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Voodoom (monster stealing support)


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Decided to give these guys a complete retrain. Now they get added effs for tributing the opponent’s stuff.

 

[spoiler=Originals]

I’m gonna start right off the bat and admit I’m really bad at assigning LV/ATK/DEF, with me usually just picking arbitrary stats and focusing more of my effects. So, sorry about that. The idea behind this architype is a villain using Voodo magic to control her opponent’s monsters, and then use them as sacrifice to “curse” your opponent.

 

Voodoom Doll                        EARTH/Fiend/LV4                ATK: 1600 / DEF: 1800

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 EARTH monster and target a monster your opponent controls; take control of it. You can only activate each effect of “Voodoom Doll” once per turn.

 

Voodoom Figurine                EARTH/Fiend/LV2                ATK: 900 / DEF: 1200

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 LIGHT monster and target a face-up card; negate its effects during this turn.  You can only activate each effect of “Voodoom Figurine” once per turn.

 

Voodoom Puppet                  EARTH/Fiend/LV2                ATK: 1200 / DEF: 900

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 DARK monster; draw a card. You can only activate each effect of “Voodoom Puppet” once per turn.

 

Voodoom Dummy                 EARTH/Fiend/LV3                ATK: 1300 / DEF: 1700

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. During either player’s turn, you can tribute 1 WATER monster; until the end of the turn, your monsters cannot be destroyed by battle or card effects. You can only activate each effect of “Voodoom Dummy” once per turn.

 

Voodoom Model                    EARTH/Fiend/LV3                ATK: 1700 / DEF: 1300

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 FIRE monster and target a monster on the field; destroy it, and if it was face-up, inflict damage to the opponent’s LP equal to half its original attack. You can only activate each effect of “Voodoom Model” once per turn.

 

Voodoom Manikin                EARTH/Fiend/LV4                ATK: 1800 / DEF: 1600

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 WIND monster and target a card on the field; return it to the hand. You can only activate each effect of “Voodoom Manikin” once per turn.

 

 Voodoom Chimera                EARTH/Field/Fusion/LV 6               ATK: 2300 / DEF: 1900

Must first be Special Summoned from the Extra Deck by tributing a “Voodoom” monster you control and a monster you control that is owned by the opponent. Each time a monster that is owned by the opponent is tributed; this card gains 500 ATK. If the opponent tributes a monster while this card is in the GY; Special Summon this card and that tributed monster.

 

Spells

Voodoom Effigy                    Normal

Banish a “Voodoom” monster from your GY to select and activate one of the following effects:

·         Target a monster the opponent controls; take control of it, but it cannot attack or be used as material for a Summon, and its effects are negated.

·         Target a monster in the opponent’s GY; Special Summon it, but it cannot attack or be used as material for a Summon, and its effects are negated.

You can banish this card from your GY to target a monster you control that is owned by your opponent and declare an Attribute; that monster becomes that Attribute, until the end of the turn.

 

Voodoom Stitching                Normal

Tribute a monster you control that is owned by the opponent and target 2 “Voodoom” monsters with different names in your GY; Special Summon them. You can banish this card from your GY to target a “Voodoom” monster you control and declare an Attribute; that monster becomes that Attribute, until the end of the turn.

 

Voodoom Embroidery          Normal

Add a “Voodoom” monster from your Deck to your hand, or, if you control a monster that is owned by the opponent, you can Special Summon it instead. You can banish this card from the GY to reveal the top card of the opponent’s deck; if it is a monster, Special Summon it to your field, otherwise add it to your opponent’s hand.

 

Voodoom Curse Circle         Field

Monsters you control but that are owned by the opponent gain 500 ATK/DEF. You can activate the following effect by targeting a monster you control that is owned by the opponent: this turn, only that monster may attack, also it may attack directly, and if it inflicts battle damage to the opponent’s LP you can tribute it to target a monster your opponent controls; take control of the target. You can only activate this effect of "Voodoom Curse Circle" once per turn.

