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Were Wolf Archetype ( New and Improved! )


Ultimagamer

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This was an archetype concept I came up with a while ago. It's based around turning normal monsters you control into giant monsters with strong effects depending on if you control the full moon field spell. The original archetype I created was pretty bad, looking back on it. I really did not know how to make competent cards back then with coherent card texts. After looking back on it, I've been working on improving the original design of the were wolf idea I created, making it better all around with a better pay off for the effort you have to give into it. 

 

Please leave your thoughts below :D 

 

Also feel free to read through and laugh at my spectacular original sense of card design and seemingly lack of knowledge on PSCT in this spoiler right here. Squirrel is definitely worth taking time to summon, for sure. 

[spoiler=Old Version of this Archetype]

Lycanthrope

Trap - Continuous

During the standby phase, banish 1 Normal Monster you control, then special summon 1 “Were” monster from your hand, deck, or GY, with the same type as the tributed monster. During the end phase, shuffle the monster special summoned by this effect, then special summon 1 banished monster with the same type and attribute as the monster shuffled into the deck.

 

The Running of the Wilds

Trap - Continuous

Activate only while you control “Full Moon” and “Lycanthrope”. While you control a “Were” monster, your opponent cannot activate cards or effects during the battle phase or as a chain link 2 or higher in response to the effect of a “Were” monster you control. If this card is sent to the GY, you can add 1 Normal Monster or Continuous Trap from your deck to your hand, except “The Running of the Wilds”

 

Full Moon

Spell - Field

Level 5 or higher “Were” monsters you control cannot be targeted or destroyed by your opponent’s cards or effects. During each end phase, monsters you control do not have to be shuffled into the deck by the effect of “Lycanthrope”. During either player’s turn you can shuffle 1 “Were” monster you control into the deck, then special summon 1 banished Normal Monster with the same type as that “Were” monster, and it cannot be destroyed by battle this turn.

 

The Witches Initiative

Spell - Normal

Banish 1 Normal Monster you control, set 1 “Lycanthrope” from your deck or GY to your field. During the next draw phase, return the monster banished to activate this effect to the field. You cannot summon other monsters during the turn you activate this effect except for Normal Monsters. You can only activate 1 “The Witches Initiative” per turn

 

The Farmer

Level 4 / Beast / Earth / Normal

1200 attack / 1000 defense

The local farmer of the village. He is fearful of both attacks on him and on his crops. It was rumored that he was bitten by a wild boar, but when asked he always denies it

 

The Were Boar

Level 8 / Beast / Earth / Effect

2400 attack / 2000 defense

Cannot be normal summoned or set. Must first be special summoned by the effect of “Lycanthrope” and cannot be summoned by other ways. When this card battles, your opponent cannot activate cards or effects until the end of the damage step. If “Full Moon” is on the field, this card cannot be destroyed by battle.

 

The Maiden

Level 4 / Winged-Beast / Earth / Normal

1000 Attack / 800 Defense

This local maiden tries her hardest, but often falls prey to wandering about. She was spotted whilst attacked by an eagle, but no one knows for sure

 

The Were Eagle

Level 8 / Winged-Beast / Effect

2200 attack / 400 defense

Cannot be normal summoned or set. Must first be special summoned by the effect of “Lycanthrope” and cannot be summoned by other ways. If this card attacks, it gains 800 attack during the damage step only. If “Full Moon” is on the field, cards destroyed in battle by this monster are placed on the bottom of the deck instead of being sent to the GY or extra deck.

 

The Fisherman

Level 4 / Sea Serpent / Earth / Normal

1400 attack / 1200 defense

The local fisherman who always provides his townsfolk with daily seafood. A mysterious scar brings to question what has happened on his adventures, but he does not explain why.

 

The Were Serpent

Level 8 / Sea Serpent / Water / Effect

2000 attack / 1500 defense

Cannot be normal summoned or set. Must first be special summoned by the effect of “Lycanthrope” and cannot be summoned by other ways. If this card attacks a defense position monster, inflict piercing damage to your opponent. If “Full Moon” is on the field, when this card inflicts damage to your opponent, you can discard 1 random card from your opponent’s hand.

