Jump to content

[Written] Death Knights - OTK Synchro deck


RockerXD

Recommended Posts

Based off of Warcraft's Death Knights. This was an archetype I made years ago, but as the game changed, things needed to be updated to fit a more modern Yu-Gi-Oh. Main objective of this deck is to set up a basically unbreakable board in a single turn. 

 

The archetype consists of the actual Death Knights, and its Ghoul sub-type which is the archetype's supporting tuners. Death Knights being Dark Warriors normally, have access to very powerful warrior support, while being treated as zombies in the grave, which has its own fair share of support. 

 

Criticism would be nice, while I want this deck to be strong, I want them to be at a level where they would get semi-limited at most.

[spoiler= Monsters] [spoiler= Death Knights]

[spoiler=Fodder] [spoiler= Death Knight Berserker]

LVL3 1400/1400, DARK Warrior

While this card is in the GY, it is treated as a Zombie-type monster. When this card is Summoned: send 2 "Death Knight" and/or 2 "Ghoul" monsters from your deck to the GY. You can banish this card from your GY to Special Summon 1 "Death Knight" monster from your hand. You can only use this effect of "Death Knight Berserker" once per turn.

 

[spoiler= Death Knight Brute]

LVL4 1900/1500, DARK Warrior

While this card is in the GY, it is treated as a Zombie-type monster. Once per turn, you can select 2 Level 3 or lower DARK Zombie-type monsters in your GY, discard 1 card from your hand and Special Summon them in face-up Attack Position. Monsters summoned by this effect cannot be used as material for a Link Summon.

 

[spoiler= Death Knight Dreadscale]

LVL3 1000/1000, DARK Warrior

While this card is in the GY, it is treated as a Zombie-type monster. You can banish this card from your GY to Special Summon up to 2 "Death Knight Dreadscale" from your Deck. You cannot Special Summon monsters for the rest of this turn, except for "Death Knight" or "Ghoul" monsters.

 

 

[spoiler= Death Knight of the Citadel]

LVL3 1000/1000, DARK Warrior

While this card is in the GY, it is treated as a Zombie-type monster. If this card is sent to the GY: add 1 "Icecrown Citadel" from your Deck to your hand. You can banish this card from your GY to add 2 Scourge Counters on 1 face-up "Death Knight" monster on your side of the field. You can only use this effect of "Death Knight of the Citadel" once per turn.

 

 

 

[spoiler=Synchros]

[spoiler= Death Knight Vestales]

LVL7 SYNCHRO, 2600/1900 DARK Warrior

 
1 Tuner + 2 or more "Death Knight" non-Tuner monsters

While this card is in the GY, it is treated as a Zombie-type monster. When this card is Synchro Summoned: The effects of your opponent's monsters are negated until the End Phase as long as this card remains face-up on the field. During your Main Phase: You can add 1 "Death Knight" monster from your GY to your hand. This effect of "Death Knight Vestales" can only be used once per turn.

 

[spoiler= Death Knight Sagarius]

LVL5 SYNCHRO, 2500/1000 DARK Warrior

 

1 Tuner + 1 or more "Death Knight" non-Tuner monsters

While this card is in the GY, it is treated as a Zombie-type monster. When this card is Synchro Summoned: target 1 Spell Card from your GY and add it to your hand. After you activate this effect, you cannot activate Spell/Trap Cards or effects, except for the card added by the effect of "Death Knight Sargarius" until your next End Phase.

this effect is meant to loop Army of the Dead wording is a bit off imo

 

[spoiler= Death Knight Nerzhulas]

LVL7 SYNCHRO, 2700/1500 DARK Warrior

 

1 Tuner + 1 or more "Death Knight" non-Tuner monsters

While this card is in the GY, it is treated as a Zombie-type monster. Once per turn, when your opponent activates a card or effect (Quick Effect): you can negate the activation and destroy it.

 

 

 

[spoiler= Links]

[spoiler= Death Knight Commander]

LINK-2 LEFT, RIGHT

1500 ATK, DARK Warrior

2+ DARK Monsters
While this card is in the GY it is treated as a Zombie-type monster. "Death Knight" monsters this card points to cannot be destroyed by card effects. If this card is sent to the GY: target 1 DARK Zombie-type monster in your GY; Special Summon it during the End Phase.

