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[RIRA] Tianwei Style Martial Arts a.k.a "Everybody was Kung Fu Fighting~" Archetype


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It looks like we’re going for some Chinese style Martial Arts!

 

 

Note: The term Tianwei is Chinese for “Heavenly/Imperial Authority”, but based on the cards we’re taking it to be a style of martial arts, and often with martial arts, you don’t translate the style’s name, now, do you? No. So we’re leaving it in a Chinese style naming pattern.

 

Note 2: This theme’s ‘plotline’ will be revealed in V Jump!

 

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RIRA-JP012 Ten’iryuu – Adhara (Tianwei Dragon – Adhara)
Level 1 EARTH Wyrm Tuner Effect Monster
ATK 0
DEF 0

You can only use the (1) and (2) effects of this card’s name once per turn each.
(1) If you control no Effect Monsters: You can Special Summon this card from your hand.
(2) If you control a non-Effect Monster: You can banish this card from your hand or GY, then target 1 of your banished Wyrm monsters, except this card; add it to your hand.

 

Note: This card’s name is a reference to Muladhara, the Chakra at the base of the spine that represents Earth, and is the foundation of one’s energy body. And is related to you know, the human buttocks and all the fun stuff related to that.

 

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RIRA-JP013 Ten’iryuu – Sh’taana (Tianwei Dragon – Sthana)
Level 4 WATER Wyrm Effect Monster
ATK 400
DEF 2000

You can only use the (1) and (2) effects of this card’s name once per turn each.
(1) If you control no Effect Monsters: You can Special Summon this card from your hand.
(2) If a non-Effect Monster(s) you control is destroyed by battle or card effect: You can banish this card from your hand or GY, then target 1 of those destroyed monsters; Special Summon it, then you can destroy 1 monster your opponent controls.

 

Note: This card’s name references Svadhishthana, the second bottom most Chakra, associated with taste and reproduction and the element of water. It is located in the Tail Bone roughly.

 

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RIRA-JP014 Ten’iryuu – Manira (Tianwei Dragon – Manira)
Level 4 FIRE Wyrm Effect Monster
ATK 600
DEF 1500

You can only use the (1) and (2) effects of this card’s name once per turn each.
(1) If you control no Effect Monsters: You can Special Summon this card from your hand.
(2) When your opponent activates a card or effect that targets a non-Effect Monster(s) you control (Quick Effect): You can banish this card from your hand or GY; negate the activation, and if you do, destroy that card.

 

Note: This card’s name references the Manipura Chakra, located behind the Navel/Solar Plexus. It is associated with energy, digestion, sight and movement. It is naturally, a Chakra elementally associated with fire.

 

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RIRA-JP015 Ten’iryuu – Nahata (Tianwei Dragon – Nahata)
Level 4 WIND Wyrm Effect Monster
ATK 800
DEF 1000

You can only use the (1) and (2) effects of this card’s name once per turn each.
(1) If you control no Effect Monsters: You can Special Summon this card from your hand.
(2) When an attack is declared involving your non-Effect Monster and an opponent’s face-up monster: You can banish this card from your hand or GY; that opponent’s monster loses 1500 ATK until the end of this turn.

 

Note: This card is named after Anahata, the Chakra associated with the Heart, and Wind. It’s very much associated with the hands and endocrine system.

 

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RIRA-JP016 Ten’iryuu – Vishudda (Tianwei Dragon – Vishudda)
Level 7 DARK Wyrm Effect Monster
ATK 1500
DEF 2500

You can only use the (1) and (2) effects of this card’s name once per turn each.
(1) If you control no Effect Monsters: You can Special Summon this card from your hand.
(2) If you control a non-Effect Monster: You can banish this card from your hand or GY, then target 1 card your opponent controls; return it to the hand.

 

Note: This card’s name is derived from the Vishuddha chakra, the Chakra located at the throat, and is associated with purification and the element of Akasha, i.e. Space/Aether or what is sometimes void. The likely point of this card being DARK is that when this chakra is closed, or mishandled, it leads to decay, death, and corruption.