 

The Paperboy

Level 4 / Beast / Earth / Normal

500 Attack / 200 Defense

This scrawny little kid always shouts the headline news, but is likewise always getting into trouble both in and out of town. His mysterious scratches worry the townsfolk.

 

The Were Squirrel

Level 8 / Beast / Earth / Effect

1500 Attack / 900 Defense

Cannot be normal summoned or set. Must first be special summoned by the effect of “Lycanthrope” and cannot be summoned by other ways. This card can attack your opponent directly. If “Full Moon” is on the field, when this card inflicts damage to your opponent, your opponent cannot conduct their next battle phase.

 

The Mayor

Level 4 / Beast / Dark / Effect

1000 Attack / 1000 Defense

The mayor of the village. His corrupt policies have ruined the lives of many townsfolk, with talks of a revolution. No one believes what he says about his scars.

 

The Were Wolf

Level 12 / Beast / Earth / Effect

3000 attack / 3000 defense

Cannot be normal summoned or set. Must first be special summoned by the effect of “Lycanthrope” using “The Mayor” and cannot be summoned by other ways. This card can attack all monsters your opponent controls once each. If “Full Moon” is on the field, monsters your opponent controls have their effects negated, also their effects cannot be activated.

 

The Were Behemoth

Rank 8 / 2 or more Level 8 “Were” Monsters

2900 Attack / 2400 Defense

You can detach 1 Xyz material from this card, then declare 1 card type ( monster, spell, or trap ), then apply one of the following effects depending on the card type declared. You can only declare each card type once per turn. This card cannot attack during the turn this effect is activated.

  • Monster: Add 1 Normal Monster from your deck to your hand

  • Spell: Take 1 spell that lists “Normal Monster” in its text and either set it to your field or add it to your hand

  • Trap: Take 1 continuous trap and either set it to your field or add it to your hand

 

 

 

and now, onto the new version! 

 

[spoiler=Enjoy This Spooky Soundtrack While You Read!]

 

 

 

The Paperboy

Level 4 / Earth / Warrior / Normal

500 Attack / 200 Defense

 

This scrawny little kid always shouts the headline news, but is likewise always getting into trouble both in and out of town. His mysterious scratches worry the townsfolk.

 

The Farmer

Level 4 / Earth / Warrior / Normal

1200 attack / 1000 defense

 

The local farmer of the village. He is fearful of both attacks on him and on his crops. It was rumored that he was bitten by a wild boar, but when asked he always denies it

 

The Maiden

Level 4 / Earth / Warrior / Normal

1000 Attack / 800 Defense

 

This local maiden tries her hardest, but often falls prey to wandering about. She was rumored to have been spotted whilst attacked by an eagle, but no one knows for sure

 

The Fisherman

Level 4 / Earth / Warrior / Normal

1400 attack / 1200 defense

 

The local fisherman who always provides his townsfolk with daily seafood. A mysterious scar brings to question what has happened on his adventures, but he does not explain why.

 

The Mayor

Level 5 / Earth / Warrior / Normal

1000 Attack / 1000 Defense

 

The mayor of the village. His corrupt policies have ruined the lives of many townsfolk, with talks of a revolution. He claims that the animals of the village have harmed him, but no one believes what he says about his scars.

 

The Priest

Level 4 / Earth / Warrior / Effect

1000 attack / 1000 defense

 

( This card is always treated as a Normal Monster )

Once per turn (quick effect): you can send 1 Normal Monster from your hand or Deck to your GY; This card’s original name becomes the name of the sent Monster until the end of the next turn ( even if this card is sent to the GY or is banished ). Once per turn: you can tribute this card, then target 1 Normal Monster in your GY; Special Summon that target, but it cannot attack directly while it is face-up on the field. You can only use 1 “The Priest” effect per turn.

 

The Were Squirrel

Level 8 / Earth / Beast / Effect

2200 Attack / 1100 Defense

 

Cannot be Normal Summoned or set. Must first be Special Summoned by the effect of “Lycanthropication” using “The Paperboy”. Cannot be destroyed by battle. This card can attack your opponent directly. If “Full Moon” is on the field, once per turn, during either players turn (quick effect), if your opponent activates a Trap card or effect: you can negate the activation or effect, then destroy that card.