 

 

[spoiler= Death Knight Blaumeux]

LINK-4 TOP, BOTTOM-LEFT, BOTTOM, BOTTOM RIGHT

2400 ATK, DARK Warrior

2+ Monsters including 1 "Death Knight" Monster
While this card is in the GY, it is treated as a Zombie-type monster. Once per turn: You can send 1 "Death Knight" monster from your deck to the GY; until the End Phase, replace this effect with that monster's original effects. If monster(s) this card points to is sent to the GY: Special Summon the same number of Level 3 or lower DARK Zombie-type monsters from your GY. Monsters summoned by this effect are banished when they leave the field. This effect of Death Knight Blaumeux can only be activated once per turn.

 

 

 

 

 

 

 

[spoiler= Ghouls][spoiler= Ghoul]

LVL2, TUNER, 300/300, DARK Zombie
When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower "Death Knight" monster from your hand or GY. If this card is sent to the GY as a Synchro Material monster: Special Summon 1 "Death Knight Token" (Zombie-Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position.

 

[spoiler= Ghoul Deathborn]

LVL1, TUNER, 100/100, DARK Zombie

If this card is sent to the GY as a Synchro Material Monster, you can target 1 Level 3 or lower DARK Zombie-type monster from your GY except this card and Special Summon it. If this card is sent to the GY, you can add 1 "Army of the Dead" from your deck to your hand. You can only use this effect of "Ghoul Deathborn" once per Duel.

 

 

 

 

[spoiler= Spells] [spoiler= Army of the Dead] Activate only if you control a face-up "Death Knight" monster. Special Summon as many Level 3 or lower DARK Zombie-type monsters from your Graveyard. During the End Phase, destroy all monsters that were Special Summoned by this effect. You can only activate 1 "Army of the Dead" per turn.

 

[spoiler= Icecrown Citadel]

FIELD

"Death Knight" monsters gain 100 ATK for every Scourge Counter on this card.
Each time a "Death Knight" monster is Normal or Special Summoned except by this card's effect, place 1 Scourge Counters on this card. You can remove Scourge Counters from your field to activate these effects. 
● 6 Counters: Target 1 "Death Knight" monster in your GY; Special Summon that target.

● 12 Counters: You can select any number of non-Tuner "Death Knight" monster(s) and 1 "Ghoul" tuner in your GY; banish those cards and Special Summon 1 "Death Knight" Synchro Monster from your Extra Deck whose Level equals the total Levels of the banished monsters.

 

[spoiler= Call of the Lich King] Add 1 Level 3 or lower "Death Knight" monster from your deck to your hand. You can only activate 1 "Call of the Lich King" per turn.

 

[spoiler= Frostmourne Hungers] Discard 2 "Death Knight" and/or "Ghoul" monsters. Draw 2 cards. If this card is in your GY: you can banish 2 "Death Knight" and/or "Ghoul" monsters; target 1 Level 4 or lower "Death Knight" monster in your GY and Special Summon it. Its effects are negated. You can only activate 1 of these effects of "Froustmourne Hungers" per turn.

 

[spoiler= Greatsword of the Ebon Blade]

EQUIP

Equip only to a "Death Knight" monster. It gains 500 ATK. If the equipped monster would be destroyed, destroy this card instead. If this card is in the GY: You can target 2 banished "Death Knight" monsters and return them to the GY; Equip this card to a face-up "Death Knight" monster. You can only use this effect of "Greatsword of the Ebon Blade" once per turn.

 

 

 

 

 

Sample Decklist

https://www.duelingbook.com/deck?id=2762023

 

Sample Turn 1

https://www.duelingbook.com/replay?id=343749-7275058

 

Turn 1 Number 86 combo example

https://www.duelingbook.com/replay?id=343749-7295643

Link to comment
Share on other sites

So I saw this on the review thread and thought I would help a brother out! You said to be quite critical so I am not holding back! this is all my opinion and if you disagree change my mind about it :) 

 

So here we go

 

 

Death Knight Berserker:

First card I have read of the archetype looks like a catalyst! Fuels the Graveyard and allows a special summon on destruction. Its good that the card has a limit to the later effect because it doesn't say anything about sending itself to the GY. (you could send 2 copies of this and bang 2 monsters immediately from your hand) I dont know if the synergy is intended if not it would be a cool combo to construct!!!!

