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Lifeforce Archetype


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I've been wanting to make an archetype based on effects that activate when you either gain or lose LP for a while so... here it is.

 

Monsters

[spoiler=Main Deck][spoiler=Lifeforce Gladiator] MRi1Sfm.png

 

 

 

 

 

 

Lifeforce Gladiator

Psychic/Effect/Light/Level 5/ATK 2200/DEF 1800

Once per turn, if you lose or gain LP, you can activate 1 of the appropriate effects (Quick Effect):

● If you lose LP: Special Summon this card from your hand, and if you do, your opponent cannot target this card for attacks or with card effects this turn. You can only Special Summon "Lifeforce Gladiator" once per turn this way.

● If you gain LP: Inflict damage to your opponent equal to the amount of LP you gained.

 

 

 

 

 

 

[spoiler=Lifeforce Hunter] wkzCoky.png

 

 

 

 

 

 

Lifeforce Hunter

Psychic/Effect/Dark/Level 4/ATK 1800/DEF 1500

Once per turn, if you lose or gain LP, you can activate 1 of the appropriate effects (Quick Effect):

● If you lose LP: Add 1 "Lifeforce" card from your Deck to your hand.

● If you gain LP: Destroy 1 card on the field.

 

 

 

 

 

 

[spoiler=Lifeforce Infiltrator] eBtLYYO.png

 

 

 

 

 

 

Lifeforce Infiltrator

Psychic/Tuner/Effect/Dark/Level 2/ATK 1200/DEF 400

When you lose or gain LP (Quick Effect): You can discard this card from your hand; Special Summon one "Lifeforce Token" (Psychic/LIGHT/Level 1/ATK 0/DEF 0) to either side of the field. If this card is in your GY when you lose LP (Quick Effect): You can Special Summon it, but banish it during your next End Phase.

 

 

 

 

 

 

[spoiler=Lifeforce Overseer] CtoX2it.png

Lifeforce Overseer

Psychic/Effect/Light/Level 5/ATK 500/DEF 2500

Cannot be Normal Summoned/Set. If you lose or gain LP, except by battle damage (Quick Effect): You can Special Summon this card from your hand. Once per turn, you can discard 1 card and activate 1 of the following effects:

● Lose 1000 LP.

● Gain 1000 LP.

 

[spoiler=Lifeforce Reaper] tHDtXJ3.png

 

 

 

 

 

 

Lifeforce Reaper

Psychic/Effect/Dark/Level 3/ATK ?/DEF ?

When this card destroys an opponent's monster by battle: Either lose or gain LP equal to the Level of that monster x 300. When this card is Summoned, activate 1 of the following effects:

● Take damage equal to the ATK of 1 other monster on the field; draw one card, also this card gains ATK and DEF equal to the damage taken.

● Gain LP equal to the DEF of 1 other monster on the field; destroy one set card on the field, also this card gains ATK and DEF are equal to the amount of LP gained.

 

 

 

 

 

 

[spoiler=Lifeforce Scrutineer] I8QN7zq.png

 

 

 

 

 

 

Lifeforce Scrutineer

Psychic/Effect/Light/Level 4/ATK 1900/DEF 600

Once per turn (Quick Effect): You can negate the activation of a card or effect that would have caused you to lose or gain LP, and if you do, activate 1 of the appropriate effects:

● If you negated an effect that would have caused you to lose LP: Special Summon 1 Level 4 or lower "Lifeforce" monster from your Deck.

● If you negated an effect that would have caused you to gain LP: Special Summon 1 "Lifeforce" monster from your GY.

 

 

 

 

 

 

[spoiler=Lifeforce Wingvern] dXydPr9.png

 

 

 

 

 

 

Lifeforce Wingvern

Psychic/Effect/Light/Level 4/ATK 1800/DEF 1400

You can pay 1000 LP: Special Summon this card from your hand. Once per turn, if you lose or gain LP, you can activate 1 of the appropriate effects (Quick Effect):

● If you lose LP: Gain LP equal to the ATK of 1 monster you control.

● If you gain LP: Inflict damage to your opponent equal to the amount of LP you gained.

 

 

 

 

 

 

 

[spoiler=Extra Deck][spoiler=Lifeforce Paladin] iT8XmJG.png

 

 

 

 

 

 

Lifeforce Paladin

Psychic/Link/Effect/Light/Link-2/ATK 2400

2 "Lifeforce" monsters

If this card attacks a Defense Position monster, inflict piercing battle damage, then activate one of the following effects:

● Lose LP equal to the amount of damage inflicted, then add 1 "Lifeforce" card from your GY to your hand.

● Gain LP equal to the amount of damage inflicted.

