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Tarragon - The Fusion Wyrm Archetype! (Updated W/ Images, 18/18)


Major's Shadow

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Hello Peeps!

This is sort of a re-tread from an earlier archetype called Syntheticals that worked in a similar manner. With my more modern knowledge of card design, OCG & mechanics, I wanted to give this deck another shot. Hopefully you enjoy the results! Art credits are located on the card artwork themselves, just in-case you'd like to support the original artists (who are all incredibly talented). Thank you so much for your time & hope you enjoy!

 

Update 11/21/18: Released archetype w/ 13 cards currently revealed.

Update 11/23/18: Added 2 new cards: "Tarragon Twin Flutter" (Lvl. 1 Xyz Support) & "Tarragon Fallen Celestial" (Synchro Support). Updated effect for "Tarragon Lilly" to no longer require 2 discards.

Update 11/28/18: Added new Spell Card "Tarragon Reunited". 2 more cards are planned to release at a later time, expect more updates!

Update 12/05/18: Final Card update!!! Added 3 new cards (1 Effect monster, 1 Trap & 1 Link 4 monster). 

Update 12/11/18: Additional Balancing!!! Tweaked TCG & modified effects of every single card to be easier to understand & more fair (Ex: most Fusion monsters no longer have an on-summon effect on top of a GY effect). Removed the Synchro mechanic from the deck, as it did not mesh well with the archetype's playstyle.

 

[spoiler=Monsters]

[spoiler=Effect]

[spoiler=Tarragon Flare]g5SdwS3.jpg

 

Level 1/Wyrm-Type/FIRE/Effect/ Atk 500/ Def 300

You can Reveal this card from your hand; Discard this card and 1 other "Tarragon" card, and if you do, add 1 "Tarragon" monster from your Deck to your hand, except "Tarragon Flare". During your Main Phase, while this card is in your GY: you can banish this card, then Reveal 1 "Tarragon" Fusion monster from your Extra Deck; banish the materials listed from your hand and/or GY, then Fusion Summon the revealed monster. You can only use each effect of "Tarragon Flare" once per turn.

 

[spoiler=Tarragon Lilly]hRDk4eS.jpg

 

Level 1/Wyrm-Type/WATER/Effect/ Atk 300/ Def 600

During your turn, If a "Tarragon" monster(s) you control would be targeted by an opponent's card effect (Quick Effect): you can Reveal this card from your hand; Discard this card, and if you do, negate the activation. During your Main Phase, while this card is in your GY: you can banish this card, then Reveal 1 "Tarragon" Fusion monster from your Extra Deck; Banish the materials listed from your hand and/or GY, then Fusion Summon the revealed monster. You can only use each effect of "Tarragon Lilly" once per turn.

 

[spoiler=Tarragon Ore]hgHYD4S.jpg

 

Level 1/Wyrm-Type/EARTH/Effect/ Atk 100/ Def 700

You can Reveal this card from your hand; Discard this card and 1 other "Tarragon" card, and if you do, send 1 "Tarragon" monster from your Deck to the GY. During your Main Phase, while this card is in your GY: you can banish this card, then Reveal 1 "Tarragon" Fusion monster from your Extra Deck; banish the materials listed from your hand and/or GY, then Fusion Summon the revealed monster. You can only use each effect of "Tarragon Ore" once per turn.

 

[spoiler=Tarragon Dusklight]O445n3k.jpg

 

Level 1/Wyrm-Type/LIGHT//Effect/ Atk 100/ Def 100

You can reveal this card from your hand; Discard this card and 1 other "Tarragon" card, and if you do, add up to 2 "Tarragon" Effect monsters with different names than the cards discarded from your GY to your hand. During your Main Phase, while this card is in your GY: you can banish this card, then Reveal 1 "Tarragon" Fusion monster from your Extra Deck; banish the materials listed from your hand and/or GY, then Fusion Summon the revealed monster. You can only use each effect of "Tarragon Dusklight" once per turn.

 

[spoiler=Tarragon Prophecy]KyzZOdb.jpg

 

Level 2/Wyrm-Type/WIND/Effect/ Atk 1000/ Def 1000

You can discard 1 "Tarragon" card; add 1 "Tarragon" Spell/Trap card from your Deck to your hand. During your Main Phase, If this card is in your GY: you can banish 2 other "Tarragon" cards from your GY; Special Summon this card from your GY, also banish it when it leaves the field. You can only use each effect of "Tarragon Prophecy" once per turn.

 

 

 

[spoiler=Extra Deck]

[spoiler=Tarragon Crystal Skies]FDXbktZ.jpg

 

Level 6/Wyrm-Type/LIGHT/Fusion/Atk 1700/ Def 1000

2 "Tarragon" Effect monsters
Must first be Fusion Summoned. If this card was Fusion Summoned by the effect(s) of a "Tarragon" card: you can target up to 2 of your banished "Tarragon" Effect monsters; Special Summon them, also you cannot Special Summon monsters during the turn this effect is used, except Wyrm-Type monsters. If this card is in your GY, except the turn it was sent there: you can banish this card and 1 other "Tarragon" card from your GY; add 1 "Tarragon" Spell/Trap card from your Deck to your hand. You can only use each effect of "Tarragon Crystal Skies" once per turn.
 
