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[Written] Cyberrelic Impact: Retrained Cyberdark Archetype


weeb

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Foreword: 

This is my first attempt at creating a competitive archetype. Generally, when I design cards, they tend to have a more old school Yu-Gi-Oh feel, and I don't usually design archetypes. But, after taking some time to look at what's out there and how fast the game is now, I decided it would be fun to  try my hand at creating an Archetype that I think might be able to survive in today's competitive scene. Since I am an older player returning to the game, I am interested to see if I am right.

 

(As such, I am curious of how these cards would do in both Legacy and Standard.)

 

Introduction:

 

The Cyberrelic (a portmanteau of Cyber and Relic) archetype is intended to be a Retrained version of the Cyberdark archetype, as I’ve always liked the concept behind Cyberdarks, but felt the execution held them back a bit. So, the Cyberrelic monsters are not intended to work with Cyberdarks, they are a completely retrained and independent alternative. There are a total of 10 Cyberrelic cards; 3 Main deck monsters, 3 Support cards (2 Spells, 1 Trap), and 4 Extra deck monsters (3 ‘regular’ monsters, 1 ‘Boss’ monster). 

 

When I was designing the Cyberrelics, I had this idea that basically the Cyberdarks were "defeated" somehow, and sunk to the bottom of the ocean. There, they mutated, became corrupted, and awoken again as the Cyberrelics. They are a corroded, lifeless husk, that seeks out the gravesites of Dragons, and like a parasite or fungus, they latch on to the rotting corpse and steal their power as their only means of survival. 

 

So, the Cyberrelic monsters all have the ability to equip a Dragon from the graveyard to them upon summon. They gain that Dragon's ATK, and if they would be destroyed, that Equipped card is destroyed instead. So, they still have the weakness of relying on some Graveyard setup. But as we will see, the Cyberrelics have some other tricks up their sleeve to help speed up the deck and give it some consistency. But, we'll talk about that a bit later.

 

Due to the fact that all the Cyberrelic effects share similar text, for convenience's sake I shall put differences in Bold and Underlined. So, let us start with the Main Deck monsters

 

Main Deck Monsters (3):

[spoiler=Main Deck]

Unlike their Cyberdark counterparts who are all Level 4s, the Cyberrelics are all Level 5. However, they have the ability to Special Summon themselves from the Hand or Graveyard, but only if you are able to Banish 1 DARK or Machine monster from your hand or your side of the field. This helps to speed them up, as well as allow them to keep resurrecting so long as you can keep giving them fodder. You also have to be careful not to Banish any Dragons, as they rely on those too. The upshot is, Cyberrelic's unique effects trigger when they are banished, allowing them to combo nicely with other Cyberrelics, - and indeed, with other cards, like "Allure of Darkness," for example. 

 

One other thing you will notice is that the Cyberrelics all have an ATK and DEF of 0, which is lower than their Cyberdark counterparts; however, Cyberrelics can absord a Level 8 or lower Dragon from your Graveyard - not a Level 3 or lower, as with the Cyberdarks. This means you don't have to clog up your Deck with Masked Dragon, Hunter Dragon, etc. If you're disappointed there is still a level restriction at all, please remember Malefic Truth Dragon exists...

 

Once again, due to similar text, differences are Bolded and Underlined.

 

 

Cyberrelic - Dread 

Level 5 | Machine/Effect | DARK ATK: 0 DEF: 0

Effect:

Banish 1 other DARK and/or Machine-type monster you control or in your hand; Special Summon this card from your hand or GY. When Summoned: Target 1 Level 8 or lower Dragon monster in your GY; equip it to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card would be destroyed, destroy the monster equipped to it by its effect. If Banished: send 1 monster from your Deck to the GY. Each effect of "Cyberrelic - Dread" can only be activated once per turn. 

 

Cyberrelic - Erasure 

Level 5 | Machine/Effect | DARK ATK: 0 DEF: 0

Effect:

Banish 1 other DARK and/or Machine-type monster you control or in your hand; Special Summon this card from your hand or GY. When Summoned: Target 1 Level 8 or lower Dragon monster in your GY; equip it to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card would be destroyed, destroy the monster equipped to it by its effect. If Banished: you can you can Target 1 face-up monster on the field; change that target to face-down Defense Position. Each effect of "Cyberrelic - Erasure" can only be activated once per turn. 