 

 

 

 

 

 

[spoiler=Lifeforce Seraph] C9WxAoJ.png

 

 

 

 

 

 

Lifeforce Seraph

Psychic/Link/Effect/Light/Link-3/ATK 2600

2+ Effect Monsters

Once per turn, you can discard 1 "Lifeforce" monster: Lose or gain LP by an amount equal to the discarded monster's Level x 300. Once per turn, if you lose or gain LP, except by the effect of "Lifeforce Seraph", you can activate 1 of the appropriate effects (Quick Effect):

● If you lose LP: Special Summon 1 "Lifeforce" monster from your Deck to a zone this card points to.

● If you gain LP: Banish one card your opponent controls.

 

 

 

 

 

 

 

 

Spells and Traps

[spoiler=Spells][spoiler=Aether Singularity] Usa2WBu.png

 

 

 

Aether Singularity

Spell/Field Spell

Once per turn, during either player's turn, if a "Lifeforce" monster would be destroyed (by battle or by card effect): negate its destruction. Then, activate one of the following effects:

● Lose 1000 LP: increase the ATK of that monster by 800.

● Gain 1000 LP: reduce the ATK of one monster your opponent controls to 0 until the End Phase.

 

 

 

[spoiler=Lifeforce] 2WorfDi.png

 

 

 

 

 

 

Lifeforce

Spell/Normal Spell

Activate 1 of the following effects:

● Gain 1000 LP

● Destroy 1 monster you control: Both you and your opponent lose LP equal to its ATK, and if you do, Special Summon 1 "Lifeforce" monster from your Deck whose ATK is equal to or less than that of the destroyed monster.

● Banish 1 "Lifeforce" monster from your GY: Special Summon 1 "Lifeforce" monster in your GY, and if you do, both players gain LP equal to its level x 200.

 

 

 

 

 

 

[spoiler=Lifeforce Technology] JO9FBZA.png

 

 

 

 

 

 

Lifeforce Technology

Spell/Normal Spell

Activate 1 of the following effects:

● Pay 1000 LP: Special Summon 1 monster from your opponent's GY.

● Pay 500 LP: Add 1 "Lifeforce" card from your GY to your hand.

 

 

 

 

 

 

[spoiler=Soul Gate] zAIVXVc.png

 

 

 

 

 

 

Soul Gate

Spell/Normal Spell

Pay up to 2000 LP; for every 1000 LP payed, draw 1 card and reveal one "Lifeforce" card in your hand. If you do not have a "Lifeforce" card in your hand: discard one card for each card drawn by this effect.

 

 

 

 

 

 

 

[spoiler=Traps][spoiler=Annihilation of Life] 25IdsmW.png

 

 

 

 

 

 

Annihilation of Life

Trap/Normal Trap

Destroy all face-up monsters on the field, then each player takes 200 damage for each card destroyed by this effect.

 

 

 

 

 

 

[spoiler=Full Life Eruption] qzC83Sk.png

 

 

 

 

 

 

Full Life Eruption

Trap/Normal Trap

Double the ATK of 1 monster on the field. During the End Phase: Destroy that monster, and if you do, the controller of that monster loses LP equal to that monster's original ATK.

 

 

 

 

 

 

[spoiler=Lifeforce Extractor] btsoccT.png

 

Lifeforce Extractor

Trap/Normal Trap

Destro 1 face-up monster on the field. Then, increase your LP by an amount equal to its level x200.

 

 

 

That's everything so far. The idea in general is pretty simple, manipulate your own LP to profit from effects that either help build up your field and hand or clear out cards from your opponents with a few cards also adding a little burning for good measure. Being Psychic monsters with LP altering effects I figure these would work quite well with existing Psyhcics and Psychic support. Will add more but that's all for now.

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Here are some text fixes for the cards:

 

Lifeforce Gladiator

 

Once per turn, if you lose or gain LP, you can activate 1 of the appropriate effects (Quick Effect):
● If you lose LP: Special Summon this card from your hand, and if you do, your opponent cannot target this card for attacks or with card effects this turn. You can only Special Summon "Lifeforce Gladiator" once per turn this way.
● If you gain LP: Inflict damage to your opponent equal to the amount of LP you gained.

 

Lifeforce Hunter

 

Once per turn, if you lose or gain LP, you can activate 1 of the appropriate effects (Quick Effect):
● If you lose LP: Add 1 "Lifeforce" card from your Deck to your hand.
● If you gain LP: Destroy 1 card on the field.

 

Lifeforce Infiltrator

 

When you lose or gain LP (Quick Effect): You can discard this card from your hand; Special Summon one "Lifeforce Token" (Psychic/LIGHT/Level 1/ATK 0/DEF 0) to either side of the field. If this card is in your GY when you lose LP (Quick Effect): You can Special Summon it, but banish it during your next End Phase.

