Ultimagamer Posted October 5, 2018 Report Share Posted October 5, 2018 This was an archetype I thought of a while ago based around counter spreading and level modulation similar to that of Mecha Phantom Beasts. The first time around, I didn't make it so great. I wasn't as knowledgable when it comes to card design and PSCT I'll be updating based on feedback so please leave your thoughts down below :D [spoiler=Old Version of this Archetype]Dream MouseLevel 1 / Light / Beast / 100 attack / 100 defenseEvery “Dream” counter on this card increases this card’s level by 1. When this card is summoned, place one “Dream” counter on this card. During your main phase, if this card is in your graveyard, you can remove 2 “Dream” counters from anywhere on the field, special summon this card. If summoned this way, this card cannot be used as link material. You can only summon “Dream Mouse” twice per turn with this effect. Dream SpiderLevel 2 / Light / Beast / 100 attack / 200 defenseEvery “Dream” counter on this card increases this card’s level by 1. When a “Dream” counter is placed on a card you control, you can place a “Dream” counter on this card. You can remove 2 “Dream” counters from anywhere on the field, and if you do, special summon 1 “Dream” monster from your graveyard, with a level lower than this card’s level and if you do, place 1 “Dream counter on that monster. You can only use this effect once per turn. Dream CitizenLevel 3 / Light / Warrior / 500 attack / 500 defenseEvery “Dream” counter on this card increases this card’s level by 1. When a “Dream” card or effect is activated, you can place 1 “Dream” counter on this card. Once per turn you can remove 2 “Dream” counters from anywhere on the field, monsters you control cannot be destroyed by battle until your next standby phase. Dream GuardLevel 4 / Light / Warrior / 800 attack / 800 defenseEvery “Dream” counter on this card increases this card’s level by 1. When a “Dream” monster you control, except “Dream Guard” has it's level increased, place 1 “Dream” counter on this card. You can remove 2 “Dream” counters from anywhere on the field, add 1 “Dream” monster from your deck to your hand with a level less than or equal to this card’s level. Dream WarriorLevel 5 / Light / Warrior / 1000 attack / 1000 defenseYou can normal summon this card without tributing by removing 3 “Dream” counters from anywhere on the field. You can only use this effect of “Dream Warrior” once per turn. If this card battles an opponent’s monster ( quick effect ), you can remove 2 “Dream” counters from anywhere on the field; this card’s attack and defense become equal to the opponent’s monster’s attack points + 100. Dream KnightLevel 6 / Light / Warrior / 1200 attack / 1200 defenseYou can remove 3 “Dream” counters from anywhere on the field to special summon this card from your hand. You can only use this effect of “Dream Beast” once per turn. If this card battles an opponent’s monster either without a “Dream” counter, or with less “Dream” counters than this card; you can destroy that monster at the start of the damage calculation. Dream MagicianLevel 7 / Light / Warrior / 1400 attack / 1400 defenseIf this card is normal or special summoned, you can place 4 “Dream” counters on this card. Once per turn, you can remove 5 “Dream” counters from anywhere on the field; target 1 “Dream” monster in your GY with level less than or equal to this card’s, special summon that monster. You can only use the effect of “Dream Magician” up to twice per turn. Dream JackLevel 8 / Light / Warrior / 1600 attack / 1600 defenseCannot be normal summoned or set. Must first be special summoned from your hand by tributing 1 monster from either player’s field with at least 1 “Dream” counter on them, including at least 1 “Dream” monster. If this card is summoned, you can place “Dream” counters on this card up to the number of “Dream” counters that were on the monsters used for this card’s summon. While this card has at least 1 “Dream” counter on it, your opponent cannot activate trap effects. Dream QueenLevel 9 / Light / Warrior / 1800 attack / 1800 defenseCannot be normal summoned or set. Must first be special summoned from your hand by tributing 2 monsters from either player’s field with at least 3 “Dream” counters on them, including at least 1 “Dream” monster. If this card is summoned, you can place “Dream” counters on this card up to the number of “Dream” counters that were on the monsters used for this card’s summon. While this card has at least 3 “Dream” counters on it, your opponent cannot activate spell effects. Dream KingLevel 10 / Light / Warrior / 2000 attack / 2000 defenseCannot be normal summoned or set. Must first be special summoned from your hand by tributing 3 monsters from either player’s field with at least 5 “Dream” counters on them, including at least 1 “Dream” monster. If this card is summoned, you can place “Dream” counters on this card up to the number of “Dream” counters that were on the monsters used for this card’s summon. While this card has at least 5 “Dream” counters on it, your opponent cannot activate