 

Death Knight Brute:

Okay so from the second card I can tell that these will be used for swarming the field and getting link and synchro summons off! this discard effect, in my opinion benefits them so I would adjust the effect to  destroying the special summoned monsters by this effect at the end phase. Just having a quick glance through the rest of the set I can see that you dont really have a way of returning banished monsters other than the equip spell card at the end. I know alot of other cards in this set send cards to the gy but I would personally change the effect to special summoning banished monsters instead of monsters from the gy, this replenishes resources when they are destroyed / sent to the gy and it means it doesn't burn through your deck resources as quickly. 

 

Death Knight Dreadscale : this card would be broken if there was stronger extra deck support for this archetype. I think the amount you can do in one turn with these cards is broken. If you were to expand the archetype further I would adjust it to level 4 or lower from your deck as there is no restriction to activating effects /attacking. 

 

Death Knight of the Citadel: more balenced than the others. Like the synergy on getting a field spell card out, would save having to worry about running terraforming. 

 

Death Knight Vestales: nice first effect, keeps it on the field and shuts down enemy monsters to launch a counter offensive. second effect is nice however as i mentioned previously I think they need a stronger synchro, yes this negates the effect until the end phase but how does that really help offensively once the negation effect has gone? its atk is decent but i would rather summon black rose dragon or other level 7 synchros that owuld do a better job.

 

Death Knight Sagarius: in my opinion under powered. you are returning a spell from your grave to your hand and can only activate that? I dont think it needs the secondary effect (thats just me personally) 

 

Death Knight Nerzhulas: this is more of what I was looking for in a synchro!! you have the atk boost (which is much needed for this archetypes extra deck) and the negate effect which is always handy! really like this card.

 

Death Knight Commander: I dont really see the point of summoning this... Yes it gives your death knights protection but it doesnt really help you get into your bigger monsters like the others do! I guess just linking will fuel the graveyard and allow you to pop more of a combo.

 

Death Knight Blaumeux: Too weak for a link 4 in my opinion! (or until we get more of the archetype.) this is, from what I can gather the boss monster of the set whos only effect is to send a card from the deck to the grave, activate its effect then swarm the field with more link monsters. I would change this cards effect to banish 1 cad from the deck or graveyard so you can use the synchro and other link monsters effects which would make this card a hell of alot more useful. I would also raise the attack to probably between 2800-3200, other wise theres nothing really stopping it getting destroyed easily!

 

LVL2, TUNER, 300/300, DARK Zombie: first effect is just about right for a level 2 tuner, second effect makes it op. you can special summon into dread scale, special summon a token and the lvl 5 sycnhro, pop dread scales effect and gain another 2 monsters meaning you have the correct matterials for the link 4 monster from 1 synchro summon.

 

LVL1, TUNER, 100/100, DARK Zombie: so you get +2 (yeah once per duel) but for a potential 2 card synchro summon thats pretty nuts. I guess the cards lost all of its value after popping it but it is still broken for a level 1 tuner. 

 

Army of the Dead: really like the name for this card allthough I dont really think it will have that much of an impact as your special sumonning loads to get monsters out quickly, o do this alot of cards rely on banishing making this  card not really live upto its full potential. when it does work I would banish them at the end phase as they will all pop of their aditional effects when re sent to the graveyard and that would be broken.

 

Icecrown Citadel: underwelming field spell... with one level 3 monster you can special summon 2 monsters yet it takes 6 summons to special summon one with the field spell?? doesnt make sense to me. I would also add an 500 ATK buff to it to give the support the archetype truely needs!

 

Call of the Lich King: simple and works every archetype has this kind of card, nothing to really say hahaha!

 

Frostmourne Hungers: could be allright could be broken, fueling the grave is important so I would add you can only use the effect of this once per turn just as a precaution 

 

Greatsword of the Ebon Blade: I genuinely feel this is the most important card in the set, its the only one that actually returns your banished monsters! litterally everything negative I have said has been restored in one card!

 

What I would like to see next: a decent boss monster, banish recovery and a nice medium link 3 monster! 

 

hope you enjoy the review!

 

~MK

Link to comment
Share on other sites

 First card I have read of the archetype looks like a catalyst! Fuels the Graveyard and allows a special summon on destruction. Its good that the card has a limit to the later effect because it doesn't say anything about sending itself to the GY. (you could send 2 copies of this and bang 2 monsters immediately from your hand) I dont know if the synergy is intended if not it would be a cool combo to construct!!!!

