replied to this an hour or so ago.

 

Yeah, I put the few "revisions" in with the additional cards I posted as a response. I didn't make any changed to Paladin; not because I disagree with your thoughts but because I couldn't think of what to do with it. Their should def be a Fusion using those materials I think, but beyond that I'm at a lost.

 

I tried to add some generic Union support as well, plus a new Union for Dark Blade.

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Combination Beast isn't easy to get out at all, even with your support. You need a lot of supportive cards in order to make your Dark Blades playable, so there isn't much room for even more bricky cards in any Deck you build. While this card is rather offensive, the rest of your cards mostly have that covered. I want to get some immediate pay-off for putting in 3 cards in order to Summon this beast.

 

Fortunately, Fusion Tag comes to the rescue! This means that with a Dark Blade in your field/on your field, you can still easily Summon Beast Master, who is an...alright boss. I mean, it pales in comparison to the Lunalight equivalent, but it still has a lot of protection and deals easily with backrow. Good card.

 

Tamer, on the other hand, won't be Summoned. Maybe for OTKs when you aren't pushing through your opponent's handtraps, but the lack of any searching/support/protection means that it doesn't even do well as a beatstick.

 

Love the changes to Formation Dragon, however, you could simply word the effect like so: "Once while this card is face-up on the field or equipped to a monster: You can send 1 Dragon, Aqua, or Pryo-Type Union monster from your Deck to the GY; this card’s name becomes the same as the sent monsters, also replace this card’s effect with those of that sent monster, until the end of the turn."

 

Union Fusion is a pretty powerful card. Rightly so, of course, as to how bad Unions are at the moment, but still...weow. I'd be careful there. Union Call is less of an issue, and really, a good generic way to support the Sub-Type in general. Would suggest a form of restriction on the GY effect rather than just activate->banish, as it basically becomes a two-effect spell card with on effect being really hard to negate. Perhaps not work during the turn it's sent to the GY? That might also work on the Fusion Spell. The flavour of Whispers, on the other hand...the adding took me completely by surprise, and I love the creativity there. The genericness of the last effect is a problem though; with Belongings a thing, in any Deck where your opponent has a card(s) banished, you can basically Pot of Greed during your turn. Yes, your opponent does get a card in their hand, but it will be your turn, so it's just OTK material. Dodge is just beautiful; no complaints there.

 

Really like this support a lot more; still bad at points, with a few broken effects here and there, but this is panning out really well!

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