 

Cyberrelic - Idol 

Level 5 | Machine/Effect | DARK ATK: 0 DEF: 0

Effect:

Banish 1 other DARK and/or Machine-type monster you control or in your hand; Special Summon this card from your hand or GY. When Summoned: Target 1 Level 8 or lower Dragon monster in your GY; equip it to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card would be destroyed, destroy the monster equipped to it by its effect. If Banished: add 1 "Cyberrelic" monster from your Deck to your hand. Each effect of "Cyberrelic - Idol" can only be activated once per turn. 

 

 

Design notes: Consistency was something I tried to keep in mind while design these cards. This is most obvious with Idol's effect, and then Dread is pretty useful too. They still have the weakness of requiring some Graveyard set up though, but there are ways to get the engine going quickly. Banish Dread to summon one of the other two, and that's a Dragon right there in the Grave already. Also, since they are Level 5, they combo well with cards like Dark Grepher which can also dump cards in the Graveyard easy. Alternatively, normal summon Armageddon Knight, dump a dragon, banish Knight to summon a Cyberrelic, and there you go. Originally, I had the idea that they  can Special Summon themselves if you Banish cards in the Graveyard, but I dropped that idea because I didn't want them to swarm too easily. 

 

Erasure's effect has always been a little problematic, as I've already nerfed it several times; originally, it had the ability to return a card on the field to hand. I realized this a little too versatile could be exploited too easily for some weird combos (for just one example: use Call of the Haunted to summon a Cyberrelic, banish Erasure from your hand to summon another, overlay those two Cyberrelics all while using Erasure's effect to bounce back CotH) so "return that target to the hand" got errata'd to "destroy that target." Which I later thought might be too much... then I changed it to "reduce that target's ATK to 0" which I dropped due to OTK potential... all in all, I eventually nerfed it to an inoffensive Book of Moon effect. Maybe that was a bad call on my part, idk. 

 

Speaking of nerfing, Idol's original effect allowed it to search any DARK-Machine, but I dialed it down to an Archetype-specific search.

 

I wanted their Banish effects to be good though, because the Cyberrelics aren't without downsides; once they hit the field, they are basically just a Beater with an inherent-but-one-time-only protection effect that drops their ATK to 0 once they use it. If you want to re-equip a Dragon to them, you basically have to Summon them all over again. Also, their resurrection abilities are predicated on your ability to keep providing them with resources. The upside is, though, their special summoning abilities do give you quick access to Rank 5s, which we'll talk about a bit later... for now, let's look at the Support cards. 

 

 

 

Support S/T (3):

[spoiler=S/T]

Cyberrelic Rising 

Normal Spell

Effect:

Add 1 "Cyberrelic" card from your deck to your hand. Only 1 "Cyberrelic Rising" can be activated per turn. While this card in your hand, it is also treated as a Machine monster with the following Effect: Cannot be Summoned.

 

Cyberrelic Impact

Quickplay Spell

Effect:

Each time a "Cyberrelic" monster inflicts Battle Damage to your opponent this turn: return 1 Banished card to the GY. You cannot Special Summon for the rest of this turn. While this card in your hand, it is also treated as a Machine monster with the following Effect: Cannot be Summoned.

 

Cyberrelic Assimilation 

Normal Trap

Effect:

When a "Cyberrelic" monster you control that does not have a monster equipped to it by its own effect battles: Pay 2000 LP and target 1 Level 8 or lower Dragon monster on the field or in your GY; Equip the targeted Dragon monster to the battling "Cyberrelic" monster, and it is treated as though it was equipped by its own effect. You can only activate 1 "Cyberrelic Assimilation" per turn, and you cannot declare a direct attack this turn. 

 

 

Design notes: Once again, it's about consistency. The two Spell cards give you a choice: you either use their first effect, or you can use them as fodder to Special Summon a Cyberrelic. As far as searchers go, I think this makes Rising fairly versatile. And if you're wondering, the "Cannot be Summoned" clause is just there to prevent any freeky-deeky clashes with cards that might say something like "Special Summon a monster from your hand" or whatever, so you can't actually "Summon" these spell pseudo-monsters. 

