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Clockwork Archetype, New Gimmick Based on Link Markers


Perry Ellis.

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Locked away in their Tower for far to long, its Time to turn the tables on your enemy with the help of Clockwork monsters. these animatronic Clock monsters have 1 goal, disrupt your opponent's ability to use Link monsters by Turning the hands of fate!


 


 


[spoiler=Main Deck]


 Clockwork One


DARK | Level 1 | Machine | Effect


When this card is Summoned, you can add 1 “Clockwork” Spell from your deck to your hand. If this card was used as material for a “Clockwork” Link monster, that monster gains the following effect: 


-      (Quick Effect) You can move this card’s Link Markers 1 position (Clockwise), discard 1 card and if you do draw 1 card. You can only use this effect once per turn. 


You can only activate each effect of “Clockwork One” once per turn.


500/1200


 


Clockwork Two


DARK | Level 2 | Machine | Effect


Once per turn if this card is in the GY, you can Special Summon this card to a zone a Link monster points to. When this card is Summoned to a zone that is being pointed to a by a link monster, move that card’s Link Markers 2 positions (Clockwise).  If this card is used as Material for a "Clockwork" Link monster, that card cannot be destroyed by card effects once per turn. You can only activate each effect of “Clockwork Two” once per turn. 


1000/700


 


Clockwork Three


DARK | Level 3 | Machine | Effect


You can send 1 Machine monster from your hand to your GY, Special Summon this card (from your hand). You can send 1 “Clockwork” monster from your deck to the GY. If this card is used as Material for a “Clockwork” Link monster, that card gains the following effect:


-      (Quick Effect) You can move this card and up to 1 other Link monster’s Link Markers 3 positions, target 1 card on the field, shuffle that card into the Deck. You can only use this effect once per turn.


You can only activate each effect of “Clockwork Three” once per turn.


1300/1800


 


Clockwork Four


DARK | Level 4 | Machine | Effect


If you control a “Clockwork” monster, you can special Summon this card from your hand or GY (you can only Summon “Clockwork Four” from your GY once per turn). If this card is sent from the field to the GY, you can move the Link Marker positions of 2 monsters, 2 positions (Clockwise). If this card used a Material for a “Clockwork” Link monster, that card cannot be destroyed by battle once per turn. You can only activate each effect of “Clockwork Four” once per turn.


1600/500


 


Clockwork Five 


DARK | Level 5 | Machine | Effect


If this card is Normal Summoned, move the Link mark position of your opponent’s Link monsters 5 positions (Clockwise). You can tribute 1 “Clockwork” monster on the field, add 1 “Clockwork” monster from your GY to your hand. If this card is sent from the Field to the GY you can shuffle 2 other “Clockwork” monsters back into the deck and if you do, draw 1 card. You can only activate each effect of “Clockwork Five” once per turn.


1900/1700

 


[spoiler=Extra Deck]


Clockwork Quarterly One


DARK | Link 1 | R | Machine | Effect


1 “Clockwork” monster


When this card is Link Summoned, you can Special Summon 1 “Clockwork” monster from your Deck with a different name then the monster used as Material for this card’s Summon. If this card’s Link Marker is moved, destroy 1 Spell/Trap on the field. Cards that are Co-Linked or are in a zone this card points to cannot Declare an Attack except “Clockwork” monster(s). You can only activate each effect of “Clockwork Quarterly One” once per turn.


1000


 


Clockwork Median Two


DARK | Link 2 | U-D | Machine | Effect


2 Machine monsters (Including 1 “Clockwork” monster)


When this card is Link Summoned, banish 1 card from your Deck facedown, add that card to your hand after the next Standby Phase (even if this card leaves the field). If this card’s Link Markers are moved, have your opponent randomly discard a card. Cards that are Co-Linked or that are in a zone this card points to, have their effects negated except “Clockwork” monsters. You can only activate each effect of "Median Two" once per turn. 


