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The "Crystalline" archetype! (AKA: my first attempt at lore driven Archetype)


xlArisenRoselx

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Okie so, where to begin? Well, i wanna start this off by saying their lore. And that lore is that each member of the archetype is a "Playable Character" in the video game they come from, and more importantly, they r all part of a game called "Crystal Crusade!". Their field spell is named this as well. Each one is named after a crystal or gem-like stone that represents its element, followed by the RPG Class that they r. And the Xyz monsters r stronger versions of said elements, so their name is the basic color the two Main Monster gems r, followed by their own RPG class. In-game wise, this would signify that for example, Amethys Acolyte, if she were to climb up the job tree far enough, would eventually reach the status of Purple Priest.

 

That being out of the way, I wanna discuss their main mechanic. U see, each one has their own unique effects, to create a toolbox of sorts. But they each have their own copy/pasted effects as well. First lets go over the Main Deck monsters.

 

The Main Deck monsters have two shared effects throughout; one in their Pendulum Effects, and one in their monster effects. The Pendulum effect states that they r treated as Continuous Spells while in thier Pendulum Zone. Niw u may be wondering why I did this. After all, its not like they can be used as a cost for somn like Hamon since they dont go to the GY. But I have a reason. Its not for cost purposes, its to give the archetype somn unique to itself. Sure they r Pendulum monsters, but what makes them different from each and every other Pendulum monster is that they dont primarily focus on Pendulum Summoning. U would really just want them in your Pendulum Zone to get their effect and treat them as Continuos Spells in the process. Its just a bonus that u can Pendulum Summon with them. As for their monster effects that r shared, u will notice each of them say "By a "Crytalline" monsters effect" rather than "by a "Crystalline" card". This is to provide a bit of balance to them as an alternative to making them fully overpowered due to the presence of Pendulum Summoning. However, mechanic-wise, this is also another way to instill in your mind that the Pendulums r only meant to be Continuous Spells, as u get literally no extra advantage from Pendulum Summoning your monsters, only if u use their effects instead. I just thought this was a fun little way of implementing Pendulums that, for all terms and purposes, dont really want to be Pendulums.

 

As for the Xyz monsters, I gave them the little quirk of being able to use your Continuous Spells as the materials instead. However, u have to use all of them. So lets say u have a good set up with your Continuous Spells, and your Crystalline Pendulums, but u really need to get an Xyz monster out last stitch effort. U have no way of doing it, except by using your Spell line up, but u dont get to pick and choose. They all have to go to the cause if u choose this route. However, some of the Xyz monsters have benefits if u do this, so its not always a losing situation.

 

All that being said, I present to u in all their glory, the "Crystalline" archetype!!!

 

[spoiler= "Crystalline"]

[spoiler=Main Deck Monsters]

Crystalline - Sapphire Seraph

WATER - Level 3 - Psychic/Effect - 1200/1400

Scale: 5

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. Each of your Standby Phases, you gain 300 LP for each Continuous Spell card you control.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster: Add 1 Level 4 or lower “Crystalline” monster from your Deck or GY to your hand. When this card is destroyed by battle: you gain 500 LP. Once per turn, you can send 1 Continuous Spell card from your field to the GY: Special Summon 1 Level 4 or lower “Crystalline” monster from your GY.

 

Crystalline - Azurite Animist

WATER - Level 4 - Psychic/Effect - 1300/1600

Scale: 2

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. Once per turn, during your Main Phase only: you can Special Summon 1 “Crystalline Animal” token to the field (Beast/Level 3/ATK 0/DEF 1000), but they cannot be used as material except for the Xyz Summon of a “Crystalline” monster.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster: Special Summon up to 2 “Crystalline Animal” tokens to the field (Beast/Level 3/ATK 0/DEF 1000), but they cannot be used as material except for the Xyz Summon of a “Crystalline” monster. If this card were to leave the field by battle or card effect, you can send 1 “Crystalline Animal” from your field to the GY: At the end of the turn, Special Summon this card but its effect(s) are negated.

 

Crystalline - Topaz Thief

EARTH - Level 3 - Psychic/Effect - 900/2000

Scale: 5

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. If a “Crystalline” Xyz monster destroys an opponent’s monster by battle, attach the destroyed monster to it as material.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster, select 1 monster with 2000 or less attack points on your opponent’s side of the field: Take control of that monster but its effects are negated.