 

Since Cyberrelics tend to be based around Banishing, Impact (wonder where I got that name from?) acts as somewhat of a recovery card to put them where they can be resurrected. Of course, the card is a little slow; you basically have to wait a term before you can use whatever Cyberrelic you added to the Grave that way. I should probably emphasize that it doesn't lock you out of your Special Summon for the whole turn, like Pot of Duality, it just locks you out for the rest of the turn. 

 

One thing I will say is, as I'm trying to understand this new competitive scene, I've noticed that Decks don't see a lot of Backrow anymore, it seems like. Some of the Top 8 decks I've seen don't even run any Traps at all. Are Trap cards dying? Would people even run Assimilation? Well, I don't know, but what I do know is it allows you to potentially steal an opponent's Level 8 or lower Dragon, and it bypasses destruction immunity. Plus, due to Rising, it is searchable, so that's nice. 

 

 

Extra Deck Monsters (4):

 

[spoiler=Extra Deck]The Extra Deck Cyberrelics - called the "Cyberrelic Chimera" - are all Rank 5 Xyz monsters, and unlike their Main Deck counterparts, the Extra Deck monsters don't have inherent resurrection effects, but they are able to adsorb a Level 8 or lower Dragon from either Graveyard. Not only that, but they can do it once per turn, if they don't have one equipped to them already. Contrast this with the Main Deck monsters that can only Equip a Dragon on summon. As Xyz monsters, they have unique effects you activate by detaching a Xyz material, in addition to their typical Cyberrelic effects that trigger if they are Banished. Once again, unique effects are Bolded and Underlined.

 

Cyberrelic Chimera - Agony 

Rank 5 | Machine/Xyz/Effect | DARK ATK: 0 DEF: 0

Effect:

2 Level 5 monsters, including at least 1 "Cyberrelic" monster

 

Once per turn: Target 1 Level 8 or lower Dragon monster in any GY; equip it to this card (max.1). Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card would be destroyed, destroy the monster equipped to it by its effect. If this card battles a monster with a DEF lower than this card's ATK: you can detach 1 Xyz material from this card; destroy that monster, and if you do, inflict 1,000 damage to your opponent. If Banished: target 2 other banished cards; return them to the GY.

 

Cyberrelic Chimera - Ruin 

Rank 5 | Machine/Xyz/Effect | DARK ATK: 0 DEF: 0

Effect:

2 Level 5 monsters, including at least 1 "Cyberrelic" monster
Once per turn: Target 1 Level 8 or lower Dragon monster in any GY; equip it to this card (max.1). Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card would be destroyed, destroy the monster equipped to it by its effect. If a monster battles a "Cyberrelic" card: You can detach 1 Xyz Material from this card; Banish that monster after Damage Calculation. If Banished: you can target 1 card on the field; destroy that target. 
 

Cyberrelic Chimera - Dogma 

Rank 5 | Machine/Xyz/Effect | DARK ATK: 0 DEF: 0

Effect:

2 Level 5 monsters, including at least 1 "Cyberrelic" monster
Once per turn: Target 1 Level 8 or lower Dragon monster in any GY; equip it to this card (max.1). Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card would be destroyed, destroy the monster equipped to it by its effect. During the Main Phase: you can detach 1 Xyz material from this card and target 1 monster card (Quick Effect); negate its effect(s) and halve its ATK until the End Phase. If Banished: target 1 other banished monster; place it on top of the deck.

 

 

 

 
Design notes: I wanted to make the Cyberrelic Chimera monsters strong, because I was afraid if they weren't people would just be like "...wait, why should I summon these guys over Volcasaurus or Nova?" I also wanted to give some variety, because as I was reading about Cyberdarks, I remember seeing a video where someone said the Archetype was too straightforward, or predictable as a deck. But, I think these Rank 5 possibilities give the Cyberrelics options and versatility that Cyberdarks never had. Originally, their "If Banished:" effects triggered if they left the field by any means, but due to balance concerns I dialed it back. Also, fun fact: Their names are based on the Main Deck monster's names: Dread -> Agony, Erasure -> Ruin, Idol -> Dogma.  
 
The Boss Monster:
The archetype's "Cyberdark Dragon" of sorts. Unlike what we've seen previously, the Boss monster has no Level Restriction and therefore can absorb any Dragon from either Graveyard. 
 

