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Treasure Pirates! Archetype


Ultimagamer

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This was an archetype that I thought of based around the concept of switching control of cards you control to your opponent, then giving "your opponent" ( which would be you ) mandatory bonus effects as well as potential mass stealing of cards! 

 

Just to be clear, any monster effect with phrases like "when you do this, your opponent" is referring to you after you gave control of that card to your opponent 

 

This is just the start of these cards, so if you have an feedback, please let me know :D 

 

Source of Names 

http://www.thewayofthepirates.com/pirate-life/who-is-who/

 

Treasure Pirate - Gunner

Level 4 / Water / Warrior / Effect

1000 attack / 1000 defense

 

Once per turn, if this card is in control of the original owner; you can give control of this card to your opponent. When you do this, your opponent can destroy 1 card you control if possible, except for a card originally owned by them.

 

Treasure Pirate - Powder Monkey

Level 4 / Water / Warrior / Effect

1000 attack / 1000 defense

 

Once per turn, if this card is in control of the original owner; you can give control of this card to your opponent. When you do this, your opponent can add 1 Spell/Trap card from their Deck to their hand that lists “Treasure Pirate” Monster” in their card text.

 

Treasure Pirate - Cook

Level 4 / Water / Warrior / Effect

1500 attack / 1000 defense

 

Once per turn, if this card is in control of the original owner; you can give control of this card to your opponent. When you do this, your opponent can Special Summon 1 “Treasure Pirate” Monster from their Deck to their field in face-up Attack Position.

 

Treasure Pirate - First Mate

Level 4 / Water / Warrior / Effect

1800 attack / 1000 defense

 

When this card is Summoned to the field of the original owner; you can give control of this card to your opponent. When you do this, your opponent can Normal Summon 1 Warrior-Type Monster in addition to their Normal Summon/Set this turn.

 

Treasure Pirate - Captain

Level 5 / Water / Warrior / Effect

2000 attack / 1000 defense

 

If your opponent controls a “Treasure Pirate” Monster originally owned by you: You can tribute 1 Monster your opponent controls; Special Summon this card ( from your hand ) to your field. Whenever this card battles a Monster while your opponent controls a “Treasure Pirate” Monster originally owned by you, this card’s original ATK and DEF are doubled until the end of the turn.

 

Treasure Pirate - Moby Dick

Level 8 / Water / Fish / Effect

2500 attack / 2500 defense

 

You can tribute 1 Monster your opponent controls to Special Summon this card to their field in face-up Defense Position. Once per turn, during each end phase: you can destroy 1 Spell/Trap card your opponent controls. If this card battles a “Treasure Pirate” Monster: Return both this card and that Monster to the hand before damage calculation.

 

The Seven Open Seas

Spell - Field

 

Once per turn, if control of a Monster(s) is switched between players: you can draw a card for each of those Monsters. All “Treasure Pirate” Monsters you control gain 500 ATK, also if your opponent controls no “Treasure Pirate” Monsters, they can attack their opponent directly. Your opponent cannot attack you directly if they control a Monster originally owned by you.

 

Let the Voyage Begin!

Spell - Normal

 

Add 1 “Treasure Pirate” Monster from your Deck to your hand. During your Main Phase, except the turn this card was sent to the GY: you can banish this card from your GY and target 1 “Treasure Pirate” Monster your opponent controls originally owned by you; shuffle that target into your Deck, then you can draw 1 card. You can only use this effect of “Let the Voyage Begin!” once per turn.

 

Treasure Map of the True Pirate

Spell - Equip

 

Equip only to a “Treasure Pirate” Monster on either players field. The equipped Monster gains 500 ATK. If it is in control of your opponent, take control of it. ( The equipped Monster can still have it’s control switched to your opponent, also it’s Monster effects that apply when the equipped Monster switches control ). Whenever the equipped Monster switches control to your opponent, switch control of it back to you after it’s effect applies.

 

Initiate the Boarding!

