Jump to content

Zuma Archetype


Ultimagamer

Recommended Posts

This was an archetype concept I thought of based around the Volcanic cards while keeping to the theme of the video game Zuma. The archetype is based around stunning the opponent with the effects of "Tiki Launcher" traps, removing cards from your opponent's field or hand with "Tiki Shot" monsters to stop their plays while working your way to the "Tiki Guardian" whose negation can leave the opponent with next to no plays available on a 3000 attack monster. 

 

I always appreciate feedback :3 

 

Tiki Island

Spell - Field

 

If this card is activated while you have no cards in your Spell/Trap zones; you can take 1 “Tiki Launcher” card from your Deck and place it face-up in your Spell/Trap zone, then you can add 1 “Tiki Shot” monster from your Deck to your hand. You can only use this effect of “Tiki Island” once per turn. Once per turn, if you control monsters; you can add 1 “Tiki Guardian” from your Deck or GY to your hand. Once per turn, if a “Tiki Shot” monster would be sent from your hand to the GY for the effect of a “Tiki Launcher” card, you can send 1 “Tiki Shot” monster from your Deck to your GY instead of from your hand.

 

Tiki, Round Start!

Spell - Quickplay

 

If you control no monsters, or only “Tiki” monsters; take 1 “Tiki Shot” monster from your Deck and either add it to your hand or send it to your GY. You can only activate 1 “Tiki, Round Start!” per turn.

 

Tiki, Reload!

Spell - Quickplay

 

Shuffle any number of “Tiki-Shot” monsters from your hand, GY, and/or banished cards into your Deck, then as many of the following effects in sequence depending on the amount of different original attributes of monsters returned to the Deck by this effect. You can only activate 1 “Tiki, Reload!” per turn.

1- gain 1000 LP

2- draw 1 card

3- add 1 “Tiki Island” from your Deck or GY to your hand

4- activate 1 “Tiki Launcher” card from your Deck or GY

5- destroy 1 card your opponent controls

6- draw 4 cards then discard 2 cards

 

Tiki Launcher - Basic Shot

Trap - Continuous

 

If your opponent activates a card or effect; you can send 1 “Tiki Shot” monster from your hand to your GY to destroy 1 card your opponent controls with the same type as that card ( Monster, Spell, or Trap ). If this effect would apply to Spell/Trap cards you can destroy 1 set Spell/Trap card your opponent controls as well. You cannot send a monster to the GY to use this card’s effects with the same attribute as a monster previously sent to the GY by this effect earlier this turn. If this card is in your GY ( quick effect ): you can banish 2 “Tiki Shot” monsters from your GY; set this card from your GY to your field.

 

Tiki Launcher - Tri Shot

Trap - Continuous

 

During either players turn; you can send 1 “Tiki Shot” monster from your hand to your GY to destroy all monsters your opponent controls in both this card’s column and the columns adjacent to that column, then destroy all Spell/Trap cards your opponent controls in the same column as the destroyed monsters. You cannot send a monster to the GY to use this card’s effects with the same attribute as a monster previously sent to the GY by this effect earlier this turn. If this card is in your GY ( quick effect ): you can banish 2 “Tiki Shot” monsters from your GY; set this card from your GY to your field.

 

Tiki Launcher - Paralysis Shot

Trap - Continuous

 

During either players turn; you can send 1 “Tiki Shot” monster from your hand to your GY to discard 1 random card from your opponent’s hand. During your opponent’s next end phase after this effect resolves, they can draw 1 card for every card discarded by this effect -1. You cannot send a monster to the GY to use this card’s effects with the same attribute as a monster previously sent to the GY by this effect earlier this turn. If this card is in your GY ( quick effect ): you can banish 2 “Tiki Shot” monsters from your GY; set this card from your GY to your field.

 

Tiki Launcher - Laser Shot

Trap - Continuous

 

During either players turn; you can send 1 “Tiki Shot” monster from your hand to your GY to banish 1 card your opponent controls while your opponent controls at least 2 cards of the same type as that card ( Monster, Spell, or Trap, face-down Spell/Trap cards are treated as both a Spell card and a Trap card ). During your opponent’s next end phase after this effect resolves your opponent can draw cards equal to the amount of cards banished by this effect -1. You cannot send a monster to the GY to use this card’s effects with the same attribute as a monster previously sent to the GY by this effect earlier this turn. If this card is in your GY ( quick effect ): you can banish 2 “Tiki Shot” monsters from your GY; set this card from your GY to your field.