 

 
Yes, it can send itself, and yes this is the back bone of this deck, and you will be summoning it multiple times in a single turn once you get going. Also, the effect to summon from hand is a hard once per turn, this would be used mainly for play extending. Your best initial targets would be ghoul DB, and ghoul. This sets up the grave, and you add Army of the Dead to your hand if you haven't had it in your opener.
 
Death Knight Brute:

Okay so from the second card I can tell that these will be used for swarming the field and getting link and synchro summons off! this discard effect, in my opinion benefits them so I would adjust the effect to  destroying the special summoned monsters by this effect at the end phase. Just having a quick glance through the rest of the set I can see that you dont really have a way of returning banished monsters other than the equip spell card at the end. I know alot of other cards in this set send cards to the gy but I would personally change the effect to special summoning banished monsters instead of monsters from the gy, this replenishes resources when they are destroyed / sent to the gy and it means it doesn't burn through your deck resources as quickly.

 
 

I agree with that addition to a drawback, well, you don't actually banish as much as you think in this deck. While there are effects that banish, I believe all of them are hard once per turn. So you'd probably get at most 2-3 DKs banished once you get the combo going.

 

 

Death Knight Dreadscale : this card would be broken if there was stronger extra deck support for this archetype. I think the amount you can do in one turn with these cards is broken. If you were to expand the archetype further I would adjust it to level 4 or lower from your deck as there is no restriction to activating effects /attacking. 

 

 

I agree, the only thing holding this card back is the lack of extra deck options, and I learned that through my initial playtest. Most of the time, by the time you want to play to extend, the board is too full to get any good summons off. Will keep that in mind when adjusting this card so it isn't so binary.

 

 

Death Knight of the Citadel: more balenced than the others. Like the synergy on getting a field spell card out, would save having to worry about running terraforming. 

 

 

 

Pretty much the intention

 

 

Death Knight Vestales: nice first effect, keeps it on the field and shuts down enemy monsters to launch a counter offensive. second effect is nice however as i mentioned previously I think they need a stronger synchro, yes this negates the effect until the end phase but how does that really help offensively once the negation effect has gone? its atk is decent but i would rather summon black rose dragon or other level 7 synchros that owuld do a better job.

 

 

 

This is mainly to disrupt hand traps, and a quick add from the graveyard. However, I think most decent players would hand trap the cards leading to this play.  Also you would probably linking this card off later once it gets its effects over with, cause your turn is far from over even if you summon this.

 

 

 

Death Knight Sagarius: in my opinion under powered. you are returning a spell from your grave to your hand and can only activate that? I dont think it needs the secondary effect (thats just me personally) 

 

 

 

Yugioh has always been hesitant on effects that recycle spell cards from the grave on demand, famous example is DMOC and that card was banned for a while before they changed the effect to be worse than it originally was. And most that do come with a very big demerit or off of basically non existant methods like flipping, which are too slow in today's YGO. Now, the demerit might seem a big deal, but you're able to summon 2-3 of these guys in a single turn depending on how your combo goes, and that means 1-2 more uses of army of the dead during that turn. Also this guy won't last for that long since you're probably gonna synchro him off to a Nerzhulas.

 

 

Death Knight Nerzhulas: this is more of what I was looking for in a synchro!! you have the atk boost (which is much needed for this archetypes extra deck) and the negate effect which is always handy! really like this card.

 

 

 

Yeah, this is the card that makes DKs pretty undertuned in their attack, especially when you can probably summon two of these guys in a single combo, and these guys will be your turn ender.

 

 

 Death Knight Commander: I dont really see the point of summoning this... Yes it gives your death knights protection but it doesnt really help you get into your bigger monsters like the others do! I guess just linking will fuel the graveyard and allow you to pop more of a combo.

 

 

It's no isolde, but from initial play testing, I found the ease of access to a left right link to be very useful. The protection also helps cause this card is gonna have probably 3100 attack after you finish your combo ideally. Now your opponent will be left with a board of 2 link-3 to 4s, 2 synchros both with card negation protected by card effect destruction by this guy.

 

 

Death Knight Blaumeux: Too weak for a link 4 in my opinion! (or until we get more of the archetype.) this is, from what I can gather the boss monster of the set whos only effect is to send a card from the deck to the grave, activate its effect then swarm the field with more link monsters. I would change this cards effect to banish 1 cad from the deck or graveyard so you can use the synchro and other link monsters effects which would make this card a hell of alot more useful. I would also raise the attack to probably between 2800-3200, other wise theres nothing really stopping it getting destroyed easily!