[spoiler=Tarragon Emerald Woods]yV8woMp.jpg

Level 8/Wyrm-Type/EARTH/Fusion/ Atk 1700/ Def 3000
3 "Tarragon" monsters
Must first be Fusion Summoned. During your opponent's Main Phase (Quick Effect): You can target 1 Wyrm-Type monster you control; this turn, it is unaffected by card effect(s) which only target that monster. If this card is in your GY, except during the turn it was sent there: you can banish this card and 1 other "Tarragon" card from your GY, then target 1 other Wyrm-Type monster in your GY; Special Summon it. You can only use each effect of "Tarragon Emerald Woods" once per turn.
 
[spoiler=Tarragon Ruby Eclipse]tJVGo6e.jpg

Level 7/Wyrm-Type/FIRE/Fusion/ Atk 2700/ Def 1400
3 "Tarragon" monsters
Must first be Fusion Summoned. If this card is Fusion Summoned by the effect(s) of a "Tarragon" card: You can target up to 2 face-up cards your opponent controls; banish "Tarragon" cards from your GY equal to the number of cards targeted, and if you do, destroy those target(s). If this card inflicts Battle Damage: you can target up to 2 of your banished "Tarragon" Effect monsters; return them to the GY. If this card is in your GY, except the turn it was sent there: you can banish this card and 1 other "Tarragon" card from your GY; Special Summon 1 "Tarragon" monster from your Extra Deck, ignoring its Summoning Conditions, also its effect(s) are negated. You can only use each effect of "Tarragon Ruby Eclipse" once per turn.
 
[spoiler=Tarragon Aqua Marine]VHOM35o.jpg

Level 5/ Wyrm-Type/WATER/Fusion/ Atk 1600/ Def 2100
2 "Tarragon" Effect monsters
Must first be Fusion Summoned. If an opponent's monster declares an attack (Quick Effect): you can banish 1 "Tarragon" card from your GY; negate the attack, then end the Battle Phase. If this card is in your GY, while your opponent declares an attack on a "Tarragon" monster you control (Quick Effect): you can banish this card and 1 other "Tarragon" card from your GY; negate that attack, also this turn, you take no further battle damage. You can only use each effect of "Tarragon Aqua Marine" once per turn.
 
[spoiler=Tarragon Twin Crystals]f62WioY.png

Wyrm-Type/WATER/Link/ Atk 1400/ Link 2/ Zones: Bottom, Left, Right
2 Wyrm-Type monsters
If this card is Link Summoned: you can target 1 Wyrm-Type monster OR 2 Level 1 "Tarragon" Effect monsters in your GY; add the targeted card(s) to your hand. You can target 1 Wyrm-Type monster this card points to and 1 Wyrm-Type monster in your GY; send the first target to the GY, and if you do, Special Summon the other target from your GY to a zone this card points to. You can only use each effect of "Tarragon Twin Crystals" once per turn.
 
[spoiler=Tarragon Celestial Soulfire]nC4B7K9.jpg

Level 10/Wyrm-Type/DARK/Fusion/ Atk 3300/ Def 2100
3 "Tarragon" Effect monsters + 1 "Tarragon" Fusion monster
Must first be Fusion Summoned. During your opponent's turn (Quick Effect): you can target 1 of your opponent's monsters and 2 "Tarragon" cards in your GY; banish the first target face-down, then shuffle the remaining targets into the Deck. If this card is in your GY, except the turn it was sent there: you can banish this card and 1 other "Tarragon" card from your GY, then target 1 of your banished "Tarragon" monsters; add it to your hand. You can only use each effect of "Tarragon Celestial Soulfire" once per turn.
 
[spoiler=Tarragon Twin Flutter]Ghu1p0n.jpg

Rank 1/Wyrm-Type/WIND/Xyz/ Atk 1000/ Def 1000
2 Lvl. 1 Wyrm-Type monsters
While you control no monster(s) in the Extra Monster Zone(s), you can also Xyz Summon this card, using the required materials face-up from your field and/or hand. Once per turn, you can detach 1 Xyz Material; Special Summon 1 Wyrm-Type monster from your hand. If this card is in your GY, except the turn it was sent there: you can banish this card and 1 other "Tarragon" card from your GY, then target up to 2 of your banished "Tarragon" monster(s); return those target(s) to the GY. You can only use each effect of "Tarragon Twin Flutter" once per turn.
 
