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CPU Archetype ( Hyperdimension Neptunia )


Ultimagamer

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This is a series of cards I thought of based around the Hyperdimension Neptunia anime. The archetype is based around discarding cards to gain effects ( not dangers, just CPU cards ) with a Mask Change like series of Fusion monsters that control the field with removal and negation effects. 

 

Any kind of review would be greatly appreciated! 

 

[spoiler=CPU Cards]

[spoiler=CPU Main Deck Monsters]

CPU Peashy

Level 1 / Light / Warrior / Effect

200 attack / 0 defense

 

During your Main Phase: You can discard 1 “CPU” card, and if you do, send 1 “CPU” card from your Deck to your GY, except “CPU Peashy” ( The card sent to your GY by this effect is treated as if it were discarded by a “CPU” card ). If this card is discarded by a “CPU” card: You can add 1 “CPU” Spell/Trap card from your Deck to your hand. You can only use each effect of “CPU Peashy” once per turn.

 

CPU Neptune

Level 2 / Light / Warrior / Effect

700 attack / 200 defense

 

During your Main Phase: You can discard 1 “CPU” card, and if you do, add 1 “CPU” Monster from your Deck to your hand, except “CPU Neptune”. If this card is discarded by a “CPU” card: You can reveal 1 “CPU” card in your hand to draw 1 card. You can only use each effect of “CPU Neptune” once per turn.

 

CPU Plutia

Level 2 / Light / Warrior / Effect

700 attack / 200 defense

 

During your Main Phase: You can discard 1 “CPU” card, and if you do, Special Summon 1 “CPU Token” (Level 1/LIGHT/Warrior/ATK 0/DEF 0). If this card is discarded by a “CPU” card: You can Special Summon 1 “CPU Token” (Level 1/LIGHT/Warrior/ATK 0/DEF 0). You can only use each effect of “CPU Plutia” once per turn.

 

CPU Noire

Level 3 / Light / Warrior / Effect

1200 attack / 400 defense

 

During your Main Phase: You can target 1 “CPU” card in your GY, except “CPU Noire”; discard 1 “CPU” card, and if you do, add the targeted card from your GY to your hand. If this card is discarded by a “CPU” card: You can Special Summon this card. You can only use each effect of “CPU Noire” once per turn.

 

CPU Blanc

Level 4 / Light / Warrior / Effect

1700 attack / 600 defense

 

During your Main Phase: You can target 1 “CPU” Monster in your GY, except “CPU Blanc”; discard 1 “CPU” card, and if you do; Special Summon the targeted Monster in defense position. If this card is discarded by a “CPU” card: You can Special Summon 1 “CPU” Monster from your hand. You can only use each effect of “CPU Blanc” once per turn.

 

CPU Vert

Level 5 / Light / Warrior / Effect

2200 attack / 800 defense

 

If this card is in your hand: You can discard 1 “CPU” card, except “CPU Vert”, and if you do, Special Summon this card from your hand in attack position, and if you do that, draw 1 card. If this card is in your GY: You can discard 1 “CPU” card, except “CPU Vert”, and if you do, Special Summon this card from your GY in defense position, and if you do that, draw 1 card if you have 2 or less cards in your hand. You can only use each effect of “CPU Vert” once per turn.

 

 

[spoiler=CPU Spell/Trap Cards]

CPU Share Energy

Spell - Normal

 

Discard any number of “CPU” cards, and if you do, draw cards equal to the number of cards you discarded +1. If this card is discarded by a “CPU” card: You can reveal 1 “CPU” card in your hand, except “CPU Share Energy”; draw 1 card. You can only use each effect of “CPU Share Energy” once per turn.

 

CPU Gamindustri

Spell - Field

 

“CPU” Monsters you control gain 200 ATK/DEF. When this card is activated: You can discard 1 “CPU” card, and if you do, Special Summon 1 “CPU” Monster from your Deck in attack position, except a Monster with the same name as the card you discarded. You cannot Special Summon Monsters for the rest of the turn after this effect resolves, except “CPU” Monsters. You can only activate 1 “CPU Gamindustri” per turn.

 

CPU Weaponry

Spell - Equip

 

Equip only to a “CPU” Monster. The Equipped Monster gains 500 ATK and DEF, also it cannot be destroyed by battle or by your opponent’s card effects once during each turn. If this card is discarded by a “CPU” card: You can target 1 “CPU” Monster in your GY; Special Summon it, and if you do, Equip it with this card from your GY. You can only use this effect of “CPU Weaponry” once per turn.

