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Powersink Archetype [WRITTEN]


Tinkerer

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Hello, fine peoples!

 

Man, it has been a while since I've touched on one of my favorite Trap cards in the entire game.  I'd made support for this card a long time ago (almost three years to the day), but... back then I was much less experienced.  More passionate though.

 

...Enough reminiscing.  This is support for the card Powersink Stone, a continuous trap whose effect reads as follows:

 

 

Each time the effect of an Effect Monster is activated, place 1 Spellstone Counter on this card (max. 2). While there are 2 Spellstone Counters on this card, face-up Effect Monsters on the field cannot activate their effects, and their effects are negated. During the End Phase, remove all Spellstone Counters on this card.

 

I wanted to build this away from constantly pointing to Powersink Stone (my flaw in my original) and allow the deck to have its own identity and gimmick while enabling the Stone with ease.  Unlike my usual archetypes where I try to streamline everything down, I gave this archetype its own sprawling monster lineup with a number of useful and not-so-useful cards in a similar vein as Konami's design philosophy in the 5Ds era.  I've still gotta add some anti-burn and a dragon boss to complete the picture XD.

 

[spoiler=Monsters]

Powersink Goblin
LIGHT **
Fiend/Tuner/Effect
Once per turn (Quick Effect): you can activate this effect; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link.  For each "Powersink" card excavated by this effect, you can change the battle position of 1 monster on the field.  Return all excavated cards to the bottom of the Deck.
1000/0
 
Powersink Thief
DARK *
Warrior/Tuner/Effect
(Quick Effect): you can send this card from your hand or field to the GY; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link.  For each "Powersink" card excavated by this effect, lower the ATK of all monsters your opponent controls by 100, and if you do, gain LP equal to the total ATK lost.  Return all excavated cards to the bottom of the Deck.
400/0
 
Powersink Tetrarch
FIRE 7*
Fairy/Effect
(Quick Effect): you can activate this effect as Chain Link 3 or higher; Special Summon this card from your hand, and if you do, you can look at the top 5 cards from your Deck and rearrange them as you like.  Once per turn (Quick Effect): you can activate this effect; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link.  For each "Powersink" monster excavated by this effect, negate the effects of 1 face-up card on the field until the End Phase.  Return all excavated cards to the bottom of the Deck.
2800/2300
 
Powersink Gardna
EARTH **
Warrior/Tuner/Effect
(Quick Effect): you can send this card from your hand or field to the GY; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link.  If you excavate a "Powersink" monster, "Powersink" monsters you control cannot be destroyed by battle or card effects this turn.  Return all excavated cards to the bottom of the Deck.
300/2000
 
Powersink Summoner
DARK ****
Spellcaster/Effect
Once per turn (Quick Effect): you can activate this effect; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link, then, you can add 1 excavated "Powersink" monster among those cards to your hand.  Return the remaining excavated cards to the bottom of the Deck.
1000/1800
 
Powersink Linker
WIND ***
Cyberse/Effect
(Quick Effect): you can send this card from your hand or field to the GY as Chain Link 4 or higher; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link - 1.  For each "Powersink" card excavated by this effect, negate the effects of 1 card this chain.  Return all excavated cards to the bottom of the Deck.  (Quick Effect): you can activate this effect while this card is in the GY; banish this card from your GY.  You can only use each effect of "Powersink Linker" once per turn.
0/1700
 
Powersink Golem
EARTH ****
Rock/Effect
Once per turn (Quick Effect): you can activate this effect; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link.  For each "Powersink" monster excavated by this effect, Set 1 face-up monster or 1 face-up Spell/Trap on the field.  That card cannot change its battle position or be activated until the End Phase of the next turn.  Return all excavated cards to the bottom of the Deck.
1800/1700
 
Powersink Cerberus
FIRE ***
Beast-Warrior/Effect
Once per turn (Quick Effect): you can activate this effect; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link.  If you excavate a "Powersink" monster by this effect, until the End Phase this card gains this effect:
- At the start of Damage Step, if this card battles a monster: You can destroy that monster.
Return all excavated cards to the bottom of the Deck.
1400/200
 
Powersink Morale-Booster
WATER *
Psychic/Tuner/Effect
(Quick Effect): you can send this card from your hand or field to the GY; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link.  For each "Powersink" card excavated: all monsters you control gain 300 ATK and DEF until the End Phase.  Return all excavated cards to the bottom of the Deck.
200/200
 
Powersink Oracle
LIGHT 6*
Spellcaster/Effect
(Quick Effect): you can activate this effect as Chain Link 3 or higher; Special Summon this card from your hand, and if you do, you can excavate cards from the top of your Deck equal to this card's Chain Link.  You can Set 1 "Powersink" Spell/Trap card from among those excavated cards.  It can be activated this turn.  Once per turn (Quick Effect): you can activate this effect; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link.  You can Special Summon 1 "Powersink" monster among those excavated cards.  Return all cards excavated by this card's effects to the bottom of the Deck.
1500/2400
 
Powersink Striker
FIRE *****
Thunder/Effect
(Quick Effect): you can activate this effect as Chain Link 3 or higher; Special Summon this card from your hand, and if you do, you can excavate cards from the top of your Deck equal to this card's Chain Link.  If you excavate a "Powersink" monster by this effect: you can add 1 "Powersink" card from your GY to your hand.  Once per turn (Quick Effect): you can activate this effect; when this effect resolves, you can excavate a number of cards from the top of your Deck equal to this card's Chain Link.  If you excavate a "Powersink" monster by this effect: you can destroy 1 card on the field.
2150/1500

 

 

 
Very few of them actively affect the opponent's advantage for a good reason.  I didn't want these to end up being suppressing in the same way as Drident, even if these can miss.  Most are minor with generally the high level ones doing the bulk of advantage-gaining.  Hand traps help to buff the Chain Links while also dodging Powersink Stone's downside (considering PS is both easily enabled in the deck, but also ridiculously crippling if you enable it too early).
 
[spoiler=Traps]
Powersink Chalice
Continuous Trap
Each time a monster effect is activated: place 1 Spellstone Counter on this card (max. 2).  When this card gets its second Spellstone Counter: you can Special Summon 1 level 4 or lower "Powersink" monster from your Deck.  During each End Phase, remove all Spellstone Counters from this card.
 
Powersink Sphere
Continuous Trap
Each time a monster effect is activated: place 1 Spellstone Counter on this card (max. 2).  While this card has 2 Spellstone Counters, negate the next Spell/Trap effect, then remove all Spellstone Counters from this card.

 

More advantage + a way to knock Spells/Traps.  Perhaps I'll add some more; maybe extra ways to keep the counters on the field?

 

For the most part, I think the cards speak for themselves.  There isn't a "playstyle consensus", per se since you could build the deck to focus on suppression using the traps or a more aggressive or a stun variant depending on which monsters you use.  I might add a couple more, but I think these generally cover what I aimed for.

 

Thanks for looking through.  As always, CnC much appreciated!

 

Cheers!

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