[spoiler=Tarragon Diamond Celestial]EULAopp.png

Wyrm-Type/LIGHT/Link/ Atk 2500/ Link 4/ Zones: Bottom Left, Bottom Right, Top Left, Top Right
1 Wyrm-Type Fusion monster + 2 or more Wyrm-Type monsters
Must first be Link Summoned. Gains 400 ATK for each Wyrm-Type monster this card points to. If a "Tarragon" monster(s) you control would be removed from the field by an opponent's card effect: you can discard 1 "Tarragon" card; negate the activation, and if you do, destroy it. If this card is in your GY, except during the turn it was sent there: you can banish this card and 1 other "Tarragon" card from your GY; draw 1 card. You can only use each effect of "Tarragon Diamond Celestial" once per turn.
 

 

 

 

 

 

[spoiler='Spell/Trap Cards']

[spoiler=Tarragon Fusion]SDQUm81.jpg

 

Normal Spell

Fusion Summon 1 "Tarragon" Fusion monster from your Extra Deck, by banishing the Fusion Materials listed on it from your hand, field and/or GY. If you have the proper Fusion Materials already banished, you can also send those materials to the GY instead, but you cannot banish cards from your GY for the rest of this turn. During your Main Phase, except the turn this card was sent to the GY: you can banish this card and 1 other "Tarragon" card from your GY; add 1 "Tarragon" monster from your Deck to your hand. You can only use each effect of "Tarragon Fusion" once per turn.

 

[spoiler=Tarragon Cosmic Strike]XIyBGWo.jpg

 

Quick-Play Spell

Target 1 Spell/Trap card your opponent controls; banish it, then send 1 "Tarragon" monsters from your Deck to the GY. During your Main Phase, except the turn this card was sent to the GY (Quick Effect): You can banish this card and 1 other "Tarragon" card from your GY, then target 1 Set Spell/Trap card your opponent controls; banish that target. You can only use this effect of "Tarragon Cosmic Strike" one per turn.

 

[spoiler=Tarragon Twin Twisted Fates]aIUvVoC.jpg

 

Continuous Spell

When this card is activated, if you control no monsters: target 2 "Tarragon" Effect monsters in your GY; Special Summon them and equip this card to them. If both monsters leave the field, destroy this card. If this face-up card leaves the field, destroy those monsters. You cannot Special Summon monsters, except Wyrm-Type monsters, during the turn this effect is used. If this card is in your GY, except the turn it was sent there: You can banish this card and 1 other "Tarragon" card from your GY, then target 3 of your banished "Tarragon" Effect monsters; shuffle them into the Deck, then draw 1 card. You can only use each effect of "Tarragon Twin Twisted Fates" once per turn.
 
[spoiler=Tarragon Reunited]r1py81z.jpg

Normal Spell
Apply one of the following effects, based on the number of "Tarragon" cards currently in your GY:
*3 or less: Send 1 "Tarragon" monster and 1 "Tarragon" Spell/Trap card from your Deck to the GY.
*4 or more: Return up to 2 of your banished "Tarragon" cards to the GY.
If this card is in your GY, except the turn it was sent there: you can banish this card and 1 other "Tarragon" card from your GY; this turn, You can Normal Summon 1 Wyrm-Type monster in addition to your Normal Summon/Set this turn (You can only gain this effect once per turn). You can only use each effect of "Tarragon Reuinted" once per turn.
 
[spoiler=Tarragon Aging Tales]31jusLj.jpg

Normal Trap Card
Discard 1 "Tarragon" card; draw 2 cards. If this card is in your GY, except the turn it was sent there: you can banish this card and 1 other "Tarragon" card from your GY, then target 1 "Tarragon" Fusion monster you control; that target is unaffected by an opponent's monster effect(s) until the end of this turn. You can only use each effect of "Tarragon Aging Tales" once per turn.
 

 

 

 

Eq7ACxe.jpg

~YugsterMajor

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So from what i can see here; before i start reviewing the concept is worms working under ground and fusing into different things (seems really cool to me!) 

 

Fusion summoning from the gy: at first glance this seems overpowered however its fairly balenced because of a number of reasons:

the materials are low level and dont pose any threat on their own

the materials are banished and not left in the gy to continue the combo

with only 4 monsters currently released you will be cycling through your resources very quickly as you are losing 2 tarragon monsters to the discard effect per turn.

 

Lets Get started with the monsters then:

Tarragon Flare: a 2 for 1 which is definitely balanced although it allows you to pop off a fusion summon in your first turn and add protection by the form of lily to your hand (although to activate its effect it will cause you to lose another 2 cards!) thi swould be in my opinion the first turn catalyst, fuels your grave and adds what you need to your hand 

 

Tarragon Lilly: I would change its effect to discarding just this card. with the fusion monster being able to cycle your banished cards out on the field (you wouldn't be playing lily turn one) you dont need that extra card drop for protection (I know you have put it there to keep up with the archetype theme and potentially a needed cost for protection) As its only selected tarragon monsters for protection I would consider changing it or adding an additional effect like draw 1 card to make it just a tad beefier 

 