 

The Were Boar

Level 8 / Earth / Beast / Effect

2600 attack / 2000 defense

 

Cannot be Normal Summoned or set. Must first be Special Summoned by the effect of “Lycanthropication” using “The Farmer”. If this card battles, your opponent cannot activate cards or effects until the end of the damage step. If “Full Moon” is on the field, once per turn, during either players turn (quick effect), if your opponent activates a Spell/Trap card or effect of a card that was already on the field (whether face-up or set): you can negate the activation or effect, then destroy that card.

 

The Were Eagle

Level 8 / Wind / Winged-Beast / Effect

2200 attack / 400 defense

 

Cannot be Normal Summoned or set. Must first be Special Summoned by the effect of “Lycanthropication” using “The Maiden”. If this card attacks, it gains 800 attack during the damage step only. If “Full Moon” is on the field, If this card destroys an opponent’s Monster by battle: place that Monster face-up in your Spell/Trap card zone as a Continuous Spell card with this effect.

  • While you control a “Were” Monster, negate the first Monster effect activated by your opponent each turn. If a “Were” Monster you control would be destroyed (by battle or card effect), banish this card instead.

 

The Were Serpent

Level 8 / Water / Sea-Serpent / Effect

2800 attack / 2500 defense

 

Cannot be Normal Summoned or set. Must first be Special Summoned by the effect of “Lycanthropication” using “The Fisherman”. If this card attacks a defense position Monster, inflict piercing damage to your opponent. If this card inflicts damage to your opponent: you can look at your opponent’s hand and discard 1 card from it. If “Full Moon” is on the field, you can discard 2 cards instead, or your opponent’s entire hand if the amount of cards in their hand is less than 2.

 

The Were Ram

Level 8 / Earth / Beast / Effect

2500 attack / 2000 defense

 

Cannot be Normal Summoned or set. Must first be Special Summoned by the effect of “Lycanthropication” using “The Priest”. Once per turn: you can target 1 Monster your opponent controls; return that target to your hand. If “Full Moon” is on the field, you do not have to target your opponent’s Monster for this card’s effect to apply, also your opponent cannot activate cards or effects in response to this card’s effects.

 

The Were Wolf

Level 10 / Earth / Beast / Effect

3000 attack / 3000 defense

 

Cannot be Normal Summoned or set. Must be Special Summoned by the effect of “Lycanthropication” using “The Mayor” and cannot be Summoned by other ways. This card can attack all Monsters your opponent controls once each. If “Full Moon” is on the field, once per turn, during either players turn, when your opponent activates a Monster effect (quick effect): you can negate that effect, then you can negate the effects of one face-up Monster your opponent controls until the end of the turn. 

 

The Witch

Link 1 / Dark / Spellcaster / Link / Effect

Link Marker: Bottom

Link Material: 1 Normal Monster

1000 attack

 

While this card points to a Monster, all damage inflicted by this card to your opponent is halved. This card gains attack equal to the original attack of the Monster this card points to. While this card points to a “Were” Monster, your opponent cannot target this card for attacks, or for card effects. If this card is Link Summoned: you can target 1 Level 4 or lower Normal Monster in your GY; Special Summon that target, but it cannot be used as a Link Material while it remains face-up on the field. Once per turn: you can set 1 Spell/Trap card that works with “Were” Monsters from your Deck or GY to your field.

 

Lycanthropication

Trap - Continuous

 

Once per chain, during either players Standby Phase, Main Phase, or Battle Phase: you can banish 1 Normal Monster you control, then Special Summon 1 “Were” Monster from your hand, Deck, or GY. During the end phase: place the Monster(s) Special Summoned by this effect on the bottom of your Deck, then Special Summon any number your banished Normal Monsters up to the number of “Were” Monsters Summoned during this turn. Those Summoned Monster(s) cannot be destroyed by battle until the end of the next turn.

 

Full Moon

Spell - Field

 

Level 5 or higher “Were” Monsters you control cannot be targeted opponent’s cards or effects. During each end phase, Monsters you control do not have to be returned to the Deck by the effect of “Lycanthropication” during the end phase. During either player’s turn, if a card or effect is activated: you can place 1 “Were” Monster you control on the bottom of your Deck, then Special Summon 1 of your banished Normal Monsters. The Summoned Monster cannot be destroyed by battle during the turn it is Summoned.