 

CPU Gaming and Pudding

Spell - Normal

 

Either: Special Summon 1 “CPU” Monster from your GY, OR: Discard 1 “CPU” card to Special Summon up to 2 “CPU” Monsters from your GY, except the card you discarded. If this card is discarded by a “CPU” card: You can set this card from your GY to your field. You can only use each effect of “CPU Gaming and Pudding” once per turn.

 

CPU Hard Drive Divinity

Spell - Quickplay

 

Send 1 “CPU” Monster you control to the GY or discard 1 “CPU” Monster, and if you do, Special Summon 1 “CPU” Fusion Monster from your Extra Deck whose text specifically lists the name of the sent Monster. If this card is discarded by a “CPU” card: You can add this card from your GY to your hand. You can only use this effect of “CPU Hard Drive Divinity” once per turn.

 

CPU Battle Switch

Spell - Quickplay

 

Return 1 “CPU” Fusion Monster you control to your Extra Deck, and if you do, Special Summon 1 “CPU” Fusion Monster from your Extra Deck with a different original name from the returned Monster, ignoring it’s Summoning Conditions ( This Summon is treated as a Summon done by “CPU Hard Drive Divinity” ). If this card is discarded by a “CPU” card: You can add this card from your GY to your hand. You can only use this effect of “CPU Battle Switch” once per turn.

 

CPU Support

Trap - Continuous

 

During each end phase: You can draw 1 card for each “CPU” card you discarded during this turn ( Max. 3 ). You cannot Summon any Monsters until the end of the next turn after this effect resolves, except “CPU” Monsters. If this card is discarded by a “CPU” card: You can place this card face-up in your Spell/Trap card Zones from your GY. You can only use each effect of “CPU Support” once per turn.

 

 

[spoiler=CPU Link Monsters]

CPU Oracle Histoire

Link 1 / Light / Warrior / Link / Effect

Link Material: 1 “CPU” Monster, except “CPU Oracle Histoire”

Link Marker: Bottom

1000 attack

 

If this card is Link Summoned: You can add 1 “CPU Hard Drive Divinity” from your Deck to your hand. During your Main Phase: You can target up to 3 “CPU” cards in your GY; return them to the Deck, and if you do, gain 500 LP for each card returned. You can only use each effect of “CPU Oracle Histoire” once per turn.

 

CPU Oracle Kei

Link 2 / Light / Warrior / Link / Effect

Link Materials: 2 “CPU” Monsters

Link Markers: Left, Bottom

1500 attack

 

If exactly 1 “CPU” Monster is Summoned to a Zone this card points to: You can move that Monster to one of your unoccupied Main Monster Zones, and if you do, you can add 1 “CPU Hard Drive Divinity” from your GY to your hand. Once per turn: You can target 1 other Monster you control; gain LP equal to that Monster’s current or original ATK ( whichever is higher ). You can only use each effect of “CPU Oracle Kei” once per turn.

 

CPU Oracle Mina

Link 2 / Light / Warrior / Link / Effect

Link Materials: 2 “CPU” Monsters

Link Markers: Left, Right

1500 attack

 

If this card is Link Summoned: You can discard 1 “CPU” Monster, and if you do, Special Summon 1 “CPU” Fusion Monster from your Extra Deck whose text specifically lists the discarded Monster’s name. During your Main Phase: You can target 3 “CPU” cards in your GY; return them to the Deck, and if you do, move this card to 1 of your unoccupied Main Monster Zones. You can only use each effect of “CPU Oracle Mina” once per turn.

 

CPU Oracle Chika

Link 3 / Light / Warrior / Link / Effect

Link Materials: 2+ “CPU” Monsters

Link Markers: Bottom Left, Bottom, Bottom Right

2000 attack

 

During your Main Phase: You can apply one of the following effects.

  • Special Summon 1 “CPU” Fusion Monster from your Extra Deck ignoring it’s Summoning Conditions ( This Summon is treated as a Summon done by “CPU Hard Drive Divinity” ).

  • Target 1 “CPU” card in your GY; add it to your hand.

You can only use this effect of “CPU Oracle Chika” once per turn.

