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[Written] The Virtual World LV Archetype (22/22)


TheTrueSaiyan

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I wanted to make an archetype that makes "LV" monsters viable. Some of the Spells and Traps are pretty generic for "LV"s but there isn't really any other "LV" deck that can use them. I didn't want to do what Nekroz did and give all the Rituals discard effects to limited the bricking so most of the LV monster resides in the Extra deck
 
So the story goes that our protagonist Imari like to play a game called "The Virtual World", she wants to try out all the features of the game so she's constantly switching classes as she levels up. She sometimes loans an account to her sister Tahara so they can play together and bots are also a thing so that's why multiple of her accounts can be online at the same time.
 
Here's a rundown of the archetype effects-wise if you want a start at that: 
[spoiler=rundown]
Centered around the normal monster "Imari, The Virtual World LV1 Beginner", yes normal monster. The Higher Level monster summons themselves using the lower level ones rather than the other way around so an effect is not needed for her.
 
You can immediately go into any of the LV2 monsters with just normal Imari without any other requirements, then there are specific requirements for each level up afterward depending on which class she is moving to.
 
Then there are 4 branches of "Classes" she can take 
  • Rogue
    • These are all WIND Winged Beast Xyz monsters
    • Like Zoodiac you can slap them on 1 card, but that monster can't be another Theif (since Imari likes to switch class often) and has had to inflict battle damage (as the requirement to Level up)
    • They all have the effect to attack directly and their other is "attempt to disrupt your opponent's strategy"
  • Magician
    • These are all WATER Spellcaster Fusion monsters
    • You can Special Summon them using only 1 monster that isn't another Magician and has activated its effect this turn.
    • They all have the effect to set a Spell/Trap on summon and their other effect is meant to be "The kind you leave on the field during your opponent's turn"
  • Knight
    • These are all EARTH Warrior Synchro monsters
    • You can Special Summon them using only 1 monster that isn't another Knight and wasn't summoned this turn.
    • They all the effect to halve the attack and negate the effect of a monster they battle, their other effect is also battle related
  • Angel
    • These are all LIGHT Fairy Link monsters
    • You can Special Summon them using only 1 monster that isn't another Angel and is in the EMZ
    • They all prevent you from summoning monsters except "The Virtual World" monsters to a zone they point to and banish themselves from the GY to protect a monster.
    • Their other effect is generally related to recovery

 

With the Level up conditions, it is easiest to go from Knight->Thief->Angel->Magician->Knight but that may just be my impression.

 
[spoiler=Main Deck Monsters]
Imari, The Virtual World LV1 Beginner
Level 1 | Cyberse/Normal | EARTH | 400 / 400
A young girl, who logged into the "The Virtual World" one day. She likes to operate multiple accounts to experience everything the game has to offer and switch between them often. Sometimes she shares an account with her sister Tahara and to go on raids together. This is her story.
 
Tahara, The Virtual World Sibling
Level 2 | Cyberse/Effect | EARTH | 500 / 600
You can discard this card; Special Summon 1 "Imari, The Virtual World LV1 Beginner" From your Deck or GY. 
 
The Virtual World NPC
Level 3 | Cyberse/Effect | EARTH | 1200 / 1200
Quick Effect: You can discard this card and target 1 "The Virtual World" monster you control; It gains 1200 ATK/DEF until the end of the turn.
If you control no monsters: You can banish this card from your GY: add 1 "The Virtual World LV" monster from your GY to your hand.

 

 

 

[spoiler=Extra Deck]

Imari, The Virtual World LV2 Feathered Bandit
Rank 2 | Winged Beast/Xyz/Effect | WIND | 1200 / 600
3 Level 2 monsters
Once per turn, you can also Xyz Summon "Imari, The Virtual World LV2 Bandit" by using 1 "The Virtual World LV1" monster you control as Xyz Material.
This card can attack your opponent directly. 
If this card deals battle damage to your opponent: You can make your opponent send 1 card from their hand or their side of the field to the Graveyard (their choice).
 