Cyberrelic Chimera - Apotheosis 

Rank 5 | Machine/Xyz/Effect | DARK ATK: 0 DEF: 0

Effect:

3 Level 5 "Cyberrelic" monsters with different names
Can only be Xyz Summoned. Once per turn: Target 1 Dragon monster in any GY; equip it to this card (max. 1). Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card would be destroyed, destroy the monster equipped to it by its effect. Once per turn: You can detach 1 Xyz material, then banish 1 card on the field or randomly from your opponent's hand. If this card leaves the field: target 1 Dragon monster from any GY; Special Summon it. Its effect(s) are negated and it cannot be destroyed by battle. 
 
 
Design notes: This card is supposed to have the strongest effect, as it is the hardest to summon. The banishing effect doesn't target, so it can get over a number of inherent immunities. Originally, this monster - as well as all the Chimera - originally had a "cannot be targeted by your opponent's card effects" clause in them, but I decided to remove it because I was afraid that with the effects these monsters already have, they would be pushing what a Rank 5 should be (if they aren't already). I want these cards to be viable in today's format, but most of all I want them to balanced. I've come up with various concepts and ideas of what their effects should be, but these are the ones I settled on.

 
Final Thoughts
 
I think the Cyberrelics could synergize well with either a machine-based Cyber Dragon deck, a DARK deck with Dragons, or maybe help make a Red Eyes deck competitive. If I were making a Cyberrelic deck, I would probably consider using cards like Dark Armed Dragon (a DARK Dragon that benefits from grave manipulation), Allure of Darkness, possibly Recurring Nightmare, Dark Grepher, Limiter Removal, Pot of Acquisitiveness... Perhaps even Card Destruction, as a Cyberrelic in the Grave can often be just as good as one in the hand, they don't really care if you discard them; therefore, cards like Card Destrution can really give you an advantage.
 
I've noticed looking at various Top 8 decks the prevalance of monster-heavy decks; I recall one deck I saw had about thirty monsters in it. Perhaps a Cyberrelic deck would be a monster heavy deck, since if you want to continually resurrect them, that relies on you drawing a steady stream of monsters. 
 
These cards aren't without weakness; as stated, they need resources to work, and while their equip card can save them from destruction, it leaves them as sitting ducks 0 ATK. Their equip cards also clog up the S/T zone, but then again I've noticed the game doesn't seem to be as backrow heavy anymore. Also, a sided-in Imperial Iron Wall would probably really kick this deck in the pants. But hopefully, their strengths such as being able to hit the field fast and huge, resurrect continually, maintain card advantage through their banish effects, etc. will force your opponent on to the defensive, as they have to continually comb through their own resources to continually destroy these dragoncorpse-riding machines. 
 
So, as an older player returning to the game, and learning and relearning how much it has changed, I ask you all now: what do you think of this Archetype? Would you play it? Is it balanced? How do you think it might do against what is out there today?
 
Looking forward to any feedback. 
 
 
 
 
 
 
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Let's start with some general points

 

 

 

One thing I will say is, as I'm trying to understand this new competitive scene, I've noticed that Decks don't see a lot of Backrow anymore, it seems like. Some of the Top 8 decks I've seen don't even run any Traps at all. Are Trap cards dying? Would people even run Assimilation? Well, I don't know, but what I do know is it allows you to potentially steal an opponent's Level 8 or lower Dragon, and it bypasses destruction immunity. Plus, due to Rising, it is searchable, so that's nice. 

 

Traditional trap cards, in a sense, are dying, because they take a turn to set. If you draw them, they aren't doing anything on that turn to forward your game plan, or stop your opponent when you go second. The effects also need to be disruptive, to where if they go through, you effectively stop your opponents turn. The Ghost Girl hand traps and infinite impermanence are good example of ideal traps.

 

 

These cards aren't without weakness; as stated, they need resources to work, and while their equip card can save them from destruction, it leaves them as sitting ducks 0 ATK. Their equip cards also clog up the S/T zone, but then again I've noticed the game doesn't seem to be as backrow heavy anymore. Also, a sided-in Imperial Iron Wall would probably really kick this deck in the pants. But hopefully, their strengths such as being able to hit the field fast and huge, resurrect continually, maintain card advantage through their banish effects, etc. will force your opponent on to the defensive, as they have to continually comb through their own resources to continually destroy these dragoncorpse-riding machines.
 