 Tarragon Ore: for a -2 you garentee a 3 wyrm monster fusion which would be handy, although early game I don't think it would really do much (which kind of balances this card out a bit) definately a handy one to have to keep the GY constantly fueled and getting the bigger monsters out to keep replenishing banished monsters to your gy 

 

Tarragon Dusklight: This could be pretty broken if you drew it turn one but it would probably be the card you need to draw turn one to make this deck competitive so its a double edge sword! this card garentees 2 in the grave for pretty much no cost so you can pop off other effects from other monsters that weren't caught up in it. With ore that puts 5 wyrm monsters in the GY that allows you to get a first turn ruby out with the ability to banish 2 face up cards. Now I am not saying its op or anything it would have to be tested but you can definitely get monsters out pretty quick with this card!

 

Extra Deck: 

 Tarragon Crystal Skies: you could use this to first turn celestial soulfire if you were lucky enough to pull the fusion card on first draw! (activate any tarragon effect, special summon it, special summon the 2 banished monsters, normal summon a tarragon monster, tarragon fusion) although that would burn all your resources you would get one back by popping this effect form the gy (I would choose twist of fates) and continue the special summon spree! Although this relies on luck the ability to access the card pool this offers and the ability to get a spell and trap out of it makes it probably stronger than the 3 monster wyrm monsters in my opinion! the atk stat does balance this slightly as if you cant get the combos you want out of it its basically a sitting duck!

 

Tarragon Emerald Woods: really like this card! this is the defensive wall; and really suits its name! Every modern day set has to have a protection card and I think you have nailed this one! the ability to revive an extra deck monster is also a nice touch! 

 

Tarragon Ruby Eclipse: Probably my favourite card in the set! I usually do a lot of imagery when I review sets but the name of this one is perfect and its effects match it! the ability to banish 2 cards by banishing 2 tarragon monsters is nice; especially as its limited to face-up (making it not broken...although you could probably get away with just stating 2 cards!) if it inflicts damage you can return the banished monsters (deals with the problem of teh archetype and when its destroyed a turn later you can pop into an effect negated 3300 beater, or a standard fusion to set up for a non effect negated 3300 beater!

 

 Tarragon Aqua Marine: with this one I kind of feel like it doesnt fit... maybe thats the intention? returning tarragon monsters for a draw? unless you had a large mass of them this effect isnt really helpful unless it stays on the field a while and allows you to control your hand. its defensive effect is nice but being able to end the battle phase that quick for a level 5 could be a bit op (although you are ruining future combos with the wyrm effect and if you summoned this turn 1 you wouldnt be able to defend it unles you used ore or dusklight) I dont feel the last effect is needed; this card allready does alot for a level 5 fusion. It is a nice touch though. 

 

Tarragon Twin Crystals: Soul purpose is to revive worm extra deck monsters from the grave and fuel the gy with tarragon monsters. works really well at it. You wouldn't really get this on your first turn it would be a mid game link monster to allow you to get more combos off! although in theory you could summon crystal skies first turn and link straight into this following its special summon! Nice card and keeps the flow mid game! not the best early game though.

 

Tarragon Celestial Soulfire: the big daddy. first effect is really cool! takes 2 banished and puts 2 monsters of your choice in the gy instead, much needed for the archetype! The second effect is really nice especially as its a quick effect ( can be used on your opponents turn to completely shut down your opponent. final effect is a bit meh for the boss monster. I would say banish it and another one to special summon one monster from your extra deck or something like that! 

 

Tarragon Fusion: this card is sooooo cool!!!!! I really like the way you can make use of banished monsters with this card! when reading the monster cards I thought the main aya to fusion summon but would be throught the grave but htis card opens up so much more for the archetype! Banishing was my main concern although their are plenty of ways to get them back into play but being able to utalise them for fusion does it in a much better way! the not being able to banish form your gy for the rest of your turn balences it because it means that you cant pop many of the extra deck effects on the turn you use this card! the recycle effect is nice as well now you can keep pressure up by pulling off another fusion summon next turn.

 

Tarragon Cosmic Strike: basically a galaxy cyclone that fuels the grave with tarragon! seems fine to me hahaha!!!

 

Tarragon Twin Twisted Fates: could be broken might not be! It would be dependent on what position you are in when you pull this card! if you get it going second you open up a lot of possible plays. I think with this archetype it relies on having multiple extra deck monsters on the field at once to keep the combos and control aspect going. The second effect is really not needed in my opinion but again you are following with the archetype rule which I can understand :)

 

 

Overall really creative set :) Look forward ot seeing a couple more effect monsters and maybe a xyz level 1 monster (thats what I am personally hoping for haha)  ialso did see a tuner there so I am waiting patiently for more!

 

~MK

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Thanks for the detailed review!