 

Crystalline - Pyrite Paladin

EARTH - Level 4 - Psychic/Effect - 1000/2000

Scale: 2

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. All “Crystalline” monsters you control gain 500 ATK/DEF.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster: Send 1 “Crystalline” monster from your hand to the GY. This card gains ATK equal to the original ATK of that monster. If this card is used as Xyz material: That monster gains 1000 ATK. You can only use 1 “Crystalline - Pyrite Paladin” as Xyz material this way.

 

Crystalline - Opal Oracle

LIGHT - Level 3 - Psychic/Effect - 1000/1000

Scale: 5

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. Once per turn, you can declare a card (Monster, Spell, or Trap), then reveal the top card of your Deck. If you guess correctly, add the revealed card to your hand. If you guess incorrectly, return the card to the bottom of your Deck. You can only control 1 “Crystalline - Opal Oracle” in the Pendulum Zone at a time.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster, look at the top 5 cards in your Deck: Add 1 “Crystalline” monster among them to your hand, then return the rest to the top of your Deck in any order. If none of the cards are “Crystalline” monsters, return the cards to the top of your Deck in any order. Once per turn, you can declare a card (Monster, Spell, or Trap), then your opponent reveals the top card of their Deck. If you guess correctly, your opponent discards the card. If you guess incorrectly, your opponent can add that card to their hand.

 

Crystalline - Diamond Dancer

LIGHT - Level 4 - Psychic/Effect - 1200/1200

Scale: 2

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. As long as this card is face-up in the Pendulum Zone: your opponent cannot target any cards with the effects of Spell/Trap cards, except this card. This effect cannot be negated.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster: Add 1 Continuous Spell card from your Deck to your hand. This card is unaffected by your opponent's monster effects.

 

Crystalline - Ruby Ranger

FIRE - Level 3 - Psychic/Effect - 1500/800

Scale: 5

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. During the Battle Phase: you can make all “Crystalline” monsters you control lose 800 ATK but they can attack directly until the end of this turn.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster: All “Crystalline” monsters lose 500 ATK but can attack directly this turn. At the end of this turn, all “Crystalline” monsters are changed to Defense Position. Once per turn, you can pay 1000 LP: This card can attack directly this turn.

 

Crystalline - Garnet Gardna

FIRE - Level 4 - Psychic/ Effect - 700/1800

Scale: 2

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. Once per turn, during either player’s turn: if a “Crystalline” monster is targeted for an attack, you can negate that attack.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster: All “Crystalline” monsters you control gain 800 DEF. Once per turn, if a “Crystalline” monster is targeted for an attack: Change the attack target to this card and all face-up “Crystalline” monsters to Defense Position.

 

Crystalline - Amethyst Acolyte

DARK - Level 3 - Psychic/Effect - 1000/1000

Scale: 5

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. Once per turn, you can send 1 card from your hand and the the top of your Deck to the GY, Special Summon 1 “Crystalline” monster from your hand, Deck or GY to the field.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster: Send the top 5 cards from your Deck to the GY, Special Summon up to 2 “Crystalline” monsters from your hand, Deck or GY. Once per turn, you can send the top 3 cards of your Deck to the GY: Special Summon 1 “Crystalline” monster from your hand, Deck or GY.

 

Crystalline - Obsidian Outlaw

DARK - Level 4 - Psychic/Effect - 1100/1100

Scale: 2

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. Once per turn, if you control an Xyz monster, you can target 1 card your opponent controls, destroy that target.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster: you can target 1 monster your opponent controls, destroy that target. If this card is used as Xyz Material for the Xyz Summon of a "Crystalline" monster, you can destroy 1 Spell/Trap card your opponent controls, then search your deck for a Continuous Spell card. You can only activate this effect of "Crystalline - Obsidian Outlaw" once per turn.

 

Crystalline - Jade Jester

WIND - Level 3 - Psychic/Effect - 1400/1000

Scale: 5

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. Once per turn, during either player's Battle Phase: you can change the battle positions of all face-up monsters on the field.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster: you can have both you and your opponent shuffle your hands into the Deck, then draw the same amount of cards you sent, and, if there is a "Crystalline" monster(s) amongst them, both players can Special Summon those monsters. Your opponent cannot target "Crystalline" monsters for attacks, except this one.