1500


 


Clockwork Full Twelve


DARK | Link 4 | UL-DL-UR-DR | Machine | Effect


2+ Link monsters (including at least 1 “Clockwork” monster)


When this card is Link Summoned, target 1 Link monster in either player’s GY, Special Summon it to a zone this card points to. If this card’s Link Marker are moved, send up to 2 cards from the field to the GY. Cards that are Co-Linked or that this card points to cannot be used as Material except for “Clockwork” monsters. You can only use each effect of “Clockwork Full Twelve” once per turn.


2400

 


[spoiler=Spells]


Clockwork Tower


Continuous Spell


Once per turn, during each End Phase, move all Link Markers on the field 1 position (clockwise). During the Main Phase (except the turn this card was sent to the GY), you can banish this card, this turn you can Normal Summon/Set 1 “Clockwork” monster in addition to your original Normal Summon/Set. You can only use this effect of “Clockwork Tower” once per turn. 


 


Clockwork Repair


Normal Spell


Add 1 “Clockwork” card from your Deck to your hand, also if you control a Link Monster, move its Link marker 1 position (Clockwise). If this card is in your GY (except the turn this card was sent to the GY), banish this card and if you do, you can Special Summon 1 “Clockwork” monster from your GY but its effects are negated also banish it when it leaves the field.  You can only activate each effect of "Clockwork Repair" once per turn.


 


 


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Oh, I really like these!

Despite being, at its core, a simple Link laddering archetype, it focuses on an unexplored mechanic of Link arrow manipulation while doing so in a thematic way. On top of that, the concept isn't so gimmicky that the cards become unusable; on the contrary, they're extremely solid.

[spoiler individual card thoughts]
1: a solid enabler that searches and gives your Links a means of enabling themselves as a quick effect while also fixing your hand. On top of that you've got support from One for One and Machine Dupe. Really solid card that any archetype would kill to have.

2: Pretty good. Being able to summon itself from the Graveyard without any self-banishing restrictions is its best aspect as it gives you a minimum startup play. Not as amazing as 1 (granted, that'd be tough to beat), but crucial in how the deck should function. As a note: you missed quotes around one of the Clockworks in this card's effect.

3: Dang this card is really good too. Might be a bit too good if I'm honest. It can special summon itself, then pays of its summon cost by sending another Clockwork to the Graveyard (2) and gives whatever Link you summon a means of triggering its own effect + non-targeting spinning. Yeah... This is too strong. It is essentially Zoodiac Barrage into Ratpier into Drident, except the Drident doesn't target, you get a draw, and you can get an additional bonus effect. Maybe remove the send + draw effect and allow the given effect to target. Even then, this would still be extremely good support for the rest of the archetype. Note: make sure you add an OPT to the effect given to the Link.

4: OK card that can become pretty good in the right conditions. It facilitates higher links and can play out of the Graveyard as well, but it doesn't actually do much besides that. The field to grave effect, while thematic, needs 2 links to work and is just a fairly mediocre payoff. The battle protection is also pretty "eh" just because of how many removal options exist. Long story short, this could probably be buffed in some way.

5: I really like this one. Its first effect is a bit unwieldy and the payoff is really specific, but the idea of it is completely hilarious in my mind. In all likelihood, it would completely screw over any Link-heavy board. To make it more useful though, might I suggest that you change it to be an effect given to a Link (as a quick effect that works on all Links, not just the opponent's)? Other than that, 5 is also pretty underwhelming. Considering it has no Special Summon effect, I think you can get away with allowing the last effect to draw a card after recycling.

Quarterly: this card makes me so glad there aren't any tuners among the Clockwork monsters. This is right on the doorstep of being too good. It is so easy to summon and enable and if you can give it one of the quick effects, it easily becomes a plussing machine. Reason it isn't too good really lies in how easy it is to out without it helping its user (much).

Median: ...of course, why leave an almost broken monster on the field when you can ladder it into something that is actually broken? Yeah, this card is too good. You can summon it off 1 Clockwork monster, it nets you back a monster, and if you gave it a quick effect (which you would), you force your opponent to discard 2 cards before they can even start their first turn. On top of that, there is no OPT on any of it which means you can potentially force 3-4 discards before the opponent can do anything. That effect is too strong for a monster that can be so easily Summoned, especially since the archetype can be shrunk down into an engine for other decks.