Imari, The Virtual World LV4 Skyborn Thief
Rank 4 | Winged Beast/Xyz/Effect | WIND | 1500 / 1400
3 Level 4 monsters
Once per turn, you can also Xyz Summon "Imari, The Virtual World LV4 Thief" by using 1 non-Winged Beast "The Virtual World LV2" monster you control that has inflicted battle damage this turn as Xyz Material.
This card can attack your opponent directly. 
If this card is Special Summoned: You can banish card(s) from the top of your opponent's deck up to the number of "The Virtual World LV" monsters in your GY. 
While this card is Face-up on the field your opponent cannot add card(s) to their hand, except during the Draw Phase.
 
Imari, The Virtual World LV6 Rogue Harpy
Rank 6 | Winged Beast/Xyz/Effect | WIND | 2200 / 1600
3 Level 6 monsters
Once per turn, you can also Xyz Summon "Imari, The Virtual World LV6 Rogue" by using 1 non-Winged Beast "The Virtual World LV4" monster you control that has inflicted battle damage this turn as Xyz Material.
This card can attack your opponent directly.
(Quick Effect): You can Banish this Xyz summoned card; Add 1 "The Virtual World" monster and 1 "The Virtual World" Spell/Trap from your Deck to your hand
During the Standby Phase, if this card is Banished: You can Special Summon this card.
 
Imari, The Virtual World LV2 Magician
Level 2 | Spellcaster/Fusion/Effect | WATER | 1000 / 1300
2 "The Virtual World" monsters you control
Once per turn, you can also Special Summon "Imari, The Virtual World LV2 Magician" by tributing 1 "The Virtual World LV1" monster you control. (This Special Summon is treated as a Fusion Summon)
If this card is Special Summoned: You can set 1 "The Virtual World" Spell/Trap from your GY to your side of the field. At the end of the Battle Phase: Change this card to Defense Position.
If your opponent activates a Spell/Trap card or effect: They cannot activate Spell/Trap cards until your next Standby Phase.
 
Imari, The Virtual World LV4 Spiritualist
Level 2 | Spellcaster/Fusion/Effect | WATER | 1200 / 1800
3 "The Virtual World" monsters you control
Once per turn, you can also Special Summon "Imari, The Virtual World LV4 Spiritualist" by tributing 1 non-Spellcaster "The Virtual World LV2" monster you control that has activated its effect this turn. (This Special Summon is treated as a Fusion Summon)
If this card is Special Summoned: You can set 1 "The Virtual World" Spell/Trap from your GY to your side of the field. At the end of the Battle Phase: Change this card to Defense Position.
If your opponent would summon 1 monster from the Extra Deck to their side of the field: You can discard 1 card; Special Summon it to your side of the field instead.
 
Imari, The Virtual World LV6 Sorcerer
Level 2 | Spellcaster/Fusion/Effect | WATER | 1300 / 2600
4 "The Virtual World" monsters you control
Once per turn, you can also Special Summon "Imari, The Virtual World LV6 Sorcerer" by tributing 1 non-Spellcaster "The Virtual World LV4" monster you control that has activated its effect this turn. (This Special Summon is treated as a Fusion Summon)
If this card is Special Summoned: You can set 1 "The Virtual World" Spell/Trap from your GY to your side of the field. At the end of the Battle Phase: Change this card to Defense Position.
Once per turn: If your opponent activates a Spell/Trap or monster effect: Cards in your possession are unaffected by the same type of card (Monster, Spell, or Trap) until the end of the turn.
 
Imari, The Virtual World LV2 Knight
Level 2 | Warrior/Synchro/Effect | EARTH | 1900 / 700
1 Tuner + 1 non-Tuner "The Virtual World" monster
Once per turn, you can also Special Summon "Imari, The Virtual World LV2 Knight" by tributing 1 non-Warrior "The Virtual World LV1" monster you control. (This Special Summon is treated as a Synchro Summon)
If this card battles an opponent's monster, that monster's attack is halved and its effects are negated until the end of the Battle Phase.
Each time you inflict damage to your opponent, gain that much LP.
 