 

Yeah, I intend on adding some additional cards into the archetype eventually, which is why I left some design space open w/ the Tuner aspects & XYZ plays. Glad to see I did an alright job balancing the archetype, but I think Lilly being a generic form of protection w/o an additional cost is pretty hefty. Maybe it could also protect the activated effect(s) of a "Tarragon" monster you control, or something along those lines? I'll do some more brainstorming on that part. 

 

Also, Ruby doesn't banish, it destroys. It being a generic 2 banish would be a touch too strong w/ its other effects. I also didn't want to give the boss monster a SUPER OP effect in-grave, simply cause you'd be able to cheat out sending it to the GY with other mechanics. It's already a powerful enough standalone card as-is. Also, it allows you to add any "Tarragon" card that is banished, including the spells (recycling Fusion, anyone?), so it's pretty good already.

 

Anyways, happy Turkey Day, and thank you for your time!

- YugsterMajor~

 

So from what i can see here; before i start reviewing the concept is worms working under ground and fusing into different things (seems really cool to me!) 

 

Fusion summoning from the gy: at first glance this seems overpowered however its fairly balenced because of a number of reasons:

the materials are low level and dont pose any threat on their own

the materials are banished and not left in the gy to continue the combo

with only 4 monsters currently released you will be cycling through your resources very quickly as you are losing 2 tarragon monsters to the discard effect per turn.

 

Lets Get started with the monsters then:

Tarragon Flare: a 2 for 1 which is definitely balanced although it allows you to pop off a fusion summon in your first turn and add protection by the form of lily to your hand (although to activate its effect it will cause you to lose another 2 cards!) thi swould be in my opinion the first turn catalyst, fuels your grave and adds what you need to your hand 

 

Tarragon Lilly: I would change its effect to discarding just this card. with the fusion monster being able to cycle your banished cards out on the field (you wouldn't be playing lily turn one) you dont need that extra card drop for protection (I know you have put it there to keep up with the archetype theme and potentially a needed cost for protection) As its only selected tarragon monsters for protection I would consider changing it or adding an additional effect like draw 1 card to make it just a tad beefier 

 

 Tarragon Ore: for a -2 you garentee a 3 wyrm monster fusion which would be handy, although early game I don't think it would really do much (which kind of balances this card out a bit) definately a handy one to have to keep the GY constantly fueled and getting the bigger monsters out to keep replenishing banished monsters to your gy 

 

Tarragon Dusklight: This could be pretty broken if you drew it turn one but it would probably be the card you need to draw turn one to make this deck competitive so its a double edge sword! this card garentees 2 in the grave for pretty much no cost so you can pop off other effects from other monsters that weren't caught up in it. With ore that puts 5 wyrm monsters in the GY that allows you to get a first turn ruby out with the ability to banish 2 face up cards. Now I am not saying its op or anything it would have to be tested but you can definitely get monsters out pretty quick with this card!

 

Extra Deck: 

 Tarragon Crystal Skies: you could use this to first turn celestial soulfire if you were lucky enough to pull the fusion card on first draw! (activate any tarragon effect, special summon it, special summon the 2 banished monsters, normal summon a tarragon monster, tarragon fusion) although that would burn all your resources you would get one back by popping this effect form the gy (I would choose twist of fates) and continue the special summon spree! Although this relies on luck the ability to access the card pool this offers and the ability to get a spell and trap out of it makes it probably stronger than the 3 monster wyrm monsters in my opinion! the atk stat does balance this slightly as if you cant get the combos you want out of it its basically a sitting duck!

 

Tarragon Emerald Woods: really like this card! this is the defensive wall; and really suits its name! Every modern day set has to have a protection card and I think you have nailed this one! the ability to revive an extra deck monster is also a nice touch! 

 

Tarragon Ruby Eclipse: Probably my favourite card in the set! I usually do a lot of imagery when I review sets but the name of this one is perfect and its effects match it! the ability to banish 2 cards by banishing 2 tarragon monsters is nice; especially as its limited to face-up (making it not broken...although you could probably get away with just stating 2 cards!) if it inflicts damage you can return the banished monsters (deals with the problem of teh archetype and when its destroyed a turn later you can pop into an effect negated 3300 beater, or a standard fusion to set up for a non effect negated 3300 beater!

 

 Tarragon Aqua Marine: with this one I kind of feel like it doesnt fit... maybe thats the intention? returning tarragon monsters for a draw? unless you had a large mass of them this effect isnt really helpful unless it stays on the field a while and allows you to control your hand. its defensive effect is nice but being able to end the battle phase that quick for a level 5 could be a bit op (although you are ruining future combos with the wyrm effect and if you summoned this turn 1 you wouldnt be able to defend it unles you used ore or dusklight) I dont feel the last effect is needed; this card allready does alot for a level 5 fusion. It is a nice touch though. 

 

Tarragon Twin Crystals: Soul purpose is to revive worm extra deck monsters from the grave and fuel the gy with tarragon monsters. works really well at it. You wouldn't really get this on your first turn it would be a mid game link monster to allow you to get more combos off! although in theory you could summon crystal skies first turn and link straight into this following its special summon! Nice card and keeps the flow mid game! not the best early game though.