Spell - Quickplay

 

Special Summon 1 “Treasure Pirate” Monster from your Deck to your opponent’s field in face-up Attack Position. This Summoned Monster is treated as if it were Summoned to your opponent’s field by it’s own effect, it gains it’s effects, also this Summon is treated as a Monster switching control from your field to your opponent’s. You can only activate 1 “Initiate the Boarding!” per turn.

 

Cannon Fire!

Spell - Continuous

 

Once per turn, if control of a “Treasure Pirate” Monster(s) is switched: You can target 1 card your opponent controls; destroy that target. If this card is in your GY, except the turn this card was sent to the GY: You can target 1 “Treasure Pirate” Monster your opponent controls that was originally owned by you; return both that Monster and this card to your hand. You can only use this effect of “Cannon Fire!” once per turn.

 

All Out Swashbuckling!

Spell - Quickplay

 

Give control of any number of “Treasure Pirate” Monsters you control to your opponent. During the End Phase of the turn you activate this effect, take control of as many Monsters your opponent controls as possible then if you took control of at least 3 Monsters originally owned by your opponent, you can draw 2 cards.

 

Here There Be Treasure!

Spell - Quickplay

 

Destroy 1 Spell/Trap card your opponent controls in their Spell/Trap Card Zones; place this card face-up in your opponent’s Spell/Trap Card Zone in the same column as the tributed card as a Continuous Spell card. If you set a card in your Spell/Trap Card Zone or activate a Continuous Spell card or Equip Spell card while this card is face-up on your field: destroy that card, then add this card back to the hand of the original owner.

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I've updated the archetype! 

 

added 

- Treasure Map 

- Initiate the Boarding! 

- Here There Be Treasure! 

 

Changed 

- All Out Swashbuckling! 

- Changed some of the mandatory effects of the monsters into optional effects ( When control is given to your opponent, the effect is forced to apply, but you can choose not to apply it ) 

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I guess Dova's busy, so guess I'll review this.

 

Treasure Pirate - Gunner

Level 4 / Water / Warrior / Effect

1000 attack / 1000 defense

 

Once per turn, if this card is in control of the original owner; you can give control of this card to your opponent. When you do this, your opponent can destroy 1 card you control if possible, except for a card originally owned by them.

 

This one's generally fine for the most part, considering non-targeting removal is always welcomed and gets rid of stuff with targeting protection (*cough Borreload*)

 

Treasure Pirate - Powder Monkey

Level 4 / Water / Warrior / Effect

1000 attack / 1000 defense

 

Once per turn, if this card is in control of the original owner; you can give control of this card to your opponent. When you do this, your opponent can add 1 Spell/Trap card from their Deck to their hand that lists “Treasure Pirate” Monster” in their card text.

 

 

Obligatory searcher for the backrow; seems fine enough given the vast amount of it you have. Then again, this really only searches Spells right now unless you have a plan to make Traps at a later time. I would say to also add from the GY too so you can recycle stuff, but I haven't looked at the other backrow if they can recur themselves.

 

Treasure Pirate - Cook

Level 4 / Water / Warrior / Effect

1500 attack / 1000 defense

 

Once per turn, if this card is in control of the original owner; you can give control of this card to your opponent. When you do this, your opponent can Special Summon 1 “Treasure Pirate” Monster from their Deck to their field in face-up Attack Position.

 

This one's fine. Suppose you can use this to summon First Mate, get another one of the monsters out and then do whatever you need to. Oh hell, Captain's a viable target if you really want to, so that helps.

 

Treasure Pirate - First Mate

Level 4 / Water / Warrior / Effect

1800 attack / 1000 defense

 

When this card is Summoned to the field of the original owner; you can give control of this card to your opponent. When you do this, your opponent can Normal Summon 1 Warrior-Type Monster in addition to their Normal Summon/Set this turn.

 

 

See above comment, but again, it does help with putting more monsters on the opponent's field to sabotage them. Least it's any Warrior you want, and not restricted to in-archetype (though question remains as to what generic Warriors would go well with them). I would probably make the control effect an Ignition one, so you can trigger it when you want to (and not on summoning only).

