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I present to you Carn-Evil, an architype of cards based on GY manipulation. The monsters all give you effs continuous powerful effs while they are the top card of your GY, and the S/T help you manipulate your GY so that you can use those effects. Hard to master, but powerful effect wise, I feel that they could give some people a run for their money.

 

Monsters

 

Carn-Evil Strong Man                     DARK/Fiend/LV4               ATK 2000 / DEF 1000

If this card is Summoned, you can have this card gain 1000 ATK, but if you do, destroy it during the End Phase. While this is the top card of your GY; monsters you control gain 1000 ATK.

 

Carn-Evil Stage Hand                      DARK/Fiend/LV3               ATK 1400 / DEF 1200

If this card is Summoned, you can target a “Carn-Evil” monster in your GY; Special Summon it, then you can take a “Carn-Evil” card in your GY and place it on top of your GY. While this is the top card of your GY; your opponent cannot target “Carn-Evil” monsters you control for attacks.

 

Carn-Evil Clown                                DARK/Fiend/LV3               ATK 500 / DEF 1200

If this card is Summoned, you can add a “Car-Evil” monster, other than “Carn-Evil Clown”, from your Deck to your hand. While this is the top card of your GY, you can Normal Summon 1 “Carn-Evil” monster in addition to your Normal Summon/Set, except “Carn-Evil Clown”. (You can only gain this effect once per turn.)

 

Carn-Evil Magician                          DARK/Fiend/LV4               ATK 1900 / DEF 1600                      

Once per turn, if the opponent activates a Spell card or effect, you can discard a card; negate the card or effect. While this is the top card of your GY negate the effects of your opponent’s Spell cards.

 

Carn-Evil Hypnotist                          DARK/Fiend/LV4               ATK 1600 / DEF 1900                      

Once per turn, if the opponent activates a Trap card or effect, you can discard a card; negate the card or effect. While this is the top card of your GY negate the effects of your opponent’s Trap cards.

 

Carn-Evil Lion Tamer                     DARK/Fiend/LV4               ATK 1100 / DEF 1900                      

Once per turn, if the effect of an opponent’s monster activates, you can discard a card; negate the effect. While this is the top card of your GY negate your opponent’s monster effects.

 

Carn-Evil Fortuneteller                   DARK/Fiend/LV2               ATK 200 / DEF 2200                        

Once per turn you can select a random card in your opponent’s hand; look at it. While this is the top card of your GY, your opponent must play with their hand revealed.

 

Carn-Evil Con Artist                        DARK/Fiend/LV4               ATK 600 / DEF 1400                        

Once per turn, if you negate the effect of an opponent’s card; draw a card. While this is the top card of your GY, the activation of your cards and effects cannot be negated, also your effects cannot be negated.

 

Carn-Evil Knife Thrower               DARK/Fiend/LV4               ATK 1600 / DEF 1100

Can attack a second time each Battle Phase. While this is the top card of your GY, you may attack a second time in a row with a monster you control, but if you do destroy it after damage calculation.

 

Carn-Evil Ringmaster                      DARK/Fiend/Link               ATK 1000/Link 1                D

1 “Carn-Evil” monster

If this card is Link Summoned, you can take a “Carn-Evil” monster from your Deck and show it to your opponent, who then selects one of the following actions for you to take:

  • Special Summon that monster to the Zone this card points to.
  • Send that monster to the GY.

During your Standby Phase, if this is the top card of your GY, you Special Summon this card, but banish it when it leaves the field, also if this card is Special Summoned by the above effect you can take one of your “Carn-Evil” cards in your GY or that is banished, other than “Carn-Evil Ringmaster”, and place it on top of your GY.

 

 

Spells

 

Carn-Evil Big Top                             Field

The top 3 cards in your GY are each treated as being the top card of your GY. During either player’s turn you can (Quick Effect): banish this card from the GY; take up to 3 cards from your GY and place them on top of your GY in any order.

 

Carn-Evil Show Schedule               Continuous

Once per turn, during either player’s turn, you can (Quick Effect) activate of the following effects.

  • take one card from your GY and place it on top of your GY.
  • Send a “Carn-Evil” card from your Deck to the GY.

During either player’s turn you can (Quick Effect): banish this card from the GY; take one card from your GY and place it on top of your GY.

 

Carn-Evil Ticket Booth   Continuous

If this card is activated, you can take a “Carn-Evil” card from your Deck and either add it to your hand or send it to the GY. During either player’s turn you can (Quick Effect): banish this card from your field or GY, then take one of your “Carn-Evil” cards that is banished, other than “Carn-Evil Ticket Booth and place it on top of your GY.

 

Carn-Evil Schedule Change           Quick-Play

Target a “Carn-Evil” monster you control and one in your GY; destroy the first target and Special Summon the second. If this card is sent from the field to the GY, place it on the bottom of your GY.

 

Carn-Evil Stunt Double   Quick-Play

Special Summon a “Carn-Evil” monster from your hand. If this is the top card of your GY, you can banish this card to target a “Carn-Evil” monster you control. Send a monster with the same name as that targeted monster form your Deck to the GY.

 

Traps

 

Carn-Evil Front Row

Look at a number of cards from the top of your Deck up to the number of cards your opponent controls; you may send 1 card from them to the GY, then return the rest to the top of your Deck in any order. If this card is sent from the field to the GY, place it underneath the top monster in your GY. If a monster that is above this card in the GY is targeted by a card effect you can banish this card from the GY, then take a card that was between this card and that monster and add it to your hand.

 

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The monsters are a little copy and paste, with the on-Summon and basic Once Per Turn negator/negator in GY, but it is a rather unique mechanic you're dealing with. Still, might be able to differentiate the latter cards a bit more. Clown is a decent example of this, using the easy on-Summon basic effect to search and, well...being the best card to ladder with in general. It also showcases each card doing one thing, with itself being great in any situation, Hand only being usable late-game and Strong Man itself not providing any sort of reason to open with it. In fact, the card is kinda reminiscent of that Batteryman that becomes 2k, except this card can potentially stay at 2k without any negatives. I'd suggest dropping it to 1.5k base, at least.

 

The Link is the only thing that makes any of the basic cards playable, allowing you to open anything other than Clown and then grab Clown. Your opponent's always going to send it to the GY with your Link's effect in that case, as an Extra NS is better than the the search you're going to get...and you are going to get the NS anyway, because of easy Link Summon plays to get it to the GY. After that, well...the archetype doesn't really do anything. DARK Fiend doesn't really have that much generic support, and it's going to be hard to splash many cards in to mess up your GY order, so after the first Link Summon and, assuming you didn't open Clown, your two NSs...the best you can hope for is a Troymare. This Deck doesn't really work as a engine due to the order reliance. It just doesn't really do anything. There's hints towards the modulation that the Field Spell can eventually get to, but considering you mostly only have one card that does anything to further the archetype, you're not going to go too well most the time, which is a shame because I really think the backrow is fine as is.

 

That being said, the only real bad cards are Fortuneteller and Con Artist. The former...does nothing to help further the archetype and could probably be removed with no consequence, and the latter isn't useful in the archetype's current state, with forcing the negators to be useful detracting from the flow of the archetype. Shooting Riser plays with Needlefiber and milling the negator of your choice? Very vulnerable field.

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