 

Lifeforce Overseer

 

Cannot be Normal Summoned/Set. If you lose or gain LP, except by battle damage (Quick Effect): You can Special Summon this card from your hand. Once per turn, you can discard 1 card and activate 1 of the following effects:
● Lose 1000 LP.
● Gain 1000 LP.

 

Lifeforce Reaper

 

When this card destroys an opponent's monster by battle: Either lose or gain LP equal to the Level of that monster x 300. When this card is Summoned, activate 1 of the following effects:
● Take damage equal to the ATK of 1 other monster on the field; draw one card, also this card gains ATK and DEF equal to the damage taken.
● Gain LP equal to the DEF of 1 other monster on the field; destroy one set card on the field, also this card gains ATK and DEF are equal to the amount of LP gained.

 

Lifeforce Scrutineer

 

Once per turn (Quick Effect): You can negate the activation of a card or effect that would have caused you to lose or gain LP, and if you do, activate 1 of the appropriate effects:
● If you negated an effect that would have caused you to lose LP: Special Summon 1 Level 4 or lower "Lifeforce" monster from your Deck.
If you negated an effect that would have caused you to gain LP: Special Summon 1 "Lifeforce" monster from your GY.

 

Lifeforce Wingvern

 

You can pay 1000 LP: Special Summon this card from your hand. Once per turn, if you lose or gain LP, you can activate 1 of the appropriate effects (Quick Effect):
● If you lose LP: Gain LP equal to the ATK of 1 monster you control.
● If you gain LP: Inflict damage to your opponent equal to the amount of LP you gained.

 

Lifeforce Paladin

 

2 "Lifeforce" monsters
If this card attacks a Defense Position monster, inflict piercing battle damage, then activate one of the following effects:
● Lose LP equal to the amount of damage inflicted, then add 1 "Lifeforce" card from your GY to your hand.
● Gain LP equal to the amount of damage inflicted.

 

Lifeforce Seraph

 

2+ Effect Monsters
Once per turn, you can discard 1 "Lifeforce" monster: Lose or gain LP by an amount equal to the discarded monster's Level x 300. Once per turn, if you lose or gain LP, except by the effect of "Lifeforce Seraph", you can activate 1 of the appropriate effects (Quick Effect):
● If you lose LP: Special Summon 1 "Lifeforce" monster from your Deck to a zone this card points to.
● If you gain LP: Banish one card your opponent controls.

 

Lifeforce

 

Activate 1 of the following effects:
● Gain 1000 LP
● Destroy 1 monster you control: Both you and your opponent lose LP equal to its ATK, and if you do, Special Summon 1 "Lifeforce" monster from your Deck whose ATK is equal to or less than that of the destroyed monster.
● Banish 1 "Lifeforce" monster from your GY: Special Summon 1 "Lifeforce" monster in your GY, and if you do, both players gain LP equal to its level x 200.

 

Lifeforce Technology

 

Activate 1 of the following effects:
● Pay 1000 LP: Special Summon 1 monster from your opponent's GY.
● Pay 500 LP: Add 1 "Lifeforce" card from your GY to your hand.

 

Soul Gate

 

Pay up to 2000 LP; for every 1000 LP payed, draw 1 card.

 

Annihilation of Life

 

Destroy all face-up monsters on the field, then each player takes 200 damage for each card destroyed by this effect.

 

Full Life Eruption

 

Double the ATK of 1 monster on the field. During the End Phase: Destroy that monster, and if you do, the controller of that monster loses LP equal to that monster's original ATK.

 

Now that I have fixed the texts on these cards, I will wait a while, perhaps for someone else to comment on your cards, but I do plan to return.

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Snip

 

Oh wow, I knew I was off but I didn't know I was that off. Thanks for that!

I'll probably be a bit slow at fixing the language on these but expect to see them fixed!

 

Edit: Have made those fixes and tweaked Gate to make it less splashable over on db and will move them over here either later today or tomorrow.

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This deck does have potential, but there's something I don't understand...

 

What's the final boss monster? It's like the deck has no monster you want to go into as your win condition. Also, the deck has little to no protection. You could incorporate protection into a field spell that can quickly help you lose and gain life points. Also, some effects need to be once per turn, or else you'll be able to otk your opponent to high heaven with infinite loops.

 

I'm no judge, I'm just saying.

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This deck does have potential, but there's something I don't understand...

 

What's the final boss monster? It's like the deck has no monster you want to go into as your win condition. Also, the deck has little to no protection. You could incorporate protection into a field spell that can quickly help you lose and gain life points. Also, some effects need to be once per turn, or else you'll be able to otk your opponent to high heaven with infinite loops.