 

 

 

 

I wouldn't call this guy a boss monster actually. This guy is here to extend plays. Most common target for this card would be Brute for his effect and get more summons going. You could probably link this guy off for someone more useful once you get what needed, but it can possibly have 4000 attack if it sticks around after dropping double nerzhulas.

 

 

LVL2, TUNER, 300/300, DARK Zombie: first effect is just about right for a level 2 tuner, second effect makes it op. you can special summon into dread scale, special summon a token and the lvl 5 sycnhro, pop dread scales effect and gain another 2 monsters meaning you have the correct matterials for the link 4 monster from 1 synchro summon.

 

LVL1, TUNER, 100/100, DARK Zombie: so you get +2 (yeah once per duel) but for a potential 2 card synchro summon thats pretty nuts. I guess the cards lost all of its value after popping it but it is still broken for a level 1 tuner. 

 

 

 

I think the lvl2 is around the same power level as Mecha Phantom Beast O-Lion, though I think a hard once per turn would be needed to balance it out.

 

Now for the level 1, this card I expect to get hit in some capacity. The only effect thats actually once per duel, is the adding army of the dead from the deck. The effect that specials summons from the GY after synchro summoning, now that effect isn't, and you can get that effect off as many times as you can possibly synchro with this card. However, being LVL1 is actually its draw back, since it will need a token usually to get to the common synchros this deck would normally be capable of. Now for the repercussions on other decks if this were real, not too sure. Don't know how many meta zombie synchro decks are out there.

 

 

Army of the Dead: really like the name for this card allthough I dont really think it will have that much of an impact as your special sumonning loads to get monsters out quickly, o do this alot of cards rely on banishing making this  card not really live upto its full potential. when it does work I would banish them at the end phase as they will all pop of their aditional effects when re sent to the graveyard and that would be broken.

 

 

 

This card is actually the backbone of this deck. You don't banish as much as you think you do, and you can recycle this card multiple times with the lvl5 synchro. Since this card works more often than not, and your real limiting factor is your board space. Though, I don't think the banishing at the end phase will do much since you will synchro/link off stuff summoned off of this.

 

 

Icecrown Citadel: underwelming field spell... with one level 3 monster you can special summon 2 monsters yet it takes 6 summons to special summon one with the field spell?? doesnt make sense to me. I would also add an 500 ATK buff to it to give the support the archetype truely needs!

 

 

 

Believe it or not, this is actually this card's 3rd nerf. Originally it was 4 counters to SS, and every summon would give 2 counters. Then it went to 1 counters, and then it went to 6 counters to summon. I didn't want to make this card hard once per turn, so I just upped the counter requirements. You can probably get 2 extra summons with this card during your initial combo, or bring back synchros you used as fodder earlier.

 

 

Frostmourne Hungers: could be allright could be broken, fueling the grave is important so I would add you can only use the effect of this once per turn just as a precaution 

 

 

 

Yeah, I agree with that. Draw cards in YGO really need their limitations nowadays, no matter the cost.

 

 

Greatsword of the Ebon Blade: I genuinely feel this is the most important card in the set, its the only one that actually returns your banished monsters! litterally everything negative I have said has been restored in one card!

 

 

 

I don't necessarily think it's the most important, that goes to berserker, but it is strong. You'd probably only run one of these, and it's to mill with Isolde with the other fodder equip spells you would probably run in some sort of warrior combo deck. Equip this card to Commander with its GY effect before going off with army of the dead spam, you'll be left with a very powerful board that your opponent would have a hard time breaking

Link to comment
Share on other sites

Beserker's mill effect is far 2 stornk. Despite being a cool playmaker, the Level 3 or lower Zombie requirement has so many options; Vendread main-deckers, the Wight bois for a 6 card mill and even Plaguespreader to name a few. That and having no hard once per turn means its extremely abusable for any Zombie Deck. At least it only Special Summons Death Knights from the hand...

 

Brute is a little disappointing, as while I appreciate the Link restriction, it means this boi is pretty much useless unless you're already lacking a boss. You could use Brute and said boss to Link up, but it almost seems like a waste to use a boss to go into another boss instead of having both. Still, I can't really see a way of buffing it, so perhaps my method is the way to go.