monster effects. Dream WorldSpell - FieldDuring your draw phase, you can add 1 “Dream” card from your GY to your hand instead of doing your normal draw. If this card leaves the field because of an opponent’s card effect, you can place 2 “Dream” counters on all face up cards on the field. Dream UniverseSpell - FieldDuring each standby phase, place 1 “Dream” counter on every face up card on both player’s fields. Once per turn, you can discard 1 “Dream” monster; place “Dream” counters on the field equal to the monster’s level. Dream ArtillerySpell - Continuous“Dream” monsters you control gain 200 attack and defense for every “Dream” counter on those cards. Dream ProductionSpell - ContinuousDuring each standby phase, place 1 “Dream” counter on each face up card on the field. Once per turn, you can tribute 1 “Dream” monster you control, and if you do, place counters on face up cards on the field equal to that monster’s level. Dream WealthSpell - NormalActivate by removing any number of “Dream” counters from either players field. Draw 1 card for every 3 “Dream” counters removed by this effect. You cannot draw cards by card effects or for your normal draw phase for the next 2 of your turns. You can only activate 1 “Dream Wealth” per turn. Dream AmbushTrap - NormalActivate by tributing 1 monster you control with “Dream” counters on it; destroy cards your opponent controls up to the number of “Dream” counters on the tributed monster. You can only activate 1 “Dream Ambush” per turn. Dreamer’s DefensesTrap - ContinuousWhile you control a “Dream” monster with a “Dream” counter on it, you take no effect and no battle damage. If a “Dream” monster you control would be destroyed by battle, you can remove a “Dream” counter from anywhere on the field instead. [spoiler=Enjoy some music while you read!]https://www.youtube.com/watch?v=6azp4nbFCfk and now onto the new version! Dream Mouse Level 1 / Light / Beast / Tuner / Effect 100 attack / 100 defense Every Dream Counter on this card increases this card’s level by 1. If this card is Summoned: place 1 Dream Counter on this card. During your main phase, if this card is in your GY: you can remove 1 Dream Counter from anywhere on the field; Special Summon this card from your GY. You can only use this effect of “Dream Mouse” up to twice per turn. Dream Spider Level 2 / Light / Beast / Tuner / Effect 200 attack / 200 defense Every Dream counter on this card increases this card’s level by 1. If you control no Monsters, or if all of the Monsters you control a “Dream” Monsters: you can Special Summon this card from your hand, then place 1 Dream counter on a face-up card you control. If this card is in your GY: you can remove 1 Dream counter from anywhere on the field; add this card from your GY to your hand. You can only use each effect of “Dream Spider” up to twice per turn. Dream Citizen Level 3 / Light / Warrior / Effect 1200 attack / 1200 defense Every Dream counter on this card increases this card’s level by 1. Once per turn, if a “Dream” card or effect is activated, except “Dream Citizen”: you can place 1 Dream counter on this card. If this card is Normal or Special Summoned: you can add 1 “Dream” Spell/Trap card from your Deck to your hand. Once per turn, during either players turn (quick effect): you can remove 2 Dream counters from anywhere on the field; “Dream” Monsters you control cannot be destroyed by battle or card effects until your next standby phase. Dream Guard Level 4 / Light / Warrior / Effect 1600 attack / 1000 defense Every Dream counter on this card increases this card’s level by 1. Once per turn, if a “Dream” Monster you control, except “Dream Guard” has it's level increased: you can place 1 Dream counter on this card. If this card is Normal or Special Summoned: you can send 1 “Dream” card from your Deck to your GY. Once per turn: You can remove 2 Dream counters from anywhere on the field; add 1 “Dream” Monster from your Deck to your hand. Dream Warrior Level 5 / Light / Warrior / Effect 2000 attack / 1000 defense If there are 2 or more Dream counters on the field: you can Special Summon this card from your hand. You can only use this effect of “Dream Warrior” once per turn. If this card is Summoned: place 2 Dream counters on this card. Once per turn, during either players turn (quick effect): you can remove 3 Dream counters from anywhere on the field, then target 1 Monster your opponent controls; destroy that target. Dream KnightLevel 6 / Light / Warrior / Effect 2200 attack / 2200 defense If there are 3 or more Dream counters on the field: you can Special Summon this card from your hand. You can only use this effect of “Dream Knight” once per turn. If this card is Summoned: place 2 Dream counters on this card. If this card battles an opponent’s Monster either without a Dream counter, or with less Dream counters than this card before damage calculation: you can take control of that Monster, then place 1 Dream counter on that Monster. Dream MagicianLevel 7 / Light / Warrior / Effect 2400 attack / 2400 defense Every Dream Counter on this card decreases this card’s level by 1. Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If you control 2 or more “Dream” Monsters: you can Special Summon this card from your hand or GY. You can only use this effect of “Dream Magician” once per turn. If this card is Summoned: place 2 Dream counters on this card. During your Main Phase: You can remove 3 Dream counters from anywhere on the field then target 1 “Dream” Monster in your GY, except “Dream Magician”; Special Summon that Monster. Dream Jack Level 8 / Light / Warrior / Effect 2600 attack / 2600 defense Every Dream Counter on this card decreases this card’s level by 1. Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can Special Summon this card from your hand by banishing 1 “Dream” Monster from your GY. If this card is Special Summoned: place 1 Dream counter on all face-up Monsters you control. Once per turn: you can target 1 Monster your opponent controls with a Dream counter on it; Return that target to the hand. Dream Queen Level 9 / Light / Warrior / Effect 2800 attack / 2800 defense Every Dream Counter on this card decreases this card’s level by 1. Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can Special Summon this card from your hand by banishing 2 “Dream” Monsters from your GY. If this card is Special Summoned: place 2 Dream counters on all face-up Monsters you control. Once per turn: you can target 1 Monster your opponent controls with a Dream counter on it; take control of that target. Dream King Level 10 / Light / Warrior / Effect 3000 attack / 3000 defense Every Dream Counter on this card decreases this card’s level by 1. Cannot be Normal Summoned or set. Must be Special Summoned by a card effect. You can Special Summon this card from your hand by banishing 3 “Dream” Monsters from your GY. If this card is Special Summoned: place 3 Dream counters on all face-up Monsters you control. Once per turn: you can target 1 Monster your opponent controls that has a Dream counter on it; banish it. Dream Kingdom Spell - Field During your draw phase: you can give up your Normal Draw to add 1 “Dream” card from your GY to your hand, except “Dream Kingdom”. Once per turn: you can place 3 Dream Counters on a “Dream” Monster you control. If you would Synchro Summon a Synchro Monster using only “Dream” Monsters you control, you can treat those Monsters as any Level from their current Level to their original Level. Dream Artillery Spell - Continuous “Dream” Monsters you control gain 100 ATK and DEF for every Dream counter on your field. During your Main Phase, you can Normal Summon 1 “Dream” Monster in addition to your Normal Summon. You can only Normal Summon a Monster with the effect of “Dream Artillery” once per turn. Dream Production Spell - Continuous During your Main Phase: you can send 1 “Dream” Monster from your hand or Deck to your GY; place Dream counters on face-up cards on the field equal to the Level of the sent Monster. You can only use this effect of “Dream Production” twice per turn. If this card you control would be destroyed, you can remove 1 Dream counter from anywhere on your field instead. Dream Management Spell - Continuous During your Main Phase: you can target 1 “Dream” Monster you control; declare a Level that is lower than that Monsters current Level. The Level of the targeted Monster becomes that Level until the end of the turn. You can only use this effect of “Dream Management” up to twice per turn. Each time the Level of a “Dream” Monster(s) is changed: place 1 Dream counter on this card. If this card you control would be destroyed, you can remove 1 Dream counter from anywhere on your field instead. Dream WealthSpell - Normal Remove any number of Dream counters from anywhere on the field. Draw 1 card for every 3 Dream counters removed by this effect. You can only activate 1 “Dream Wealth” per turn. Dream-Splosion! Spell - Quickplay Activate by removing any number of Dream counters from anywhere on the field; Special Summon 1 “Dream” Synchro Monster from your Extra Deck whose Level is equal to the total number of Dream counters removed to activate this effect (This is treated as a Synchro Summon), then place Dream counters on that Monster equal to the number of Dream counters removed to activate this card. You cannot Special Summon Monsters from your Extra Deck during the turn you activate this card, except “Dream” Monsters. You can only activate 1 “Dream-Splosion!” per turn. Dream AmbushTrap - Normal Activate by tributing 1 “Dream” Monster you control with Dream counters on it; destroy cards your opponent controls up to the number of Dream counters on the tributed Monster ( Maximum: 3). You can only activate 1 “Dream Ambush” per turn. Dreamer’s DefensesTrap - Continuous While you control a “Dream” Monster with a Dream counter on it, halve all damage you take ( either from effect or from battles ). If a “Dream” Monster you control would be destroyed by battle, you can remove a Dream counter from anywhere on the field instead. Dream Core Link 2 / Light / Fairy / Link / Effect Link Materials: 2 LIGHT Monsters Link Markers: Bottom Left, Bottom Right 0 attack While this