 

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RIRA-JP043 Ten’i no Kensou (Tianwei Barefisted Monk)
Link 1 EARTH Wyrm Link Monster
ATK 1000
Link: Bottom

Material: 1 non-Link “Tianwei” monster

 

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RIRA-JP044 Ten’i no Ryuusennyo (Tianwei Dragon Sage)
Link 2 FIRE Wyrm Link Effect Monster
ATK 1600
Links: Bottom Left, Bottom Right

Materials: 2 Wyrm Monsters
You can only use the (1) and (2) effects of this card’s name once per turn each.
(1) You can discard 1 card, then target 1 Wyrm monster in your GY; Special Summon it, but for the rest of this turn, you cannot activate the effects of monsters Special Summoned from the Extra Deck, other than “Tianwei” monsters, while they are on the field.
(2) When an attack is declared involving your non-Effect Monster: You can target 1 card your opponent controls; destroy it.

 

Note: Sennyo refers to both a female sage or hermit (often associated with long life spans and magic) and is also a term for a Fairy/Nymph. We’re going with the Sage inference.

 

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RIRA-JP045 Tianwei no Kijin (Tianwei Ashura)
Link 3 DARK Wyrm Link Monster
ATK 3000
Links: Top, Top Right, Bottom Right

Materials: 2+ monsters, including a Link Monster

 

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RIRA-JP058 Ten’i Muhou no Chi (Land of the Eternal Tianwei)
Field Spell Card

(1) Non-Effect Monsters on the field are unaffected by monster effects.
(2) Once per turn, if your opponent Special Summons an Effect Monster(s), and you control a non-Effect Monster: You can draw 2 cards.

 

Note: This card’s name is play on 天衣無縫, which means Absolute Perfection/Completely Flawless.

 

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RIRA-JP059 Utsuronaru Ryuurin (The Hollow Cycle of Dragons)
Normal Spell Card

You can only activate a card with this card’s name once per turn.
(1) Send 1 Wyrm monster form your Deck to the GY, then, if you control a non-Effect Monster, you can add 1 “Tianwei” monster from your Deck to your hand with a different name from the sent monster in the GY.

 

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RIRA-JP072 Tianwei Musou no Ken (Supreme Tianwei-Style Fist)
Counter Trap Card

(1) When a monster effect, or a Spell/Trap Card, is activated, if you control a non-Effect Monster: Negate the activation.
(2) If this Set card you control is destroyed by an opponent’s effect: You can Special Summon 1 non-Effect Monster from your Extra Deck.

 

Source: https://ygorganization.com/kungfuhustle-ballroomblitztrailer/

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Uhhh fun, it's about time that "non-Effect Monsters" were expanded into something, and having it be Wyrm related is cool too, and having lately made a non-Effect focus Synchro Archetype in my Rocknoceros Archetype, seeing a Link Monster focused one is pretty cool. I do wonder why they don't have a Main Deck one, but Mystery Shell Dragon works fine as a substitute, and since it's Level 4, should work well if you want to go into Rank 4s as well, though from what I'm seeing here, their playstyle seems like it should focus on their own monsters mainly.

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It's nice to see another Wyrm archetype, it is a pretty underused-type after all. I like that one can access Baxia if you wanted to go down that route.

 

Speaking of Yang-Zings, do they benefit from that normal spell? Just in terms of generic wyrm support, it acts as a free foolish for any wyrm while also possibly searching a Tianwei monster if you play them. ( This could also extend to True Draco / True Kings, but I'm not too sure about the synergy there ). 

 

Looking at the actual archetype itself, it seems pretty legit. There's a lot of good card effects going around, and the normal monster support ( or non-effect monster, as it's being worded ), is pretty nice. 

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Speaking of Yang-Zings, do they benefit from that normal spell? Just in terms of generic wyrm support, it acts as a free foolish for any wyrm while also possibly searching a Tianwei monster if you play them. (This could also extend to True Draco/True Kings, but I'm not too sure about the synergy there).

I'm sure someone will try and make Tianwei Yang Zing work.