 

Not sure why Dreadscale is considered broken; it can only Summon copies of itself, which only works for the first turn or 2 at most. That and the Summon restriction makes a balanced, if excessive, card.

 

Citadel is a neat card. Nice choice of where you place hard once per turn on him, although I feel that in general you are a bit light with it over the set.

 

Did you want Vestales to A) negate all monster effects on the field for the rest of the turn B) negate all monsters that are currently on the field or C) lock your opponent out of monster effects completely for the turn? I get the impression that it is C, judging from your response, but I feel that's far too...not necessarily powerful but annoying. If your opponent doesn't deal with it, all monster effect related options they have are out the window, even if they remove it. I'd suggest either limiting it to the field or hand/GY, OR having it only negate the turn its Summons as long as its on the field. For the effect to add from the GY, you would generally use "During your Main Phase: You can..." just to clarify how the effect works, as the hard once per turn is at the end of it. I do want to congratulate you on your card grammar though; aside from colon/semicolon issues. it's pretty good.

 

Why do you need generic Spell adding for Sagarius???????? Okay, it's pretty clear why; all your Spells don't follow a naming convention. And that's fine, and is in fact, not as broken as it may appear here. A tad weak, but you have no way of buffing it. No, the problem is Army of the Dead. Assuming you're playing Wights, if you combine it with Beserker, you get 4 Special Summons at no cost. Targeting is an absolute must regardless of what else you change, and I'd either give it a HOPT, or, if you'd rather not, an additional cost. Your Link is also super generic, so the activation condition isn't hard to pull off at all. Sagarius not doing anything else is pretty bad, tbqh. If you want to go the low effort route you could just give him some protection to make him a decent boss instead of just a card effect.

 

Nerzhulas mandatorily negates, hm? Alright, but the card itself has little to no stability on its own, so even with the ATK boost, he could do with some protection or anything else. A mandatory negate is the easiest thing in the world to play around.

 

Commander providing just protection is meh; I'd rather go Witch's Apprentice any day. I know this card has the protection I mentioned was missing above, but making your only source of protection vulnerable is just asking for trouble. Even that Patrol Link is better than this. Yes, this card has LR Links, but even then it could do with a boon.

 

Blaumeux can copy Brute and...nothing else. Yes, he can mill all the rest, but it just seems disappointing that the actual effect itself can only work in one case. Not to mention the fact that your opponent literally has no way of stopping the mill, as its a cost. Very annoying. Can even be used under Skill Drain. Relying on Nerzhulas to do everything isn't a good policy, and I think that accounting for him still leaves you room to make your cards at least sub-par. Fully agree with Marshy on both Links.

 

Ghouls are really good except the second one should target in the GY, also once per duel effects ugh. Personal design choice incoming, but I always think if you have a once per duel effect, you are doing it wrong. Yes, it's a good search, but a simple hard once per turn would be just fine. Might actually allow you to ditch the Spell adding with your Synchro actually...

 

You're missing your Spell/Trap Types on your support :P I assume Citadel is a Field Spell and the rest, except for your Equip, are all Normal Spells. Still, aside from Army of the Dead, as mentioned above, and Hungers, which I will get to, Spells are also a fun line-up, if a tad boring. Call should probably have hard once per turn on activation as well; searchers are always stronger than drawers. Love your equip though.

 

Is Hungers meant to use "and/or"? Because right now it can only discard 2 of one or 2 of the other :P Might not need hard once per turn though; it is a -1 to the hand, and while your guys do want to be loaded up on the GY, there's no guarantee what's in your hand is helpful. An alternative is to give it a secondary effect in the GY, but if you do do that, then hard once per turn on activation at least is definitely needed.

 

Dark Zombies are pretty boring, and I don't really get the thematics as I have never played WoW myself. Still, with what you have, I think you've done a good job making them stand out the best you can. I like most of the effects, and you have stayed simple without massive amounts of texts or too many insane combos. Just a few problem cards here and there.

Link to comment
Share on other sites

Beserker's mill effect is far 2 stornk. Despite being a cool playmaker, the Level 3 or lower Zombie requirement has so many options; Vendread main-deckers, the Wight bois for a 6 card mill and even Plaguespreader to name a few. That and having no hard once per turn means its extremely abusable for any Zombie Deck. At least it only Special Summons Death Knights from the hand..