 

I'm no judge, I'm just saying.

 

Most of them are once per turn aren't they?

As for a "boss" right now Seraph is the closest to that. The idea being to summon it then use its effects to help swarm/clear the opponent's field. I'm not sure if I'll go for a bigger/badder boss just yet or if I want to keep things simple.

 

I agree though that more protection is a good idea. You should see more of that with further spell and trap support.

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So I took so long; I honestly forgot.

 

As a whole, I like the cards that you've made. The LP gain/loss mechanic represents the Psychic monsters at full, and the effects are not too overly broken or weak. I noticed that you have a Tuner but no Synchros, so I'm not sure if whether or not you plan on adding some or just for lulz Synchro combos with already existing Synchro monsters, which wouldn't really wouldn't be a problem at all. The most common Synchro monster that you would end up bringing into the field, in perspective, would be Level 6, if focusing on the Level 4 Main Deck monsters, though don't be afraid of using other Level 5 or 7 Synchros.

 

If I were to change anything about the Archetype as a whole, I would have it to where both effects of most of your monsters can activate once per turn instead of just 1 per turn. The thing is, most of your cards are reliant on whether or not you will use your monsters' effects for swarming and the hand or for advantage and the field. In fact, it will encourage players to lose LP in order to gain both effects instead of leaning excessively in one way or the other. Also, the LP gain/loss for some cards may be a bit too much for the fluent Archetype. Whenever I worry about an LP value, I usually go for my default number: 800 (for any value close to it of course). Of course, continue to be the judge of your own cards.

 

As for individual cards, most of them, moving past the whole statement on the Archetype itself, are not bad, and are very interesting. The cards that caught my eye and that I would like to point out (for the good or bad) are:

 

[spoiler=Lifeforce Reaper]

Lifeforce Reaper: I'm not completely sure if whether or not the monster can target itself with its first effect, which would be kind of strange with the '?' value. In fact, you might just want to make it to where it can't target itself or other monsters with the same name. However, I think that this monster is very neat, and it just gives me a feeling of satisfactory.

 

 

 

[spoiler=Lifeforce Scrutineer]

Lifeforce Scrutineer: Depending on the circumstances, this monster will be a great searcher/Summoner for the Deck. However, I do believe that most of your cards have effects that can only be activated if the effect is not negated and you either gain or lose LP. Unless if you happen to have almost everything you already need on field and you just so happen to have 1 last effect that can alter your LP while this monster is on the field, then I guess that it would then be useful. As it is, however, it serves as a block for your Deck.

 

 

 

[spoiler=Lifeforce Wingvern]

Lifeforce Wingvern: You might want to restrict the monster in some way if you Summon it via its effect, like such as how it cannot be Tributed or used as Material for a Summon or whatnot. Otherwise, its fine.

 

 

 

[spoiler=Lifeforce Link monsters]

Lifeforce Link monsters: Seraph's Link Rating is 2 instead of 3, but the cards are good.

 

 

 

[spoiler=Aether Singularity]

Aether Singularity: You do not start a new sentence with "Then, ..." but rather you continue the sentence as so: "... negate its destruction, then...." Otherwise, you continue to show good OCG; keep it up.

 

 

 

[spoiler=Annihilation of Life]

Annihilation of Life: I'm not sure if this card would be too overpowered, considering how Raigeki is Limited in TCG (Forbidden in OCG). However, there are some tweaks here and there that make it different, and if a bit "weaker" than Raigeki, so I guess it would be alright.

 

 

 

[spoiler=Full Life Eruption]

Full Life Eruption: This is also a really cool card and I can't explain why it fill me with such a positive feeling.  :tongue:  However, just so you don't go around popping your opponent's boss monsters during the End Phase, maybe restrict the card to your monsters only, or perhaps only during the Main Phase or Battle Phase.

 

 

 

[spoiler=Lifeforce Extractor]

Lifeforce Extractor: Again problems with Raigeki, but this time with its less-then-stellar-Trap-Card-single-card-targeting cousin. Destroying a face-up monster on the field and gaining LP from it is a bit too much—apparently—for a single Spell/Trap Card to do. If you want to fix it, however, just consider adding the following at the beginning:

"If you control a face-up "Lifeforce" monster: Destroy...."

As simple as that.

 

 

 

Well, that is all I have to say critically. Any cards that I have not listed are fine enough in my opinion to stay the way they are (and haven't caught my eye; nothing personal). Like I said, I'm really impressed by your card making skills, and I only hope that you continue to grow and learn more about this game. My two cents.

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