Imari, The Virtual World LV4 Paladin
Level 4 | Warrior/Synchro/Effect | EARTH | 2300 / 1500
1 Tuner + 2 non-Tuner "The Virtual World" monsters
Once per turn, you can also Special Summon "Imari, The Virtual World LV4 Paladin" by tributing 1 non-Warrior "The Virtual World LV4" monster you control that was not summoned this turn. (This Special Summon is treated as a Synchro Summon)
If this card battles an opponent's monster, that monster's attack is halved and its effects are negated until the end of the Battle Phase.
This card can attack all monsters your opponent controls.
 
Imari, The Virtual World LV6 Commander
Level 6 | Warrior/Synchro/Effect | EARTH | 2800 / 2400
1 Tuner + 3 non-Tuner "The Virtual World" monsters
Once per turn, you can also Special Summon "Imari, The Virtual World LV4 Commander" by tributing 1 non-Warrior "The Virtual World LV4" monster you control that was not summoned this turn. (This Special Summon is treated as a Synchro Summon)
If this card battles an opponent's monster, that monster's attack is halved and its effects are negated until the end of the Battle Phase.
This card gains ATK equal to the ATK of the monster of the field with the highest ATK when this card was summoned. Cards and effects cannot be activated during the Battle Phase.
 
Imari, The Virtual World LV2 Guardian 
Link-1 | D | Fairy/Synchro/Effect | LIGHT | 800 / 400
1 "The Virtual World LV1" monster
You can only summon "The Virtual World" monsters to a zone this card points to. If a "The Virtual World LV" monster you control would be destroyed, you can banish this card from your GY instead.
Quick Effect: You can target 3 "The Virtual World" monsters in your GY; Shuffle them into the deck and draw 1 card.
 
Imari, The Virtual World LV4 Angel
Link-2 | D, DR | Fairy/Synchro/Effect | LIGHT | 1500 / 2400
2 "The Virtual World LV" monsters
Once per turn, you can also Special Summon "Imari, The Virtual World LV4 Angel" by tributing 1 non-Fairy "The Virtual World LV2" monster you control that is in the Extra Monster Zone. (This Special Summon is treated as a Link Summon)
You can only summon "The Virtual World" monsters to a zone this card points to. If a "The Virtual World LV" monster you control would be destroyed, you can banish this card from your GY instead.
Once per turn: If you have no monsters in your Main Monster Zone: You can Special Summon 1 non-fairy "The Virtual World LV" monster from your GY.
 
Imari, The Virtual World LV6 Seraph 
Link-3 | D, DR, DL | Fairy/Synchro/Effect | LIGHT | 1500 / 2400
3 "The Virtual World LV" monsters
Once per turn, you can also Special Summon "Imari, The Virtual World LV6 Seraph" by tributing 1 non-Fairy "The Virtual World LV4" monster you control that is in the Extra Monster Zone. (This Special Summon is treated as a Link Summon)
You can only summon "The Virtual World" monsters to a zone this card points to. If a "The Virtual World LV" monster you control would be destroyed, you can banish this card from your GY instead.
Each time a "The Virtual World LV" monster(s) is Special Summoned to a zone this card points to: You can Draw 1 card for each The Virtual World LV" monster summoned, then shuffle 1 card from your hand into the deck.

 

 

 
[spoiler=Spell and Traps]
The Virtual World V0.28 Beta
Spell Field
Once per turn: If you Special Summon a "The Virtual World LV" monster: You can Special Summon 1 monster from your GY with the same "LV".
Once per turn: If your opponent targets a card you control, except this card, for a battle or card effect while you control another Face-up "The Virtual World" card: You can target 1 other card on the field that would be an appropriate target; that card/effect/attack now targets the new target. 
If this card is destroyed or banished by your opponent card effect: Activate 1 "The Virtual World V1.01" from your Deck or GY.
 