 

Rescuing the Villagers

Spell - Normal

 

Place any number of “Were” Monsters from your hand or field on the bottom of your Deck to draw cards equal to the amount of cards placed on the bottom of your Deck +1. You can only activate 1 “Rescuing the Villagers” per turn.

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  • 3 weeks later...

The archtype sounds interesting, though I wonder why one needs Full Moon if Lycanthrope can place the "Were" monsters during the opponent's turn (you still get the protection though and can tag out and in once I guess).
I am not sure I like the "Were" monsters all being bricks, then again with the Were Wolf's effect that should be the case.
The Were monsters feel kind of unbalanced:
a) why would you ever play a Were monster that is not Were Wolf ?
b) Were Wolf being an easily summonable Skill Drain, which can dodge removal and is untargetable sounds (a bit) too strong.

 

I really like the concept behind the Link 1 Witch, this kind of design actually makes vanilla maikn deck monsters legit.

I suggest you add quick effects to the "Were" monsters, so that all of them can either plus, defend or hit hard (an idea would be a "Were" effect that "drives one of the lead actors into a corner", summoning it while not being able to be used as material for a summon nor switching its battle position, essentially tutoring out another "Were" monster).

For The Were Wolf I suggest you turn its effect into an Infernity Barrier/Cyber Dragon Infinity kind of omni negation effect (a lot of archtypes have such an effect, so it should be fine and would actually fit the Were Wolf) or a negation effect like the one Contrast Hero Chaos has.

Also I am not sure if the Witch should be able to attack with such high ATK, given that it is the driving force behind it, rather than another direct influence (and pushing with it would be a bit too easy).

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Lycantrophe is already used as a name for a card, you will have to go for a different name.

 

I don't see these working properly as a archetype. Putting aside what Highlander pointed out about Were Wolf outclassing the rest, you may as well focus on the wolf. For example, as a Normal, the Mayor gets enough support from cards like Rabbit, Unexpected Dai, then it's just a matter of going for Witch, which grabs the Trap and sets up for Wolf. Fill in with Field searching cards like Terraforming, Metaverse, Set Rotation, and you are all set. No need to run the other monsters that may end up clogging your hand and deck. Or run Ram and the Priest as well, since the latter as IMO an good effect.

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Lycantrophe is already used as a name for a card, you will have to go for a different name.

 

I don't see these working properly as a archetype. Putting aside what Highlander pointed out about Were Wolf outclassing the rest, you may as well focus on the wolf. For example, as a Normal, the Mayor gets enough support from cards like Rabbit, Unexpected Dai, then it's just a matter of going for Witch, which grabs the Trap and sets up for Wolf. Fill in with Field searching cards like Terraforming, Metaverse, Set Rotation, and you are all set. No need to run the other monsters that may end up clogging your hand and deck. Or run Ram and the Priest as well, since the latter as IMO an good effect.

Not really, Major is level 5, so neither of these support cards work, though Summoner's Art, the in-archtype tutor etc fullfill that role, remember if you get out major and either of the Spell or Trap you have the entire "lock".

And getting out Major alone would still be powerful.

 

If these were real cards the archtype would come down to a Major turbo deck.

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based on all your guys feedback, it seems like the problems currently facing the design behind this archetype come down to 3 major points

 

1. The were wolf is too strong

2. The other were monsters aren't strong enough

3. The were cards are bricky with the trap card

 

let me see if I can buff up these were monsters a bit. I think these new changes should do that nicely.

 

I've removed some of the effects of the were monsters in favor of negation effects, and gave them a spell card that should help them with unbricking somewhat

 

also I've added video for music :D it comes from the game from which I got inspiration for the archetype for

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The Were Wolf is still far too powerful, the others seem fine, except for The Were Ram, it is far too weak (Spell Speed 1 removal, which hardly matters that much if one is able to even get it out).

The trap card works, given that The Witch can search it.

The changes sound decent (apart from the above mentioned issues).

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