 

Crystalline - Emerald Elite

WIND - Level 4 - Psychic/Effect - 1700/1300

Scale: 2

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. If a "Crystalline" monster attacks an opponent's Defense Position monster: Inflict piercing Battle Damage to your opponent. Level 5 and higher monsters cannot attack.

ME: If this card was Special Summoned by the effect(s) of a “Crystalline” monster: you can reveal the top 3 cards of your Deck, and if there are any "Crystalline" monsters among them, you may Special Summon them, but your opponent gains 500 LP for each one. If a "Crystalline" monster attacks an opponent's Defense Position monster while this card is face-up on the field: inflict piercing Battle Damage to your opponent.

 

 

[spoiler=Spells/Traps]

Crystal Crusade!

Field Spell

This card is also treated as a Continuous Spell card. “Crystalline” monsters can be Special Summoned to the Main Monster Zone from the Extra Deck. When a “Crystalline” monster is Special Summoned by the effect of a “Crystalline” card: add 1 “Crystalline” counter to this card. Once per turn, you can remove 10 “Crystalline” counters from this card: Add 5 “Crystalline” cards from your GY to your Deck then draw 1 card. If its a “Crystalline” monster, Special Summon it immediately.

 

Rank-Up-Magic Shining Crystal Force

Continuous Spell

Once per turn, during your Main Phase, if you control a "Crystalline" Xyz monster: you can target that Xyz monster, Special Summon an Xyz monster from your Extra Deck whose Rank is 1 higher than the targeted monster, using the targeted monster as Xyz material. (Materials attached to the targeted monster become Material attached to the new Xyz monster). If this card is in the GY because it was sent there this turn: you can destroy 1 Xyz monster you control, shuffle this card back into the Deck, then draw 1 card.

 

 

[spoiler=Extra Deck Monsters]

Crystalline - Blue Bishop

WATER - Rank 3 - Psychic/Xyz/Effect - 2000/2000

2 Level 3 monsters

You can also Xyz Summon this card by using all face-up Continuous Spell cards you control as Material. When this card is Xyz Summoned, you gain LP equal to 500 x the number of Xyz Material on this card. Once per turn, during your Min Phase: you can detach 1 Xyz Material from this card; Special Summon 1 "Crystalline" monster from your hand or GY, except an Xyz monster.

 

Crystalline - Orange Overlord

EARTH - Rank 4 - Psychic/Xyz/Effect - 1700/2300

2 Level 4 monsters

You can also Xyz Summon this card by using all face-up Continuous Spell cards you control as Material. Once per turn, except during the Battle Phase: you can detach 2 Xyz Materials from this card, take control of 1 monster your opponent controls, but if the opponent's monster is Level 5 or higher, it's effects are negated.

 

Crystalline - White Wizard

LIGHT - Rank 3 - Psychic/Xyz/Pendulum/Effect - 2100/1400

Scale: 8

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. Once per turn, if you control a "Crystalline" monster, you can destroy 1 Spell/Trap card your opponent controls. "Crystalline" cards you control cannot be targeted by your opponent's card effects.

ME:

2 Level 3 monsters

If you can Pendulum Summon Level 3, you can Pendulum Summon this card from face-up in your Extra Deck. You can also Xyz Summon this card by using all face-up Continuous Spell cards you control as Material. This card is unaffected by your opponent's card effects. When this card is Xyz Summoned, you can target up to 2 Spell/Trap cards your opponent controls, destroy those targets. Once per turn, you can detach 1 Xyz Material from this card, Special Summon 1 "Crystalline" monster from your hand or Deck. When this card is destroyed, you can set this card in your Pendulum Zone.

 

Crystalline - Red Rebel

FIRE - Rank 3 - Psychic/Xyz/Effect - 2500/2000

2 Level 3 monsters

You can also Xyz Summon this card by using all face-up Continuous Spell cards you control as Material. When this card is Xyz Summoned: inflict damage to your opponent equal to 300 x the number of Xyz Materials attached to this card. Once per turn, you can detach 1 Xyz Material from this card, Special Summon 1 "Crystalline" monster from your GY or Deck, except an Xyz monster.