[spoiler=Notes]Meant to represent a buggy environment, such as item duping and targeting the wrong player

 
The Virtual World V1.01 
Field Spell
Apply the following effects depending on the highest "LV" of the monsters you control:
• 2+: "The Virtual World" cards you control are unaffected by your opponent's card effects that do not target them.
• 4+: The Special Summons of "LV" monsters cannot be negated.
• 6+: Once per turn, if this card would be destroyed, it is not.
Once per turn, If you activate a Normal Spell/Trap while you control another Face-up "The Virtual World" card, You can set that card instead of sending it to the GY, but you cannot use cards with the same name for the rest of the turn.
 
The Virtual World Update
Spell - Quickplay
Activate 1 "The Virtual World" Spell from your Deck immediately after this card resolves, except "The Virtual World Update".
 
The Virtual World Corruption
Spell - Normal
Banish 1 "LV" monster from your GY; Then apply the following effect in sequence depending on the "LV" of that monster
• 2+: Gain LP equal to its "LV" x 400.
• 4+: Add 1 "LV" monster from your deck to your hand.
• 6+: You can destroy 1 card your opponent controls.
 
Logging Into The Virtual World 
Spell - Normal
Shuffle 1 "LV" monster that is banished or in your GY into your Deck; Add 1 card from your deck that specifically list that card from your Deck to your hand.
You can banish this card from your Graveyard, immediately after this effect resolves, Normal Summon 1 "LV" monster from your hand. 
 
Bots in The Virtual World
Spell - Equip
Special Summon 1 "The Virtual World" monster from your Extra deck, equip it with this card. A monster equipped with this card has its effects negated. Also, you cannot Special Summoned monster for the rest of the turn, except "The Virtual World" monsters.
 
Grinding in the Virtual World
Trap - Normal
Special Summon any number of "LV" monsters from your GY with the same "LV". 
You can banish this card from your GY; immediately after this effect resolves, Special Summon 1 "The Virtual World" monster from your extra deck using monster you control.

 

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Not a huge fan of Tahara simply being...essentially, a better Imari, considering the latter needs a Normal Summon or specifically a way to bring her out, whereas Tahara skips all that as long as you have said latter in the Deck. I do rather like NPC though, having a rather dynamic GY effect while fueling said effect with a more balanced Honest. Nice stuff.

 

With 12 ED monsters, it's going to be hard to select space for which monsters you want to keep, and which ones aren't as strong. There's not much variety in the main deck, so there aren't going to be too many variants, but it is Troymare on steroids that especially encourages laddering. It's also especially interesting how restrictive the requirements for the higher LV Knights and Rogues are compared to the Angels and Magicians. Knights need to wait a turn before they can be Summoned with their effect, and Rogues can only be Summoned during the MP2 if an attack was successful. The latter two, on the other hand, require only the most basic of conditions to be met for them to be Summoned, making them the almost certainly better pair of classes to go with. Why no archetypal tuner for the Synchros?

 

A few flavour notes before I go in-depth; the "Imari, The Virtual World LV" being on every single one of the ED monsters and a few other cards in their name, only differing slightly on the number and the last word, makes for hard reading. I understand thematics of it, and it does fit with your idea, but perhaps there's another way to implement it that doesn't look too samey? Also, I've always disliked Xyz Monsters that don't use Xyz Materials in some form or another. Perhaps you can use it as a form of protection from battle or something in the later versions of the monsters, considering you're relying on the field spell for other things.

 

The S/T line-up is pretty good, with a nice selection of flavourful effects. Only a few complaints; Corruption should probably have some form of HOPT as a powerful and versatile searcher. Logging into the Virtual World...doesn't work, as you have very few monsters "specifically listed" on any of the cards; it's not good enough to have the archetypal clause to be able to Summon a monster, you need to have the full monster's name to have it specifically listed. Also, perhaps relying on your Field Spell for all of your protection isn't such a great idea, as it only gets the invulnerability with a high amount of Field Presence.

 

I like the creativity you took with this mechanic, and save for some repetitive points in the ED, it was a rather nice set to read. If I'd have to say anything about its power and ability, I'd put it as weak, as the only real selection of the Links and the Fusions having some (dare I say intended) holes in their ability. However, the other two classes still don't have the power to make up for the slowness, resulting in a rather easily broken archetype.

 

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