 

Tarragon Celestial Soulfire: the big daddy. first effect is really cool! takes 2 banished and puts 2 monsters of your choice in the gy instead, much needed for the archetype! The second effect is really nice especially as its a quick effect ( can be used on your opponents turn to completely shut down your opponent. final effect is a bit meh for the boss monster. I would say banish it and another one to special summon one monster from your extra deck or something like that! 

 

Tarragon Fusion: this card is sooooo cool!!!!! I really like the way you can make use of banished monsters with this card! when reading the monster cards I thought the main aya to fusion summon but would be throught the grave but htis card opens up so much more for the archetype! Banishing was my main concern although their are plenty of ways to get them back into play but being able to utalise them for fusion does it in a much better way! the not being able to banish form your gy for the rest of your turn balences it because it means that you cant pop many of the extra deck effects on the turn you use this card! the recycle effect is nice as well now you can keep pressure up by pulling off another fusion summon next turn.

 

Tarragon Cosmic Strike: basically a galaxy cyclone that fuels the grave with tarragon! seems fine to me hahaha!!!

 

Tarragon Twin Twisted Fates: could be broken might not be! It would be dependent on what position you are in when you pull this card! if you get it going second you open up a lot of possible plays. I think with this archetype it relies on having multiple extra deck monsters on the field at once to keep the combos and control aspect going. The second effect is really not needed in my opinion but again you are following with the archetype rule which I can understand :)

 

 

Overall really creative set :) Look forward ot seeing a couple more effect monsters and maybe a xyz level 1 monster (thats what I am personally hoping for haha)  ialso did see a tuner there so I am waiting patiently for more!

 

~MK

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Thanks for the detailed review!

 

Yeah, I intend on adding some additional cards into the archetype eventually, which is why I left some design space open w/ the Tuner aspects & XYZ plays. Glad to see I did an alright job balancing the archetype, but I think Lilly being a generic form of protection w/o an additional cost is pretty hefty. Maybe it could also protect the activated effect(s) of a "Tarragon" monster you control, or something along those lines? I'll do some more brainstorming on that part. 

 

That sounds good to me! cant wait to see more support!!!!

 

 

 

Also, Ruby doesn't banish, it destroys. It being a generic 2 banish would be a touch too strong w/ its other effects. I also didn't want to give the boss monster a SUPER OP effect in-grave, simply cause you'd be able to cheat out sending it to the GY with other mechanics. It's already a powerful enough standalone card as-is. Also, it allows you to add any "Tarragon" card that is banished, including the spells (recycling Fusion, anyone?), so it's pretty good already.

 

Anyways, happy Turkey Day, and thank you for your time!

- YugsterMajor~

My apologies must have missread it! yeah that makes sence! I recon you could squeeze a future boss monster in there that has to be summoned through the grave (maybe like 5 wyrm monsters with a similar effect to the vampire archtype! Also make it so Wyrm type monsters can only activate their effects from the graveyard! thats me personally but I do really like the concept of play here :) 

 

enjoy your turkey my friend!!!!

 

~MK

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  • 2 weeks later...

More Extra than Main Deck? That's always interesting to see. Also, I reviewed most of this forgetting you had the art in spoilers XD Nice choices though.

[spoiler=Monsters]Your Fusion Summoning technique seems a little risky, requiring an additional material to the ones they actually use to Summon their bosses. It has the added bonus of not going the easy route of on-banish effects, minimizing abusability and the combos, although none of said monsters being useful on the field is a little weird (except Prophecy on a reread). Then again, I kinda see spirits dancing around the battlefield both in the grave and in the mind as a little theme, and Wyrms are Dragon-ghosts (sort of ) anyway.

 

Main deck line-up is pretty simple, but for some reason, despite how basic the effects are, they don't feel basic, or even boring. Maybe it's the little variety like Prophecy and Lilly, or the lack of "once per turn" but they're nice to read.

Why does Crystal Skies need effect monsters? Judging from Soulfire, it seems you're using it as "non-Fusion" monsters, which doesn't really work as Fusion monsters are effect monsters. You can just use "non-Fusion" and you're good to go. Also, why does it only work when Fusion Summoned via your monster's effects? You might consider it more effort to use a Fusion Spell, and I think if they take the effort to do that, they deserve the bonus effect anyway. Not like you can Summon this without the Tarragon monsters anyway.

 

The rest of your Fusions are mostly alright, both in flavour and in their effect's actual implementation. One of my concerns is the massive level of banishing going on and the minimal amount of replenishing going on. You have a few cards both in and out of your Extra Deck stocking up from the Deck, but they do that quickly so you'll run out of your few Main Decks after a few turns, and only 1 card that returns from among banished monsters. You do have 1 shuffler in your Spells/Traps though, so that's helpful I guess, but you have cards that can banish 2 from the GY then banish 2 for their main effect; this is after you've already banished at least 3 in order to Summon, and although you can restock 2 with Crystal Skies, that's a one time thing.