 

Crystalline - Purple Priest

DARK - Rank 4 - Psychic/Xyz/Pendulum/Effect - 2200/2200

Scale: 1

PE: This card is always treated as a Continuous Spell card while face-up in the Pendulum Zone. Once per turn, you can destroy 1 monster your opponent controls. When a "Crystalline" monster inflicts Battle Damage to your opponent: draw 1 card.

ME:

2 Level 4 monsters

If you can Pendulum Summon Level 4, you can Pendulum Summon this card from face-up in your Extra Deck. You can also Xyz Summon this card by using all face-up Continuous Spell cards you control as Material. When this card is Xyz Summoned: you can target up to 2 monsters your opponent controls, destroy those targets. Once per turn, you can attach 1 "Crystalline" monster from your GY to a face-up Xyz monster you control. Once per turn, during your Main Phase: you can detach 1 Xyz Material from this card; destroy 1 monster on your opponent's side of the field. When this card is destroyed, you can place it in your Pendulum Zone.

 

Crystalline - Green Gunsman

WIND - Rank 4 - Psychic/Xyz/Effect - 2400/2100

2 Level 4 monsters

You can also Xyz summon this card by using all face-up Continuous Spell cards you control as Material. This card gains 300 ATK for each "Crystalline" monster in your GY and on the field. Once per turn, you can detach 1 Xyz Material from this card: inflict damage to your opponent equal to half this card's current ATK. If a "Crystalline" monster battles a Defense Position monster: destroy that monster immediately with this cards effect.

 

 

 

 

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Bit busy so i start short (hopefully have time for the rest)

 

I kinda puzzled with the design. The pendulum is automatically become Cont Spell on the field based on its wording which unlike your Field spell wording the property change completely replace the pendulum property which i believe making the scale truly unable to be used for pendulum summon. I know that you did say you only applying pendulum summon part of the mechanic as bonus rather than focus but as i mention the bonus dont work due to complete property changes

 

Azurite dont really work since Tokens cannot be used as Xyz mat

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I see. So maybe put "This card is ALSO always treated as a Continuous Spell card while face-up in the Pendulum Zone" to fix it?

 

As for Azurite, u r not the first to tell me this, I just have to wait till I have computer access again to edit it. Should be done by tomorrow.

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I keep telling myself that I am going to review your Archetype, and I don't. Not this time though. For now, ignoring all of the stuff technicalities that linger around the mechanics of Pendulum cards being treated as Continuous Spells or not, let's see how half of your monsters do.

 

Crystaline - Sapphire Seraph

 

PE: Basically a reverse Gem Flash Energy. It's not bad, I guess, but if there are any other options for potential combos, it might as well be switched.

ME: So I am guessing that the card is the searcher for the group, with LP bonuses. Searching is always good, but unless if your running a milling Deck or something alike, it won't see much play by adding or Summoning the "Crystaline" Pendulum monsters from the GY.

 

Crystaline - Azurite Animist

 

PE: Definitely opens up much more for combos. However, I regret to inform you that tokens cannot be used as Xyz Material. Do not fret however, because, glazing over your Extra Deck monsters, I noticed that you didn't have any Link monsters, which are very important for any Deck, but most especially for Pendulum Decks. So there's a thought for you.*

ME: Same as above. Also, there is no Attribute for these "Animal Tokens", though I guess EARTH. (I would also like it if you capitalized Material, but I am not going to focus much on the grammar; it's mostly good.)

 

Crystaline - Topaz Thief

 

PE: I'm not too sure about this card effect, since I don't know much about the Xyz monsters. For good measure, however, I would suggest putting a HOPT on the effect, or at least a SOPT.

ME: I'm not sure if being Pendulum Summoned using a "Crystaline" monster would count as being Summoned by that cards effect. I doubt it does. Just stating this, however, if you that was what you had in mind. Of course, if it does count, then this monster would most likely be Forbidden or Limited in some way, because this effect is very powerful. Maybe, you could just banish it until the End Phase, which would be more balanced if it must be specifically Special Summoned by a "Crystaline" card. The fact that it doesn't have any other effects balances it out as well I guess.

 

Crystaline - Pyrite Paladin

 

PE: ATK/DEF boost. Okay. Considering how the Field Spell (which I just now glazed over*) does not provide any stat boosts, this kind of fills in.

ME: So I also just now realized that all of your monsters have the Special Summon effect. So, if you want to include Pendulum Summoning as well, you might need to just include it bluntly alongside the Special Summon condition, i.e.