How fast are we hitting the field here? Cause keep in mind, at the most degenerate we have six samurais with their turn 1 6 material 86s once they get their new link monster

 

My question is, is this deck more of a combo deck, or more of a reactive control deck. And if it's either, care to conjure up a couple of examples on how a turn 1 would go.

 

 

I've noticed looking at various Top 8 decks the prevalance of monster-heavy decks; I recall one deck I saw had about thirty monsters in it. Perhaps a Cyberrelic deck would be a monster heavy deck, since if you want to continually resurrect them, that relies on you drawing a steady stream of monsters.
 
The importance of monsters and their impact on the game in their short life spans are whats important.
 
Now to actual cards
 
Monsters:
Dread and Idol, these cards are good. Not much really needs to be said. They're pretty much what you'd want in fodder monsters.
 
Erasure, under-powered, the original bounce effect would have been A LOT more effective. Also, OTK combos are a dime a dozen nowadays, so I wouldn't worry about nerfing OTK potential.
 
Spells/Traps:
Rising - Good card. Perfect the way it is.
 
Impact - I don't like battle effects in today's YGO since they are way too slow, I feel this needs a better activation requirement or none at all. Also, the drawback is way too harsh for what it does. In fact, I think this card is pack fodder because this card exists
Make this card way more powerful, but keep it within the archetype aside from the fact you can use the card as fodder from your hand.
I'm thinking along the lines of, "return 2 banished "Cyberrelic" cards to your GY. Draw 1 card. with a hard once per turn."
 
Assimilation - Make this a quick play spell and remove the battle requirement and the direct attack demerit, and you got yourself a good card.
 
Extra:
Agony/Ruin - They need a better effect
 
(I think these two could be made into play extenders or control cards depending on the direction you want this deck to go)
 
Dogma - Perfect
 
Apotheosis - Good effect and if you can summon this card multiple times in a single turn, that will be a strong turn 1 play.
 
Overall, you have a foundation, but right now it needs a bit more to be viable competitively in today's YGO. I was in the same boat as you when i was getting back in, and I was pretty damn surprised on how much faster the game got.  Also, archetypes nowadays need some sort of link monster that can extend their plays in a way. So i would look into that.
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How fast are we hitting the field here? Cause keep in mind, at the most degenerate we have six samurais with their turn 1 6 material 86s once they get their new link monster

 

My question is, is this deck more of a combo deck, or more of a reactive control deck. And if it's either, care to conjure up a couple of examples on how a turn 1 would go.

 

 

 

I think I'd have to do some playtest scenarios to see how fast they really are. I imagine this Archetype as a more control-oriented playstyle, taking advantage of their ability to stay on the field longer (with their "destroy the equipped card instead" effects) and their ability to keep coming back from the Graveyard if the opponent does manage to destroy  them, allowing them to continually dominate the field. 

 

 

 

 

 

 
Monsters:
Dread and Idol, these cards are good. Not much really needs to be said. They're pretty much what you'd want in fodder monsters.
 
Erasure, under-powered, the original bounce effect would have been A LOT more effective. Also, OTK combos are a dime a dozen nowadays, so I wouldn't worry about nerfing OTK potential.
 
 

 

 

Yeah, the more I thought about it the more I disliked giving Erasure a Book of Moon effect. I think I'll re-give it a "Destroy that target" effect. 

 

 

Spells/Traps:
Rising - Good card. Perfect the way it is.
 
Impact - I don't like battle effects in today's YGO since they are way too slow, I feel this needs a better activation requirement or none at all. Also, the drawback is way too harsh for what it does. In fact, I think this card is pack fodder because this card exists
Make this card way more powerful, but keep it within the archetype aside from the fact you can use the card as fodder from your hand.
I'm thinking along the lines of, "return 2 banished "Cyberrelic" cards to your GY. Draw 1 card. with a hard once per turn."
 
Assimilation - Make this a quick play spell and remove the battle requirement and the direct attack demerit, and you got yourself a good card.
 
 

 

Yeah, in hindsight, Impact is just a bad BfaDD. It has that "machine in the hand" thing that BfaDD doesn't have, but the actual spell effect itself is definitely outclassed. Part of me is hesitant on the Draw effect, since I know how strong drawing cards is in YuGiOh, but I agree that Impact needs to be rebuilt from the ground-up with a better effect. 