 

Still, I love Twin Flutter (smug bois) and Twin Crystals, the latter mostly as Wyrm support even if it is just pure GY related support. Still, it works.

Celestial's Summoning condition, as a Link, should read: "2+ Wyrm monsters, including at least 1 Fusion Monster" but the main problem is with this effect:

"If a "Tarragon" monster(s) you control would be removed from the field by an opponent's card effect:"

I always hate it when I see this XD because it doesn't work mechanically. Technically, the timing for this effect is after the effect that would destroy them resolves, and so this effect would attempt to activate mid-chain. One solution would be like Machine Angel Ritual to just have this effect not activate, but if you want to negate and destroy that card or effect, it becomes tricky. Say I have this effect:

"Special Summon 1 monster from your GY, then destroy 1 card your opponent controls."

It doesn't target, so until after I've start resolving the effect and Special Summoned the monster, I don't choose what I destroy. If your boy's protection effect does kick in here, he can't exactly negate the effect, as it's mid-resolution, so...yeah. I'd suggest just reworking it to something a little more mechanically sound, something that has perhaps been seen before in the game.


[spoiler=S/T]Tbh I might more Polymerization/Fusion Substitute than your Tarragon Fusion. True, your Fusion is searchable, but if I use a card that doesn't banish them I get 2 Fusions for the price of one. Substitute might not see much play, as it's better to Link up early game, but your cards quickly restock your hand, and if you're looking for a Saitama play Poly easily turns your hand into your field and stocks up your GY, so...yeah.

 

Cosmic Strike is nifty as a potentially splashable part of a Tarragon engine, as it is a better Cosmic Cyclone in that regard. Fortunately Twin Crystals is generic as well, meaning you can attempt to build an engine with Flare, Ore and Dusklight. They need other Tarragons, but only 1 other one each, meaning if you open 3 you have 3 monsters through Crystal Skies.

Twisted Fates equips...for some reason. Especially weird as it has an effect to kill itself when the equipped monster is destroyed...which would already happen to an Equip Card. I'd suggest just removing the equipping and leaving it as it is, taking a leaf from Miracle Fertilizer's book. You've had GY replenishing, but mostly from the Deck, so this card's reshuffle is as helpful as can be.

 

Reunited is a good and much needed card on all fronts. Not much to say there, other than perhaps the effects should be swapped around; having 4 or more monsters in your GY is surely when you don't need to restock your GY from your banished zone.

 

Art for Aging Tales seems weird, but the card again, is basic and useful.



Sweet but not short (gasp), at least this set is memorable with a consistent and functional mechanic. The archetype itself is consistent in play as well, with a wide selection of cards to do stuff with. It feels a bit bloated, but I'm not really sure what you would cut though. Maybe some Extra Deck stuff.

OCG notes (because you seem like you're actually interested in accuracy :P):

  • "reveal" is not capitalized, but "Spell/Trap Card" is.
  • You capitalize after the colon only, never after a semicolon.
  • "listed on it"  
  • "return to the GY"
  • Modern card grammar changes "Wyrm-Type" to "Wyrm" for all types, but if your preference is the former, then go ahead.
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I appreciate a lot of the feedback! I'll reply to some of the points mentioned here:

  • The Fusions only trigger with in-archetype mechanics to prevent abusing any form of cheating Fusion Summoning. I suppose you're right in that the possibility of other non-archetype Fusion Summoning would be very unlikely to be abused, but figured better safe than sorry, especially w/ considerations of other potential generic custom-made Fusion support cards.
  • Most of the monsters are not supposed to be useful on-field, since they're kinda like baby wyrms, in that they can't do much by themselves. The Fusion monsters are honestly like the archetype's main deck threats in a way.
  • The lack of return options is to prevent the archetype from going into some kind of infinite loop, but I do agree that there might need to be more consistent & varied options to re-supply the GY, besides the fusion spell. I'll put a little more thought into that.
  • Don't forget that some are monsters being banished and some are S/T cards being banished, so there's a little more flexibility in that department.
  • I messed up the OCG in a couple places. For Tarragon Celestial Diamond, the effect should read "If your opponent activates a card or effect that would remove a "Tarragon" monster(s) you control:", which I understand is mechanically different. Still, might be a bit too broad of a condition, I'll have to figure it out.
  • It's a bit bloated, probably cause I was afraid of single cards being able to do everything & the archetype being susceptible to a variety of floodgates. Considered it a fair enough trade-off to give the archetype a lot of in-engine answers to problem cards, not to mention the more Tarragon cards in GY, the better.

Thanks again for the review, I'll probably do a slight tweak on the cards later after going over the OCG fixes you mentioned. Have a Happy Holidays & New Years!

- YugsterMajor~

 

 

More Extra than Main Deck? That's always interesting to see. Also, I reviewed most of this forgetting you had the art in spoilers XD Nice choices though.