"If this card was Special Summoned by the effect(s) of a “Crystalline” monster, or was Pendulum Summoned using a "Crystaline" card:

Anyways, as with the PE, this card focuses on boosting stats. However, I would rather send the card to the Extra Deck face-up, optionally. I just now noticed this, but I find that cards can be a lot more consistent and much less punishing if the effects are optional and not required. Also, the ATK increase for the Xyz monster might be just a bit high. 800 is a good number for me, and it might be for you and this card; not too little, not too much. It might just be me though.

 

Crystaline - Opal Oracle

 

PE: So far, I haven't heard anything about returning any cards to the Deck or such, unless if it is to shuffle. Considering how easy this card would be to use, however, to simply guess a card type, with no loss for choosing incorrectly, it might as well be fine, as long as it doesn't get abused later on.

ME: The text could be worded differently (and more efficiently), but unless if you ask, I'll just focus on the effects. First effect does look good. Supports its Pendulum effect and pretty much adds a "Crystaline" monster to your hand. Second effect does not look good. Like before, I don't know what kind of combos you may have in store for this, but, unless if your playing against BA, you are most likely going to be at Luck's feet when activating this effect. (BA benefits from this anyways.) If it were to be banished, perhaps it would be somewhat usable, but, as it stands now, it might as well be replaced.

 

Crystaline - Diamond Dancer

 

PE: Okay, I would restrict the immunity to where it only protects other "Crystaline" cards, and even then the card's still powerful. If you wanted to make the card universal, however, and let it be used my multiple Archetypes and Decks and such, I trust you to make any balances. I would restrict the amount you can have in the Pendulum Zone at a time to 1.

ME: Alright. I'm sure that this won't be abused by some secret combo.

 

I may be saying a lot about these cards, but I do like what I see so far. Why don't you go figure out how you can improve the grammar on these cards, though it is pretty good.

 

* Just glazed over your Field Spell Card. Having a Link monster wouldn't hurt, if you ever lacked the Field Spell, but I don't know what else you could use the tokens for, unless if you wanted to branch off.

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Hello, fine Raven!

 

Hoo boy...  This is certainly an archetype.  You were really excited about this one so I thought I'd toss my 2 cents in except... Ugh, this one is going to be difficult to review.

 

To be blunt, what you made here is simultaneously a very outdated, very underpowered deck with some of the most unintentionally insane cards I've seen in a good while.  The insanely good cards, however, are really only good if you look at the archetype in the context of the whole game rather than locking yourself into a pure deck.

 

If I'm honest, I do like the playstyle idea.  Pendulums being used as a Continuous-like Spell is something that I wished Konami had expanded on, but they hardly ever did.  This archetype takes that thought and actually made them into continuous spells which is pretty neat, but at the same time a bit... pointless?

 

Before going into individual cards, some wording and ruling stuff.  1) Even if the monsters said they were summoned off a "Crystalline card", they would not get their effects off a Pendulum Summon.  A Pendulum Summon is a mechanic that is achievable because of the scales, but it isn't the scales' effect that is summoning the monsters.  2) Saying "this card is also always treated as a Continuous Spell" should be fine to fix the Pendulum/Continuous Spell problem.

 

[spoiler=On to the cards~]

Seraph: The Deck's searcher and one of its key cards.  In archetype, it's works very well for what it does.  The fact that Pendulum Spells cannot be used for its last monster effect hurts though.  Overall, an ok-balanced card despite its lackluster PE.

 

Animist: Kinda doesn't work, but you know the issue with it already.  By the by, "token" is usually inside the quotes, also you forgot to put the token's Attribute.  Overall, it's fine.  In the deck, the card doesn't look super useful, but outside the deck it could produce free tribute summon material which is nice, but niche.

 

Thief: It is really good in-deck and could potentially be even better outside of it.  Being able to steal an opponent's monster and use it to make some Link plays is really useful.  Its scale effect might be nice to prevent floating, but the ME is definitely its better half.  It becomes a bit ridiculous when I get to some of the... other cards... but it is actually one of the more fair options in the deck (despite its name).

 

Paladin: Definitely somewhat over-restricted.  The PE boost is actually quite nice, but that's basically it.  It's pretty bad overall.