 

Traps

Voodoom Binding                 Counter

When the opponent activates a monster effect or Normal/Special Summons a monster, tribute a monster you control; negate the effect or Summon and destroy that monster, then, if the tributed monster was one that was owned by your opponent, you can Special Summon the destroyed monster to your field. You can banish this card from the GY and return control of a monster your opponent owns to them to draw 2 cards.

 

Voodoom Doll                        EARTH/Fiend/LV4                ATK: 1600 / DEF: 1800

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 EARTH monster; add a “Voodoom” card other than “Voodoom Doll” from your Deck to your hand, then, if the tributed monster was one that is owned by your opponent, and if the added card was a monster, you can Special Summon it. You can only activate each effect of “Voodoom Doll” once per turn.

 

Voodoom Figurine                EARTH/Fiend/LV2                ATK: 900 / DEF: 1200

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. During either player’s turn, you can tribute 1 LIGHT monster and target a face-up card; negate its effects during this turn, or, if the tributed monster was one that is owned by your opponent, negate that target’s effects for as long as it is face-up. You can only activate each effect of “Voodoom Figurine” once per turn.

 

Voodoom Puppet                  EARTH/Fiend/LV2                ATK: 1200 / DEF: 900

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 DARK monster; draw a card, or, if the tributed monster was one that is owned by your opponent, draw 2 cards. You can only activate each effect of “Voodoom Puppet” once per turn.

 

Voodoom Dummy                 EARTH/Fiend/LV3                ATK: 1300 / DEF: 1700

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. During either player’s turn, you can tribute 1 WATER monster; until the end of the turn, your monsters cannot be destroyed by battle or card effects. If the tributed monster was one owned by your opponent, this effect lasts until the end of the next player’s turn, instead. You can only activate each effect of “Voodoom Dummy” once per turn.

 

Voodoom Model                    EARTH/Fiend/LV3                ATK: 1700 / DEF: 1300

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 FIRE monster and target a monster on the field; destroy it, and if it was face-up, inflict damage to the opponent’s LP equal to half its original ATK. If the tributed monster was one owned by your opponent, the damage is equal to the destroyed monster’s original ATK instead. You can only activate each effect of “Voodoom Model” once per turn.

 

Voodoom Manikin                EARTH/Fiend/LV4                ATK: 1800 / DEF: 1600

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 WIND monster and target a card on the field; return it to the hand, or, the tributed monster was one that is owned by your opponent, to the bottom of its owner’s deck instead. You can only activate each effect of “Voodoom Manikin” once per turn.

 

 Voodoom Chimera                EARTH/Field/Fusion/LV 6               ATK: 2300 / DEF: 1900

Must first be Special Summoned from the Extra Deck by tributing a “Voodoom” monster you control and a monster you control that is owned by the opponent. Each time a monster that is owned by the opponent is tributed; this card gains 500 ATK. If a monster that your opponent owns is tributed while this card is in the GY; Special Summon this card. You can only Special Summon “Voodoom Chimera” each of these ways once per turn.

 

Spells

Voodoom Effigy                    Normal

Banish a “Voodoom” monster from your GY to select and activate one of the following effects:

·         Target a monster the opponent controls; take control of it, but it cannot attack or be used as material for a Summon, and its effects are negated.

·         Target a monster in the opponent’s GY; Special Summon it, but it cannot attack or be used as material for a Summon, and its effects are negated.

You can banish this card from your GY to target a monster you control that is owned by your opponent and declare an Attribute; that monster becomes that Attribute.

 

Voodoom Stitching                Normal

Tribute a monster you control that is owned by the opponent and target 2 “Voodoom” monsters with different names in your GY; Special Summon them. You can banish this card from your GY to target a “Voodoom” monster you control and declare an Attribute; that monster becomes that Attribute, until the end of the turn.

 

Voodoom Embroidery          Normal

Add a “Voodoom” monster from your Deck to your hand, or, if you control a monster that is owned by the opponent, you can Special Summon it instead. You can banish this card from the GY to reveal the top card of the opponent’s Deck; if it is a monster, Special Summon it to your field, otherwise place it on the bottom of the opponent’s Deck.