 

I wan't aware of the vendreads actually. In fact, after looking at some of the cards, especially core, I agree that the zombie part of the mill effect is actually way too good. An initial change I thought of would be to make it so it's "send 2 DKs or 1 lvl3 or lower zombie type monster" lets it have a  little bit more splashability, but not be broken, but this ended up hurting the main strategy in the long run. So i ended up with just making it archetype exclusive to "send 2 DKs and/or ghoul monsters". This should keep it in similar power for this deck but keep other potent zombie engines from using it.

 

 

 

Brute is a little disappointing, as while I appreciate the Link restriction, it means this boi is pretty much useless unless you're already lacking a boss. You could use Brute and said boss to Link up, but it almost seems like a waste to use a boss to go into another boss instead of having both. Still, I can't really see a way of buffing it, so perhaps my method is the way to go.

While I agree that brute isn't on the powerful side, it actually plays a big role on being a level 4 body, which allows the deck to reach sargarius or any lvl5 with DB for 2 materials. 

 

 

 

 

Did you want Vestales to A) negate all monster effects on the field for the rest of the turn B) negate all monsters that are currently on the field or C) lock your opponent out of monster effects completely for the turn? I get the impression that it is C, judging from your response, but I feel that's far too...not necessarily powerful but annoying. If your opponent doesn't deal with it, all monster effect related options they have are out the window, even if they remove it. I'd suggest either limiting it to the field or hand/GY, OR having it only negate the turn its Summons as long as its on the field. For the effect to add from the GY, you would generally use "During your Main Phase: You can..." just to clarify how the effect works, as the hard once per turn is at the end of it. I do want to congratulate you on your card grammar though; aside from colon/semicolon issues. it's pretty good.

Actually liked the suggestion as long as it's face up on the field, so that's definitely added. And yeah, it is meant to be a hard stop on mosnter effects. Whether it's on turn 1 for hand traps, or if its turn 2 and you just need to negate their board if they allow it to happen. And yeah, I try with the grammar, still getting used to the colon/semi colon usage, since back when i actually played, they weren't being used nearly as much as it is today.

 

 

Why do you need generic Spell adding for Sagarius???????? Okay, it's pretty clear why; all your Spells don't follow a naming convention. And that's fine, and is in fact, not as broken as it may appear here. A tad weak, but you have no way of buffing it. No, the problem is Army of the Dead. Assuming you're playing Wights, if you combine it with Beserker, you get 4 Special Summons at no cost. Targeting is an absolute must regardless of what else you change, and I'd either give it a HOPT, or, if you'd rather not, an additional cost. Your Link is also super generic, so the activation condition isn't hard to pull off at all. Sagarius not doing anything else is pretty bad, tbqh. If you want to go the low effort route you could just give him some protection to make him a decent boss instead of just a card effect.

 

 

Targeting was def a change I added to this guys effect after reading. However, I think he's fine as just an effect right now. In the 5Ds era version of this deck, you would still be using sarg to synchro up, he's more of a means to an end. And if you needed bodies, you can SS him through ICC after the initial combo. And the restriction I feel just give it a more all in feeling regarding the swarming combo.

 

 

 

Nerzhulas mandatorily negates, hm? Alright, but the card itself has little to no stability on its own, so even with the ATK boost, he could do with some protection or anything else. A mandatory negate is the easiest thing in the world to play around.

That was actually unintentional, added the key words "You can" on it now

 

 

 

Commander providing just protection is meh; I'd rather go Witch's Apprentice any day. I know this card has the protection I mentioned was missing above, but making your only source of protection vulnerable is just asking for trouble. Even that Patrol Link is better than this. Yes, this card has LR Links, but even then it could do with a boon.

Yeah, I agree. A buff i'm thiking about is a floating effect, I'm thinking a special summon during the end phase if its sent to the GY. Still not too sure yet.

 

 

 

Blaumeux can copy Brute and...nothing else. Yes, he can mill all the rest, but it just seems disappointing that the actual effect itself can only work in one case. Not to mention the fact that your opponent literally has no way of stopping the mill, as its a cost. Very annoying. Can even be used under Skill Drain. Relying on Nerzhulas to do everything isn't a good policy, and I think that accounting for him still leaves you room to make your cards at least sub-par. Fully agree with Marshy on both Links.