card points to a “Dream” Monster, this card cannot be destroyed by battle or card effects, also you take no damage from battles involving this card. Once per turn: you can remove any number of Dream counters from anywhere on the field; You cannot Special Summon Monsters from your Extra Deck for the rest of this turn, except “Dream” Monsters, also Special Summon 1 “Dream” Monster from your Deck whose Level is less than or equal to the total number of Dream counters removed. You can only use this effect of “Dream Core” once per turn. Dream Ghost Level 5 / Light / Fiend / Synchro / Tuner / Effect 2000 attack / 1500 defense 1 Tuner + 1+ non-Tuner Monsters When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. If this card is Special Summoned: you can send 1 “Dream” Monster from your Deck to your GY to either increase or decrease this card’s Level by the Level of the sent Monster (Minimum Level: 1). When using this card as a Synchro Material for the Synchro Summon of a “Dream” Synchro Monster, You can also use 1 “Dream” Monster in your hand as Synchro Material. Any “Dream” Synchro Monster that uses this card as a Synchro Material gets 3 Dream counters placed on it when it’s Synchro Summoned. Dream Serpent Level 6 / Light / Sea-Serpent / Synchro / Effect 2300 attack / 2000 defense 1 LIGHT Tuner + 1+ non-Tuner Monsters When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. Once per turn, during either players turn (quick effect): you can remove 3 Dream counters from anywhere on the field and target 1 card your opponent controls; place that target on the top of their Deck. Dream Beast Level 7 / Light / Beast / Synchro / Effect 2500 attack / 2000 defense 1 “Dream” Tuner + 1+ non-Tuner Monsters When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. Once per turn, during either players turn (quick effect): you can target 1 Monster your opponent controls; destroy that target, then place Dream counters on face-up cards on the field equal to the Level, Rank, or Link Rating of that Monster. If you destroy a Link Monster, place Dream counters equal to the Link Rating of that Monster +2. Dream Fiend Level 8 / Light / Fiend / Synchro / Effect 2700 attack / 2000 defense 1 “Dream” Tuner + 1+ non-Tuner “Dream” Monsters When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. Once per turn, during either players turn when your opponent would Normal or Special Summon a Monster(s) (quick effect): you can remove Dream counters from anywhere on the field equal to the amount of Monsters being Summoned x2; negate that Summon, then destroy those Monster(s). Dream Dragon Level 9 / Light / Dragon / Synchro / Effect 3000 attack / 2500 defense 1 “Dream” Tuner + 2+ non-Tuner “Dream” Monsters When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. Up to twice per turn, during your turn (quick effect): you can remove 3 Dream counters from anywhere on the field; banish 1 card your opponent controls, then you can banish 1 card from your opponent’s hand or GY. Dream Guardian Level 10 / Light / Warrior / Synchro / Effect 3200 attack / 3000 defense 2 “Dream” Tuners + 1+ non-Tuner “Dream Monsters Must first be Synchro Summoned. When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. During your standby phase, if this card’s Level is less than 10: it becomes 10. Unaffected by the effects of cards with Dream counters on them. Up to thrice per turn, during either players turn (quick effect): you can reduce this card’s Level by any amount to place an equal number of Dream counters on face-up cards on the field. Link to comment Share on other sites More sharing options...
Darj Posted October 5, 2018 Report Share Posted October 5, 2018 You posted most of the cards twice.The "during either player's turn" clause in the text is not needed if they already have (Quick Effect)" in their text.IMO Queen is the maindeck MVP. At first thought Knight would be good as a 1-of for the steal, but then I read that Queen does the stealing better. Sucks that you cannot make any Synchro with Queen + Mouse alone, though.A hard OPT on the Spell/Trap searching effect of Citizen may be the most fair thing to do, otherwise you could Summon multiples and grab a card for each.Not quite sure if the core effect should read as "This card gains 1 Level for each Dream Counter on it". Need to look for some references.Dunno if I would bother with running Production at all. Would need to do some tests to check the deck's capabilities for generating the counters.Beast, Fiend and Dragon are highly destructive, wow. I guess running Knight and the Level 5 or lower monsters may be profitable after all. Not to mention you can play with the Level modulation for accessing them with only Level4 or lower monsters, reducing the need of the Level5+ in the maindeck that can increase the risk of dead hands. Overall, they look really good, IMO. At worst you drop big punches and break boards with Queen, their archetype BLS, at best you control the board with Beast, Fiend and/or Dragon. Link to comment Share on other sites More sharing options...
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