 

Voodoom Curse Circle         Field

Monsters you control but that are owned by the opponent gain 500 ATK/DEF. You can activate the following effect by targeting a monster you control that is owned by the opponent: this turn, only that monster may attack, also it may attack directly, and if it inflicts battle damage to the opponent you can tribute it to target a monster your opponent controls; take control of the target. You can only activate this effect of "Voodoom Curse Circle" once per turn.

 

Traps

Voodoom Binding                 Counter

When the opponent activates a monster effect or Normal/Special Summons a monster, tribute a “Voodoom” monster OR a monster the opponent owns that you control; negate the effect or Summon and destroy that monster, then you can add from your Deck to your hand a “Voodoom” monster that lists the Attribute of the destroyed monster in its card text. You can banish this card from the GY and return control of a monster your opponent owns to them to draw 2 cards.

 

Voodoom Decorations      Normal

Target a monster the opponent controls, or a monster in either player’s GY, then target a monster you control. The second target becomes the same Attribute as the first target, also, if it is tributed this turn; return the first target to it’s owner’s hand. During either player’s turn, you can banish this card from the GY to target a “Voodoom” monster you control that lists an Attribute in its card text; it becomes that Attribute.

 

 

BONUS!!!!

So, this isn’t strictly a “Voodoom” card but I came up with it while working on them so here’s something that could provide a bit of support.

 

Double Foolish Burial                     Normal

Declare an Attribute. The opponent can choose to send a monster with the declared Attribute from their Deck to the GY. If they do not, you can send a monster with that Attribute from your Deck to the GY. You can only activate “Double Foolish Burial” once per turn.

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Hello, fine person!

 

This definitely looks promising.  I'll say on the offset that taking control of your opponent's monsters is a powerful mechanic and one that is generally pretty poorly handled in the real game, but you struck a nice balance between this powerful effect and restrictive conditions.  Some of the texts could probably use a little tweaking to streamline 'em, but for the most part it looks good.

 

 

Doll: probably the best of all the monsters and the only one that isn't really balanced out.  Since it can tribute itself, it essentially acts as an easier to search Snatch Steal without the weakness of being susceptible to Spell/Trap removal.  Having no restriction on the taken monster (unlike the rest of the set) doesn't help.  I'd strongly recommend adding some kind of restriction or go with a different effect since it is so easy for the deck to use.

 

Figurine, Dummy, Model & Manikin: Each of these are a bit underwhelming.  Their effects are either a bit too weak or narrow in scope for them to be effective deterrents to the opponent.  Figurine's effect only working during your turn, being only a temporary negater, and having stats that don't really help it stay alive if you tribute your only other monster makes it overall too weak to be beneficial for anything besides the Fusion.  Dummy, Model, and Manikin on the other hand, have effects that are ok, but they are reliant on Attributes that are too scarce to be able to depend on them effectively (ignoring help from the Spells).  In all four cases, a buff to the effects would be appreciated.  Small buffs to Model and Manikin (since they do act as removal options which are effectively costless) and bigger buffs to Figurine and Dummy (just destruction protection isn't going to cut it, and increasing Figurine's range to being a quick effect would make it worlds better).

 

(sidenote: Model and Manikin both have "Figurine" listed on their Once per turn clauses, and Model has a random "return it to the hand" in its effect text.)

 

Puppet: Strikes a good balance and is doubly effective as it could be used pretty well outside a Voodoom Deck.  With the advent of Lair of Darkness and a conspicuous lack of "1 DARK monster you control", it can act as an Ahrima that can SS a monster from your opponent's grave and remove 1 other monster your opponent controls for free.  It's really good, and its low stats and restrictions prevent it from going out of control.

 

Chimera: It's good.  Gives you a means of using your Voodooms even if they cannot trigger their effects.  Further, being recurrable makes it useful for laddering with it to get it out of your Extra Monster Zone, however, the recur condition seems a bit odd.  Is there any reason why the opponent would be tributing a monster?  It seems awfully niche for it to be able to Special Summon itself off a Ritual/Tribute summon (or if you're facing a Lair of Darkness deck).  I might recommend changing up that condition to something that the deck would be able to control/trigger at least.  It's a big beater at heart, but one that works once this deck cripples opponent options.