[spoiler=Monsters]Your Fusion Summoning technique seems a little risky, requiring an additional material to the ones they actually use to Summon their bosses. It has the added bonus of not going the easy route of on-banish effects, minimizing abusability and the combos, although none of said monsters being useful on the field is a little weird (except Prophecy on a reread). Then again, I kinda see spirits dancing around the battlefield both in the grave and in the mind as a little theme, and Wyrms are Dragon-ghosts (sort of ) anyway.

 

Main deck line-up is pretty simple, but for some reason, despite how basic the effects are, they don't feel basic, or even boring. Maybe it's the little variety like Prophecy and Lilly, or the lack of "once per turn" but they're nice to read.

Why does Crystal Skies need effect monsters? Judging from Soulfire, it seems you're using it as "non-Fusion" monsters, which doesn't really work as Fusion monsters are effect monsters. You can just use "non-Fusion" and you're good to go. Also, why does it only work when Fusion Summoned via your monster's effects? You might consider it more effort to use a Fusion Spell, and I think if they take the effort to do that, they deserve the bonus effect anyway. Not like you can Summon this without the Tarragon monsters anyway.

 

The rest of your Fusions are mostly alright, both in flavour and in their effect's actual implementation. One of my concerns is the massive level of banishing going on and the minimal amount of replenishing going on. You have a few cards both in and out of your Extra Deck stocking up from the Deck, but they do that quickly so you'll run out of your few Main Decks after a few turns, and only 1 card that returns from among banished monsters. You do have 1 shuffler in your Spells/Traps though, so that's helpful I guess, but you have cards that can banish 2 from the GY then banish 2 for their main effect; this is after you've already banished at least 3 in order to Summon, and although you can restock 2 with Crystal Skies, that's a one time thing.

 

Still, I love Twin Flutter (smug bois) and Twin Crystals, the latter mostly as Wyrm support even if it is just pure GY related support. Still, it works.

Celestial's Summoning condition, as a Link, should read: "2+ Wyrm monsters, including at least 1 Fusion Monster" but the main problem is with this effect:

"If a "Tarragon" monster(s) you control would be removed from the field by an opponent's card effect:"

I always hate it when I see this XD because it doesn't work mechanically. Technically, the timing for this effect is after the effect that would destroy them resolves, and so this effect would attempt to activate mid-chain. One solution would be like Machine Angel Ritual to just have this effect not activate, but if you want to negate and destroy that card or effect, it becomes tricky. Say I have this effect:

"Special Summon 1 monster from your GY, then destroy 1 card your opponent controls."

It doesn't target, so until after I've start resolving the effect and Special Summoned the monster, I don't choose what I destroy. If your boy's protection effect does kick in here, he can't exactly negate the effect, as it's mid-resolution, so...yeah. I'd suggest just reworking it to something a little more mechanically sound, something that has perhaps been seen before in the game.


[spoiler=S/T]Tbh I might more Polymerization/Fusion Substitute than your Tarragon Fusion. True, your Fusion is searchable, but if I use a card that doesn't banish them I get 2 Fusions for the price of one. Substitute might not see much play, as it's better to Link up early game, but your cards quickly restock your hand, and if you're looking for a Saitama play Poly easily turns your hand into your field and stocks up your GY, so...yeah.

 

Cosmic Strike is nifty as a potentially splashable part of a Tarragon engine, as it is a better Cosmic Cyclone in that regard. Fortunately Twin Crystals is generic as well, meaning you can attempt to build an engine with Flare, Ore and Dusklight. They need other Tarragons, but only 1 other one each, meaning if you open 3 you have 3 monsters through Crystal Skies.

Twisted Fates equips...for some reason. Especially weird as it has an effect to kill itself when the equipped monster is destroyed...which would already happen to an Equip Card. I'd suggest just removing the equipping and leaving it as it is, taking a leaf from Miracle Fertilizer's book. You've had GY replenishing, but mostly from the Deck, so this card's reshuffle is as helpful as can be.

 

Reunited is a good and much needed card on all fronts. Not much to say there, other than perhaps the effects should be swapped around; having 4 or more monsters in your GY is surely when you don't need to restock your GY from your banished zone.

 

Art for Aging Tales seems weird, but the card again, is basic and useful.



Sweet but not short (gasp), at least this set is memorable with a consistent and functional mechanic. The archetype itself is consistent in play as well, with a wide selection of cards to do stuff with. It feels a bit bloated, but I'm not really sure what you would cut though. Maybe some Extra Deck stuff.

OCG notes (because you seem like you're actually interested in accuracy :P):

  • "reveal" is not capitalized, but "Spell/Trap Card" is.
  • You capitalize after the colon only, never after a semicolon.
  • "listed on it"  
  • "return to the GY"
  • Modern card grammar changes "Wyrm-Type" to "Wyrm" for all types, but if your preference is the former, then go ahead.

 

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