 

Treasure Pirate - Captain

Level 5 / Water / Warrior / Effect

2000 attack / 1000 defense

 

If your opponent controls a “Treasure Pirate” Monster originally owned by you: You can tribute 1 Monster your opponent controls; Special Summon this card ( from your hand ) to your field. Whenever this card battles a Monster while your opponent controls a “Treasure Pirate” Monster originally owned by you, this card’s original ATK and DEF are doubled until the end of the turn.

 

 

Nothing really special about this, but least you get a free monster that can go to 4K ATK when it battles stuff. You probably might Tribute one of the monsters you gave the opponent, but going second, they'll probably have some boss you can Tribute for this.

 

The Seven Open Seas

Spell - Field

 

Each time control of a Monster(s) is switched between players, you can draw a card for each of those Monsters. All “Treasure Pirate” Monsters you control gain 500 ATK, also if your opponent controls no “Treasure Pirate” Monsters, they can attack their opponent directly. Whenever a “Treasure Pirate” Monster you control inflicts damage to their opponent; you can draw 1 card.

 

 

At most, you're usually getting 1 card off this (unless you use Owner's Seal or something to switch multiples), but draw power's always nice [plus stuff like Mind Control still does it]. A concern though is the amount of draw power this archetype can get off this, especially with the second effect. You may want to cut 1 of them, or just limit the last one to an OPT. You'd still need to test it out to check if such a change would be necessary. Thematically, it does work because pirates.

 

Let the Voyage Begin!

Spell - Normal

 

Add 1 “Treasure Pirate” Monster from your Deck to your hand. During your Main Phase: you can banish this card from your GY and target 1 “Treasure Pirate” Monster your opponent controls originally owned by you; shuffle that target into your Deck, then you can draw 1 card.

 

Seems fine for the most part; trigger one of your monsters to deal with stuff, shuffle it back and probably re-summon it later. But at its worst, it's still a search card for any of the monsters; including Captain if you don't get him off Cook. 

 

Treasure Map

Spell - Equip

 

Equip only to a “Treasure Pirate” Monster on either players field. If it is in control of your opponent, take control of it. ( The equipped Monster can still have it’s control switched to your opponent, also it’s Monster effects that apply when the equipped Monster switches control ). Whenever the equipped Monster switches control to your opponent, switch control of it back to you after it’s effect applies. The equipped Monster gains 500 ATK, also it can attack your opponent directly. The equipped Monster can activate it’s effect twice during each turn.

 

http://yugioh.wikia.com/wiki/Treasure_Map

 

You may want to change the name a bit due to this card existing (though whether or not you run it as a gimmicky tech here remains to be seen), I doubt it though.

 

But on a serious note, I'm iffy about giving the equipped monster two activations each turn on their effects, though it's mostly limited to Gunner and First Mate to an extent (though I do need to check on rulings for the added NS effect; it doesn't have that restriction that similar monsters have, so...) Stat boost is fine. But other than that, this is basically letting you swap back and forth between your field and the opponent's. As for First Mate, it won't be able to right now; if you go with the proposed change, then yes, it may be an issue (but it isn't now).

 

Initiate the Boarding!

Spell - Quickplay

 

Special Summon 1 “Treasure Pirate” Monster from your Deck to your opponent’s field in face-up Attack Position. This Summoned Monster is treated as if it were Summoned to your opponent’s field by it’s own effect, it gains it’s effects, also this Summon is treated as a Monster switching control from your field to your opponent’s. Immediately after these effects resolve, draw 1 card.

 

I guess this one is fine, if only to clog your opponent's monster zones so they can't summon stuff and get off whatever else you need. Card draw is fine.

 

Cannon Fire!

Spell - Continuous

 

Each time you switch control of a “Treasure Pirate” Monster(s) to your opponent: You can target 1 card your opponent controls; destroy that target. If this card is in your GY: You can target 1 “Treasure Pirate” Monster your opponent controls that was originally owned by you; return both that Monster and this card to your hand.

 

In conjunction with Gunner's effect (and well the archetype) itself, the amount of destruction removal is concerning, especially with the next card (well, not really, but outside maybe Mate's NS effect, that's about it). GY effect is fine, though I do feel you need a hard OPT somewhere. 