 

Oracle: A decent consistency card.  Depending on how you build the deck, this could net you a few extra cards over the course of a few turns (not likely to happen in the modern day, but its nice to have).  It can also Duality for an archetypal monster when SS'd, which could be useful.  The thing is, as a whole it is a bit of a slightly randomized draw card which is just too slow and too weak for the deck, unless you use it in a certain way.  Second monster effect is really bad.

 

Dancer: A potentially insane card.  Blanket targeting protection is a really powerful effect and certain decks could appreciate their Spells/Traps not being able to be blown up.  However, there really isn't much of a home for it IRL or in the deck.  It's Continuous Spell search effect is also really powerful.  Fortunately, that part is archetype-locked.  Or is it?

 

Ranger: This card, more than anything else, feels like the Deck's win condition.  Most of the rest of the cards up to this point are consistency boosters or do minor things that really don't help you towards a victory, but this can help produce a lot of damage.  Because of that, it's fine.

 

Gardna: It fits the "Gardna" theme, and I like that if it is SS'd, it gets Big Shield Gardna's DEF, but overall this is pretty useless.  Stopping 1 attack a turn and raising defenses just isn't enough.

 

Acolyte: This card... this freaking card... This card is utterly broken.  It's way too insane.  All its effects are soft OPTs and they don't restrict you from summoning more of them.  If you Summon one of these (or place it into your Pendulum Zone), you can search out 1 more copy which will trigger, giving you 2 more monsters which will each trigger giving you more things.  But that is only the tip of the iceburg.  Some combo stuff in spoiler below.  Needless to say, this needs to be significantly nerfed.

 

Outlaw: After Acolyte, this is a bit of a breath of fresh air.  This card is probably the most balanced card in the whole set for the modern game.  Gives you some good advantage, but under specific conditions that can be met pretty easily both in-archetype and out.  Further advantage relies on the opponent so it makes a great going-second card.  In particular, it works amazingly well with Zoodiacs as it gives you a free destruction and if used as Material can search out Barrage.

 

Jester: Its PE is pretty outdated, even if I love it thematically (I assume it was so it could be used with the old Clown cards?).  The SS effect is a dangerous one since it has potential to destroy your opponent's hand alongside something like "Droll & Lock Bird" or "Protector of the Sanctuary", but it'd probably be too inconsistent to really pull off a hand destruction maneuver with it.  Either way, this card is pretty gimmicky and would either never be used or it would be the Deck's main strategy.

 

Elite: The only other Main Deck monster that can help trigger Crystalline effects.  Honestly, this one is a bit of an anomaly just because unlike most of the other cards it is actually better in-archetype than out.  Even so, it's pretty "meh".  For most cases you'd want to summon Acolyte instead.

 

 

Field Spell: I mean... I get it, but this deck really doesn't need this unless you were planning to play the archetype as pure as possible.  You can make some decent Link plays to open up all the zones you'd need.  Honestly, the best thing about this card is actually the fact it is a Continuous Spell searchable by Terraforming.  You should definitely reduce the number of counters to activate its effect too.  It's way too much to be practical.

 

Rank Up Magic: It's ok, but it can easily become ridiculous.  Can turn any of the archetypal Rank 3s into, say, #86: Rhongo-Bongo, among other things.

 

 

Ok, I'm getting tired, I'ma just skip to the important Xyzs:

 

Wizard: Let's break this down into its basic components.  Unstoppable. Pop 2 Spell/Traps on Summon.  Special Summon a Crystal from hand/deck.  This... is way too good on its own, especially as a generic Rank 3.

 

Rebel: Light burn effect + can tutor out a monster from Deck/GY.  Really, its the easy SSing that is the problem here, but it'll probably make better sense by showing a combo...

 

 

 

[spoiler=Combos]
Hand: Literally ANY Continuous Spell in the game

- Play Continuous Spell

- Xyz into Wizard (pop 2 Spell/Traps)

- Wizard effect > SS Acolyte 1

- Acolyte 1 effect > SS Acolytes 2 + 3

- Acolyte 2 effect > SS 1/2 Crystallines (Seraph/Thief/Outlaw)

- Link Wizard + 1 Crystalline + Acolyte 1 into Knightmare Unicorn

- Link Acolyte 2 + 1 Crystalline into Knightmare Phoenix/Cerberus

- Acolyte 3 effect > SS Acolyte 1 from GY

- Acolyte 1 effect > SS Acolyte 2 + 1 Crystalline from GY

...yadda yadda... keep using Acolyte to summon Acolyte for infinite Link Material.