 

Tiki Shot - Earth Shot

Level 1 / Earth / Rock / Effect

0 attack / 0 defense

 

If this card is sent to the GY; you can add 1 “Tiki Shot” monster from your Deck to your hand, except “Tiki Shot - Earth Shot”. You can only use the effect of “Tiki Shot - Earth Shot” once per turn.

 

Tiki Shot - Wind Shot

Level 1 / Wind / Rock / Effect

0 attack / 0 defense

 

If this card is sent to the GY; you can shuffle 1 other “Tiki Shot” monster from your GY into your Deck then add this card from your GY to your hand. You can only use the effect of “Tiki Shot - Wind Shot” once per turn.

 

Tiki Shot - Fire Shot

Level 1 / Fire / Rock / Effect

0 attack / 0 defense

 

If this card is sent to the GY; you can send 1 card from your hand to your GY to add this card from your GY to your hand. You can only use the effect of “Tiki Shot - Fire Shot” once per turn.

 

Tiki Shot - Water Shot

Level 1 / Water / Rock / Effect

0 attack / 0 defense

 

If this card is sent to the GY; you can send 1 “Tiki Shot” monster from your Deck to your GY, except “Tiki Shot - Water Shot”. You can only use the effect of “Tiki Shot - Water Shot” once per turn.

 

Tiki Shot - Light Shot

Level 1 / Light / Rock / Effect

0 attack / 0 defense

 

If this card is banished; you can shuffle 2 “Tiki Shot” monsters with different original attributes from your GY and/or banished into your Deck, then draw 1 card. You can only use the effect of “Tiki Shot - Light Shot” once per turn.

 

Tiki Shot - Dark Shot

Level 1 / Dark / Rock / Effect

0 attack / 0 defense

 

If this card is banished; you can add up to 2 “Tiki Shot” monsters with different original attributes from your GY and/or banished cards to your hand, except “Tiki Shot - Dark Shot”. You can only use the effect of “Tiki Shot - Dark Shot” once per turn.

 

Tiki Guardian

Level 8 / Dark / Fiend / Effect

3000 attack / 3000 defense

 

Cannot be Normal Summoned/Set. Must first be Special Summoned ( from your hand ) shuffling 6 “Tiki Shot” monsters with different attributes from your hand, GY and/or banished cards and cannot be summoned by other ways. Up to 3 times per turn, during either players turn, when your opponent activates a Spell/Trap card or effect: you can send 1 “Tiki Shot” monster from your Deck to your GY; negate that activation or effect. If this card on the field would be destroyed ( by battle or card effect ), you can banish 1 “Tiki Shot” monster from your GY instead.

Link to comment
Share on other sites

Sorry, never played or even heard of Zuma before now. But, these look like decent cards anyway, (RIP TIKI ARCHETYPE :( ) so let's give them a look!

 

Volcanics 2.0 then! You'd think this theme would end up being rather bland, but as far as I can see, this is actually a pretty solid set, especially as a pure one. It's kind of hard to run an engine or splash anything other than pure generics. You have such a wide variety of effects and, while your Attribute setup/naming isn't great, I'm sure it's justifiable in the game universe. The Shots work nicely with one another, with the LIGHT and DARK doing nothing early game but really coming into form late-game. Although the theming is a little basic, that's probably because I haven't played the games, but as I said, the mechanics are fun enough for me to ignore that.

 

My only problem is the Field Spell. The third effect is a must-have for the set, but the combination of the first two effect allow you to go +2 at least if you open it, immediately enabling your Trap with your virtual 6 copies of this with Terraforming. That, combined with the lack of any sort of once per turn on the Traps make it quite a potential problem. Also, if you just open the Field Spell, then use it to search anything other than Water or Earth Shot and activate Paralysis, then use Paralysis to send Water from your Deck and your opponent to discard 1m, then use Water to send Earth to search another Shot, you're 4 cards into Guardian, which you've also searched with your Field Spell, and all you've needed is the Field Spell, ignoring the other 4-5 cards in your hand, putting your hand at 7-8 cards + a Field Spell and Trap face-up

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...