 

All Out Swashbuckling!

Spell - Quickplay

 

Give control of any number of “Treasure Pirate” Monsters you control to your opponent. During the End Phase of the turn you activate this effect, take control of as many Monsters your opponent controls as possible then draw 1 card for each Monster originally owned by your opponent that was taken by this effect.

 

And here's the part where the Field Spell nets large pluses. But yeah, this coupled with more drawing power at the end of the turn when stealing monsters isn't really sitting well here. Again, you probably might take back your own monsters to trigger effects again, but getting your opponent's monsters (originally theirs) isn't bad either. The issue is likely with the Field Spell allowing that many draws.  

 

Here There Be Treasure!

Spell - Quickplay

 

Place this card face-up in your opponent’s Spell/Trap Card Zone in the same column as the one it was activated in as a Continuous Spell Card. If 2 “Here There Be Treasure!” are in the same Spell/Trap Card Zone while there is at least 1 Spell/Trap Card in between them and they were activated by the same duelist; shuffle all “Here There Be Treasure!” on the field into the Deck, then add any Spell/Trap Cards in the Spell/Trap Card Zones in between those cards then draw 1 card for each Spell/Trap Card originally owned by your opponent that was taken by this effect.

 

I guess I can figure out how this works; activate 2 and if there's anything in-between them (see Double Cross Frog), you get to take them (need to specify that in effect, because right now, you don't) and draw even more cards. Drawback here is that if your opponent happens to have something already in that zone, yeah, it's not going to work. Also reliant on being stuff you can actually use (and opponent playing backrow to begin with), considering a lot of Decks nowadays seem to be skimping on them nowadays, except for literal hand traps and so forth. 

 

As mentioned above, one of the major concerns here is the excessive draw power this Deck has off the field spell and elsewhere, especially with All Out Swashbuckling. Of course, this also means you probably may Deck out faster if not careful, but you need to tone down the draw power a bit. If you remove that first effect from the Field or hard OPT it, the impact may still exist but lessened enough so it doesn't lead to stupid draws every turn.

 

Monsters on their own are fine. 

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  • 2 weeks later...

I guess Dova's busy, so guess I'll review this.

 

As mentioned above, one of the major concerns here is the excessive draw power this Deck has off the field spell and elsewhere, especially with All Out Swashbuckling. Of course, this also means you probably may Deck out faster if not careful, but you need to tone down the draw power a bit. If you remove that first effect from the Field or hard OPT it, the impact may still exist but lessened enough so it doesn't lead to stupid draws every turn.

 

Monsters on their own are fine. 

 

Thanks for the review! It's been a while, but I think I'm ready to give this an update. 

 

Additions 

- Moby Dick ( fits thematically, also acts as a kaiju monster of sorts with a downside should you be unable to get rid of it ) 

 

Changes 

- The Seven Open Seas ( now once per turn, less drawing, also a possible attack prevention on the opponent ) 

 

- Let the Voyage Begin! ( shuffling effect is now hopt, also it must wait until the turn after it was sent to use it's gy effect ) 

 

- Treasure Map of the True Pirate ( I didn't realize the original name for this card ( Treasure Map ) was already a card ( lolz ), so the name was changed along with the effect no longer allowing their effects to be used twice and removing the direct attack effect ) 

 

- Initiate the Boarding! ( hopt, also no longer draws a card ) 

 

- Cannon Fire! ( soft once per turn on field, hopt in the gy, also it must wait until the turn after it was sent to use it's gy effect ) 

 

- All Out Swashbuckling! ( a cap is now given to the amount of cards you can draw ( max of 2 ) also you must take control of at least 3 of the opponent's monster to draw any cards ) 

 

- Here There Be Treasure! ( this one is kinda tricky, I changed the effect to destroy a spell/trap card to place it on the opponent's field, then if your opponent places anything in their spell/trap card zones ( field spell zone excluded ) it mandatorily destroys it then bounces itself to the hand ) 

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