- Topologic Gumblar Dragon to destroy 4 cards in the opponent's hand.

 

The thing is, this combo can also work by opening Terraforming, any Crystalline monster, or Emergency Teleport.  It can also prevent opponent response because it can Summon Outer Entity Azathot anywhere within the combo.

 

Another combo!

Opening hand: All continuous spells/cards that can become continuous spells

- Activate 1 Continuous Spell

- Xyz into Wizard

- Wizard effect > SS Acolyte 1

- Acolyte 1 effect > SS Acolytes 2 + 3

- Acolyte 2 effect > SS 2 Dancers

- Dancers effects > Search any Continuous Spell + Crystalline Rank up Magic

- Link 2 Dancers + Wizard into Decode Talker

- Activate all Continuous Spells in hand except Rank up Magic

- Xyz into any Rank 3 Crystalline Xyz using Continuous Spells

- Activate Rank up Magic

- Rank up Magic effect > Rank 3 becomes 6-Mat #86 - Rhongo

- Acolyte effect > Summon a Level 3 Crystalline

- Xyz 4 level 3s into #75

- #75 effect to become Xyz material for Rhongo > ELEVEN-MAT RHONGO

 

 

 

The combos each lead to an insane result from minimal input, they don't use your Normal Summon, and they can easily be redone if it gets interrupted.  I can understand that because you were probably intending to use this deck as a pure deck, you probably missed the full potential of what it can do.  Fortunately, most of the crazy issues can be fixed with a hard once per turn, but I'd still recommend certain changes to other cards as well so you could get the most out of the deck.  I'm too tired to suggest changes right now, but PM me later and I'll send some input your way.  At the very least I hope I was helpful in showing you how these would work outside the box!

 

Cheers!

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Crystaline - Ruby Ranger

 

PE: I can't see many instances where this effect would be useful, considering how the ATK decrease is phenomenal and makes most attacks from the Main Deck monsters diminutive, if present at all, and as with the Xyz monsters, you might as well just use them to attack your opponent so you might want to change the effect some.

ME: ATK decrease isn't as punishing, and if you want to avoid the change to Defense Position at the end of the turn, you could maybe change to some passive Xyz monster during the Main Phase 2 (if you can). The third ability isn't as bad.

 

Crystaline - Garnet Gardna

 

PE: Nice physical protection. All I really have to say.

ME: The DEF boost is nice, and its effect can actually protect your monsters when paired with Ruby.

 

Crystaline - Amethyst Acolyte

 

PE: So this is how you will actually be able activate those monster effects, if you don't plan on making the effects activate upon Pendulum Summon. I would say good on paper.

ME: If you're also not planning on changing the effects that revolve around adding or Summoning monsters from your Graveyard, this will also provide the necessary requirements to activate some of your Crystaline monsters. I would just restrict the Summoned monsters to being used as Material only for a Crystaline monster, of course, if you choose.

 

Crystaline - Obsidian Outlaw

 

PE: Monster destruction for when you have your Xyz monsters out. Okay.

ME: Monster and Spell/Trap Card removal. Also a search. Restricting it to a Continuous Spell helps balance this card I believe, but overall, good card.

 

Crystaline - Jade Jester

 

PE: This would really force your opponent to position their monsters strategically and might just be a bit too powerful. Maybe just add some restrictions. I can see this card working with Ruby and Garnet, and if these cards were to be used (casually), I might expect a trio of these cards with an Xyz engine (but who knows).

ME: I'm not sure how the last effect would work with Garnet, but since your not targeting Garnet for the attack, I guess Garnet would still be able to redirect the attack to him. As for the Summon effect, you might want to restrict the amount of cards you can shuffle into the Deck this way, but it shouldn't really affect the card in a negative way.

 

Crystaline - Emerald Elite

 

PE: Doesn't click with Ruby, who focuses on attacking directly, but could be used as a substitute. Is also a Gravity Bind, but can be activated from the hand at the cost of allowing Level 4 to attack as well. I would say its fine.

ME: Restrict the cards from being used as Material for a Summon other than for other Crystaline monsters, otherwise, its fine.

 

Your Spell Cards and Xyz monsters are next.

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