Full 12: Amusingly, this feels way more "tame" when in comparison with Median. It is still a little too powerful (again, way more powerful than Drident), even despite the difficulty of summoning it. Cutting the send effect to 1 card helps. It's more dangerous effect could possibly be that Link recovery effect, but I can't actually think of any way to really take advantage of it, so... *shrug*

Side note: none of the Links need to mention being co-linked. If they are co-linked, then they are already being pointed to.

Tower: Keeps things moving and forces your opponent to deal with it or your monsters. It's alright. The Grave effect is really useful for the deck, pretty much enabling a way to get all three links on the board at once. That said, while the grave effect is better, there's no easy way in-archetype to get it into the grave. It's OK.

Repair: Oh gosh, the splashability! This card pretty much enables everything. It can even search itself and has no OPT allowing all the over-the-top pieces of the archetype to be way more consistent. Honestly, if the other cards weren't as powerful as they were, and this had an OPT on it, I think it would be fine, but it is too strong right now.



[spoiler combo with 3 or Repair in hand]

  • Search/NS 3
  • 3 effect > dump 2, draw a card
  • Link Summon Quarterly using 3
  • Quarterly effect > SS 1
  • 1 effect > search Repair
  • Link Summon Median 1 using Quarterly + 1
  • Median effect > SS any
  • Activate Repair > search 4
  • SS 4 from hand
  • Link Summon Median 2 using 4 and the other
  • 4 effect > move both Median's links
  • Opponent discards 2
  • SS 4 from GY
  • Median 1 effect > move its link, draw 1, discard 1
  • Opponent discards 1
  • SS 2 from GY (to spot where both Medians are pointing) > move both Median's links
  • Opponent discards 2

...Opponent has no cards in hand. During their draw phase, activate Median 1 effect to make them discard their card.

Also possible if you do the Needlefiber/Summon Sorceress combo, so it can be used in other decks.  In fact, I think it's actually possible to do with any of the main deck monsters except 1, but 3 is easiest.



...Whew! I remember why I don't usually do full reviews!

Anyways, I do want to reemphasize that I really like the concept and the gimmick. You just leaned a little too far in terms of power. I'd recommend toning the problematic ones down a little and definitely adding an OPT to Median at least.

Hope to see how these shape up!

Cheers!

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Oh, I really like these!

 

Despite being, at its core, a simple Link laddering archetype, it focuses on an unexplored mechanic of Link arrow manipulation while doing so in a thematic way. On top of that, the concept isn't so gimmicky that the cards become unusable; on the contrary, they're extremely solid.

 

...

...Whew! I remember why I don't usually do full reviews!

 

Anyways, I do want to reemphasize that I really like the concept and the gimmick. You just leaned a little too far in terms of power. I'd recommend toning the problematic ones down a little and definitely adding an OPT to Median at least.

 

Hope to see how these shape up!

 

Cheers!

 

Thanks for the review, 

 

Nice catch on the HOPT, I definitely meant to add it I just must have forgotten too, I went back and changed the effect of median to more of  searcher (still might be strong though). I also went back and changed 5's and 3's effects a little, taking out the draw effect on 3 and giving it to 5.

 

Also as a design note, 2 can also Special Summon its self to your opponent's Link monster's positions too if you needed to open up zones on your field. 

 

the way I wrote Co=Link was suppose to be read in a way that makes it so that all monsters that are Co-Linked have that effect applied not just the ones Co-Linked with Clockwork monsters. If you think this is too strong to let me know. 

 

Once again thank you!

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the way I wrote Co=Link was suppose to be read in a way that makes it so that all monsters that are Co-Linked have that effect applied not just the ones Co-Linked with Clockwork monsters. If you think this is too strong to let me know. 

 

Ah! Good point!  I didn't realize that when I read it.  That could make those continuous effects really useful then.  I don't think it is OP though because it is ultimately opponent-dependent.  No deck has to co-link, even if some decks emphasize it more heavily than others.

 

Good to hear the revisions on some of the others, especially Median and Repair.  Overall they feel much more balanced, with some "unfair" (but not broken) aspects that would make 'em meta contenders if ran irl.  Great job with this set!

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