I agree that the link-4 is a bit too weak after a bit more play testing. it really doesn't do much after it's does its thing. I'm not exactly sure how to buff it, but I like the mill to copy an effect. I might make that effect happen when it's initially summoned, and then give it secondary effects. I'm not exactly sure yet though.

 

 

 

You're missing your Spell/Trap Types on your support :P I assume Citadel is a Field Spell and the rest, except for your Equip, are all Normal Spells. Still, aside from Army of the Dead, as mentioned above, and Hungers, which I will get to, Spells are also a fun line-up, if a tad boring. Call should probably have hard once per turn on activation as well; searchers are always stronger than drawers. Love your equip though.

Right on the money on the spell types. After the change to Berserker, army of the dead should stay useful in a DK only strategy.

 

 

 

Is Hungers meant to use "and/or"? Because right now it can only discard 2 of one or 2 of the other :P Might not need hard once per turn though; it is a -1 to the hand, and while your guys do want to be loaded up on the GY, there's no guarantee what's in your hand is helpful. An alternative is to give it a secondary effect in the GY, but if you do do that, then hard once per turn on activation at least is definitely needed.

Yeah, and/or should be right. Didn't know that wording at the time of making these effects so that's helpful. Agree on the secondary effect changed the effect to

 

"Discard 2 "Death Knight" and/or "Ghoul" monsters. Draw 2 cards. If this card is in your GY: you can banish 2 "Death Knight" and/or "Ghoul" monsters; target 1 LVL4 or lower "Death Knight" monster in your GY and Special Summon it. Its effects are negated. You can only activate 1 of these effects of "Froustmourne Hungers" per turn."

 

I gave it a 2nd effect, but you can't activate it right after using it, which i think should allow for some good decision making. Like instead of using the card that turn, you can choose to discard it to take advantage of the 2nd effect to extend plays if you do not need to draw at that moment. Also has a nice thematic touch if you know the lore behind Froustmourne.

 

 

 

Dark Zombies are pretty boring, and I don't really get the thematics as I have never played WoW myself. Still, with what you have, I think you've done a good job making them stand out the best you can.

 

DKs in WoW are undead warriors (hence the warrior type, but zombies while in the grave), and one of their themes is raising the dead (unholy spec in this case), hence a bunch of graveyard effects with a focus on special summoning from the graveyard. The ghoul sub type is there cause they're your full time pet as an unholy, so them being a supporting unit (in this case tuners) just makes sense to me. The heavy mill/banish effects (in this case, the one receiving the effects of the banished monster) are also part of the DK lore of empowering themselves.

 

"Once the runeblade is used to turn a hero into a death knight, it becomes that knight's personal weapon and is slowly charged with the life energies of those injured and slain thereafter."

Link to comment
Share on other sites

Bump, two big buffs to the current Link monsters

 

Death Knight Blaumeux

New effect added in bold 

 

While this card is in the GY, it is treated as a Zombie-type monster. Once per turn: You can send 1 "Death Knight" monster from your deck to the GY; until the End Phase, replace this effect with that monster's original effects. If monster(s) this card points to is sent to the GY: You can Special Summon the same number of level 3 or lower DARK Zombie-type monsters from your GY. Monsters summoned by this effect are banished when they leave the field. This effect of Death Knight Blaumeux can only be activated once per turn.

 

I want this Link to remain as a play extender card, and not necessarily a boss monster. I went with a modified version of Firewall dragon's effect, but gave it a hard once per turn. And since this effect can already generate huge advantage, the banish demerit is there to keep further graveyard effects from going off and getting even more ridiculous. This should justify its link-4 rating. Possible change to Link arrows for this would be to make it TOP-LEFT, TOP-RIGHT, BOTTOM-LEFT, BOTTOM-RIGHT (this would limit it to 2 free summons, and you would want to get rid of this monster sooner than later since it will have 2 arrows towards your opponents zones), but what are your guys thoughts. 

 

Death Knight Commander

New effect added in bold 

 

While this card is in the GY it is treated as a Zombie-type monster. "Death Knight" monsters this card points to cannot be destroyed by card effects. If this card is sent to the GY: target 1 DARK Zombie-type monster in your GY; Special Summon it during the End Phase.

 

I think a floater effect is best for this guy. If your board happens to get broken, at least you wont be left with nothing in the end assuming you don't die. And it summoning during the end phase means you can't use this card to extend your already long plays on demand

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...