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My prediction? Mare Mare's gonna get hit because several of the meta Zefra players are gonna mill it with The Hollow Cycle of Dragons, then use the Yang Zing Zefras to make Tianwei Dragon Sage, revive it, and go hog wild with the Tokens.

 

Also, I'd be surprised if this wasn't a nonzero part of the motivation behind the OCG fully unlimiting Denglong. 

 

Other than that though, we really need some confirmation on whether the cards need you to control no Effect Monsters, or a non-Effect Monster, to be Special Summoned. None means this is to starter plays what Danger! is to zerg rush plays, the other demands some possible Mystery Shell investment if you don't feel like giving over your Normal Summon to these guys.

 

Has the feel of a cross between Metalfoes-like Extra Deck in its initial form, what with the powerful Effect Monster sandwiched between two non-Effect Extra Deck monsters. And the Main Deck monsters being an actually balanced Burning Abyss (three of its members are already limited and we've lost a Rank-Up spell to their Xyz boss's shenanigans, the window for saying they're balanced has closed a year ago), especially with Gear Fourth Luffy as the new high-powered vanilla boss over there. 

 

I'll try to put together some scores for them later-stay tuned, I suppose, but I'm liking what I'm seeing being given to vanilla-supporting Decks here (Blue-Eyes and Dark Magicians chief amongst them), and what it also gives to Wyrms (you're gonna be so ill seeing Mare Mare arrive so often, this I can tell you.)

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[spoiler=Annoyed deckbuilding rant]

Why... another... freaking... field spell?

 

I really want to combine these with some of the Normal monster support themes that have come out in the last few years (Phantasm Spiral and the Normal Insects), but each of them has their own very important field spell.  You COULD do without this field spell, but this one offers better generic protection than either of those and gives the draw power that's really necessary for that kind of deck...

 

 

 

On the whole, WATER and FIRE are pretty conditional, so they're not that great.  WIND is so-so; it's a debuffed Honest, but it can work in the grave, so that's something.  DARK is solid.  EARTH is good in a vacuum, but it's entirely dependent on its targets, so... yeah.

 

The spell/trap lineup carries the real weight.  That Field Spell is solid and it really itches my creative deckbuilding side.  A type-based Foolish Burial is always nice, and being able to possibly recoup the - just makes it that much better.  There aren't that many Wyrms that benefit from it right now, but it is a card that can only get better with time.  The counter trap is such an easy way to negate; it may not destroy, but it offers that higher level of utility to non-effect monsters which is always nice.

 

Can the deck have its own Normal Monster tho?

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So the field spell works in paleozoic. That's honestly all i really noticed on first glance. You now have a free draw two so long as you can keep a vanilla monster on board, which in paleo isn't all that hard to do.

 

Since they have a tuner, what are the odds of them having a synchro monster(s) related to the link 1 or 3 down the line? 

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I wonder if that's the point. Hmmmmmmm.

What's the point of having a 3k beater if you won't pull it out like that? I know it's not optimal, but at least it gives a solid 3k body with potential monster effects waiting in the GY due to its summoning, not to mention that you still have some in your hand to spare.

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What's the point of having a 3k beater if you won't pull it out like that? I know it's not optimal, but at least it gives a solid 3k body with potential monster effects waiting in the GY due to its summoning, not to mention that you still have some in your hand to spare.

I don't think Zazu was calling your comment wrong, it was moreso that your combo was really obvious.

 

..that said, at least your comment did relate to the cards being discussed.

 

So the field spell works in paleozoic. That's honestly all i really noticed on first glance. You now have a free draw two so long as you can keep a vanilla monster on board, which in paleo isn't all that hard to do.

That's pretty neat, though it doesn't open up a ton of other benefits because the paleos are already protected from monster effects. Could be fun to play around with though. Kinda wanna try it out.

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That's pretty neat, though it doesn't open up a ton of other benefits because the paleos are already protected from monster effects. Could be fun to play around with though. Kinda wanna try it out.

While paleo are really good at lockdown and grind game, one of the things they sometimes don't do well is keep hand advantage.The fieldspell helps gain resources, so it could counter the problems they have with regaining the upper hand if the game hits a stalemate..

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