 

Effigy: A bit redundant with the monster lineup, but being able to steal a monster directly is good.  The Attribute changing effect is just what the deck needs, but I'd strongly recommend letting the Attribute change be permanent rather than to the end of the turn (that way you could have a WATER monster to protect yourself if you have Dummy on the field).

 

Stiching: A very good card.  You trade 2 and get up to 4 (2 Voodooms + whatever they summon).  Extremely solid.  Same comments as above for Attribute changing effect.

 

Embroidery: A RotA for the Deck, with a further benefit if you already have something already set up.  The last effect seems a bit out of place for the whole archetype since the entirety of the playstyle is generally stealing opponent's resources and it has the possibility of just giving your opponent a card.  Might I recommend allowing you to steal it if it's a monster and mill it if it is a Spell/Trap?

 

Curse Circle: More options to use the monsters you steal.  Solid most of the monsters you steal can attack and trading multiple attacks for more stealing is... precisely what I imagine the deck would do. XD

 

Binding: I'm not so sure about this one.  It is basically a Horn of Heaven with the utility of being able to negate monster effects with bonuses depending on the monster tributed.  If it wasn't generic in what it tributed or limited in some other way, I think it would be more balanced out (since you could just slap this into any deck without any need for it to be tied to Voodoom).  Its last effect has some amusing utilities outside Voodoom (Give your opponent back their Grinder Golem: draw 2.  Give them back their Kaiju: draw 2.  Etc.), of course, it has its greatest utility in Voodoom as a fairly easy means to draw 2.  Plus, you could give 'em back a monster that can't be used for Extra Deck summons and place it in a Zone a Link monster points to to block off their plays.  Binding is a surprisingly versatile card.

 

Overall, I really enjoy these cards.  They are decent individually.  The only real problem I see with them as a whole is the over-reliance on the opponent.  You have very little in the way of getting your own plays going without your opponent already having stuff in the graveyard making this a deck that really doesn't do well going first.  Further, Effigy, Stitching, and Curse Circle are all reliant on having things set up at least a little bit for them to gain their benefits.  If you want to expand on this set, might I suggest designing a couple cards that help start up plays?  The only other downfall to the deck would simply be not having enough means to alter Attributes in case you need to trigger the Voodoom's tribute effects.  The Spells' graveyard effects are nice, but a third one would work wonders.

 

Really creative set.  I enjoyed looking through 'em.  Hope to see what other things you come up with!  If at any time you want to run stuff by someone, feel free to PM me.

 

Cheers!

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Sorry I didn't get back to you on this.  It looks like you took them in a solid direction.  I really appreciate the EARTH one being turned into a consistency booster.  It can really help once you know what the opponent is playing (Summon Doll > SS opponent's monster > Tribute Doll for Embroidery > Activate Embroidery to SS appropriate Voodoom > SS another opponent's monster > tribute 1st opponent's monster with newly summoned Voodoom > SS Voodoom Fusion).

 

Speaking of the Fusion, it's now much more solid with its recovery effect which means getting multiples of it out is pretty easy, which actually leads to an interaction that I hadn't mentioned but that would work wonders in the deck: Al Dhampir.  If you can get 2 of the Fusions out, you can summon out the Vampire Xyz which would then enable you to steal more of your opponent's monsters to be further used as your own tribute fodder/Fusion material/Link material/Al Dhampir material/etc.

 

Decoration's first effect is a bit conditional, but it works pretty well with the deck, and the Attribute change effect on a trap actually is really beneficial (since it would let you activate it as a Quick Effect, so you could trigger Figurine and Dummy's effects on the opponent's turn with a bit more surprise value).

 

Double Foolish is amusing.  It definitely reminds me of one of my favorite old custom cards in both its attribute reliance and its general simplicity.  For Voodoom, the benefit is forcing your opponent to dump an attribute that you'd find beneficial, but it isn't quite the best either in the Deck or in most others.  However, as it is generic, who knows?  It has potential to become more useful depending on how the game moves.

 

The other changes are solid.  It all looks good!

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