 

I'll definitely make that change to Assimilation, as I've realized that by removing the Battle requirement, it could possibly act as a destruction-protection card in a chain (opponent activates Raigeki, you have a Cyberrelic on your side of the field that isn't equipped to anything so it'd be destroyed, chain Assimilation and now the Cyberrelic can survive Raigeki).

 

The reason I included the "no direct attack" clause though was because of the potential to take an opponent's monster with the card, but then again I could just restrict it to "your own graveyard," or maybe even extend it to equipped a Banished Dragon, as I think any banish recovery will be useful in the deck. 

 

 

 

 

Extra:
Agony/Ruin - They need a better effect
 
(I think these two could be made into play extenders or control cards depending on the direction you want this deck to go)
 
Dogma - Perfect
 
Apotheosis - Good effect and if you can summon this card multiple times in a single turn, that will be a strong turn 1 play.
 

 

With Agony and Ruin, do you think their "If Banished..." effects are passable, or is it mainly their "Detach" effects that are lacking? I know you said that Battle-oriented effects are slow, but part of the thing I liked about Ruin's battle oriented effect was it's intended to make your opponent hesitant to attack. If they've got a bigger monster out, they might be like "...if I attack one of these Cyberrelics, I'll lose my monster." or something. 

 

One of my other concepts for Agony's effect was something like "Once per turn, if you're opponent activates a Spell or Trap that would destroy a card(s) you control (Quick Effect): you can detach 1 XYZ material; Negate that card's activation and effect, and if you do, destroy it, also inflict 1000 damage to your opponent." 

 

The reason I didn't do this was because I already kinda-sorta had a negation-effect with Dogma, but I guess they are different enough though. I had another strictly burn-oriented effect idea for Agony that was something like "Detach 1 Xyz material; Excavate the top 3 cards of your deck and then inflict 600 damage to your opponent for every monster card sent to the Graveyard this way." The deck also benefits from the monsters in the Grave, provided Dragons and/or Cyberrelics are excavated. But, I felt that effect was kind of lame so I ditched it. Then I had another one that was like "During the End Phase of a turn a "Cyberrelic" monster was destroyed: you can detach 1 Xyz material from this card; destroy card(s) your opponent controls up to the number of "Cyberrelic" monsters destroyed by an opponent's card (by battle or effect) this turn, and if you do, inflict 600 damage to your opponent for each." 

 

So, a consistent idea I had with "Agony" was for there to be some sort of Burn damage. Now that I think about it, I might use that last effect for Ruin... I'm glad you like Apotheosis' effect though, I was pretty pleased when I came up with that one personally. 

 

 

 

Overall, you have a foundation, but right now it needs a bit more to be viable competitively in today's YGO. I was in the same boat as you when i was getting back in, and I was pretty damn surprised on how much faster the game got.  Also, archetypes nowadays need some sort of link monster that can extend their plays in a way. So i would look into that.

 

 

Thanks. Yeah, I'm still kinda getting a feel for Link monsters, I remember watching some videos talking about how crazy that Firewall Dragon is and how Konami is banning a bunch of cards to try and tone it down, but they can't ban the card itself because apparently the current anime protagonist uses it or something dumb like that. Link monsters are kinda weird because where you put your cards on the field never really mattered before, now it does. but I digress

 

Thank you for the feed back - I'm taking it all in and I'll  make some changes, hopefully they are improvements.  

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With Agony and Ruin, do you think their "If Banished..." effects are passable, or is it mainly their "Detach" effects that are lacking? I know you said that Battle-oriented effects are slow, but part of the thing I liked about Ruin's battle oriented effect was it's intended to make your opponent hesitant to attack. If they've got a bigger monster out, they might be like "...if I attack one of these Cyberrelics, I'll lose my monster." or something.

 

The detach effects need work. If your opponent wants to get over your monster, and if you aren't able to stop the opponent's play in some capacity, chances are it'll be removed before the battle phase or have its effects negated to some capacity. If you let an opponent go off, especially if it's a combo deck, you're not going to live to the next turn. So having those effects available more often is A LOT more useful. The banish effects are fine.

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