 

 

[spoiler=CPU Fusion Monsters]

CPU Yellow Heart

Level 8 / Light / Warrior / Fusion / Effect

1500 attack / 3000 defense


Must first be Special Summoned with “CPU Hard Drive Divinity” using “CPU Peashy”. While you control another face-up “CPU” Fusion Monster, your opponent cannot target this card with card effects. If a “CPU” Monster(s) you control would be affected by your opponent’s card effect, you can discard 1 “CPU” card instead of applying that effect. You can only use this effect of “CPU Yellow Heart” once per turn.


CPU Purple Heart

Level 8 / Light / Warrior / Fusion / Effect

2800 attack / 2000 defense


Must first be Special Summoned with “CPU Hard Drive Divinity” using “CPU Neptune”. While you control another face-up “CPU” Fusion Monster, your opponent cannot target this card with card effects. During either players turn, when a card or effect is activated: You can discard 1 “CPU” card, and if you do, negate the activation, and if you do that, destroy that card. You can only use this effect of “CPU Purple Heart” once per turn.


CPU Iris Heart

Level 8 / Light / Warrior / Fusion / Effect

3000 attack / 1500 defense


Must first be Special Summoned with “CPU Hard Drive Divinity” using “CPU Plutia”. While you control another face-up “CPU” Fusion Monster, your opponent cannot target this card with card effects. During either players turn: You can target 1 Monster your opponent controls; discard 1 “CPU” card, and if you do, take control of that target until the end of the next turn. While you control that Monster, it is treated as a “CPU” Monster. You can only use this effect of “CPU Iris Heart” once per turn.


CPU Black Heart  

Level 8 / Light / Warrior / Fusion / Effect

2700 attack / 1800 defense


Must first be Special Summoned with “CPU Hard Drive Divinity” using “CPU Noire”. While you control another face-up “CPU” Fusion Monster, your opponent cannot target this card with card effects. During either players turn: You can target 1 Spell/Trap card your opponent controls; discard 1 “CPU” card, and if you do, destroy that target. You can only use this effect of “CPU Black Heart” once per turn.

 

CPU White Heart  

Level 8 / Light / Warrior / Fusion / Effect

2900 attack / 1900 defense


Must first be Special Summoned with “CPU Hard Drive Divinity” using “CPU Blanc”. While you control another face-up “CPU” Fusion Monster, your opponent cannot target this card with card effects. During either players turn: You can target 1 Monster your opponent controls; discard 1 “CPU” card, and if you do, destroy that target, and if you do that, inflict damage to your opponent equal to half of the original ATK of the destroyed Monster. You can only use this effect of “CPU White Heart” once per turn.


CPU Green Heart

Level 8 / Light / Warrior / Fusion / Effect

2600 attack / 2400 defense


Must first be Special Summoned with “CPU Hard Drive Divinity” using “CPU Vert”. While you control another face-up “CPU” Fusion Monster, your opponent cannot target this card with card effects. During either players turn: You can target 1 Monster your opponent controls; discard 1 “CPU” card, and if you do, return that Monster to the hand, and if you do that, if that Monster was a Link Monster that pointed to a Monster(s), you can also return one of those Monsters to the hand. You can only use this effect of “CPU Green Heart” once per turn.

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Hello, fine person!  Finally got around to looking at these.  Gonna just jump right into it.

 

From what I can tell, the archetype has a very stable playstyle.  It feels like an updated Satellarknight deck, but mixed with Fableds, having better resource control than either of the above and generally more means of doing things.
 
After reading through all of them, it feels like there are certain obvious pieces of the deck: the MD monsters feel like "resources", the S/Ts feel like the real "facilitators" of the deck, the Links feel like mostly "defensive/extender" cards, while the Fusions are the "removal" cards.  The deck also looks like a "grindy" deck whose goal is to simply out-resource the opponent (the recycling theme and LP gain feed into this).
 
Looking at the archetype as a whole, there's a couple negatives in its design that I personally don't like (though I don't think they're wrong per se).  Firstly, there are just so many cards in the archetype and they're just doing too much.  I get because there are so many HOPTs in the deck, you need a high number of cards to keep plays going, but that also leads into the second issue: the deck is EXTREMELY self-contained.  There aren't many outside cards that can help the deck operate besides acting as deck thinners/consistency boosters.
 
Onto some of the cards themselves:
 
MD Monsters:
The MD monsters all seem fine.  They have useful effects on the field, but it feels like besides Neptune and maybe Peashy, most of the on-field effects are incidental and, again, they'll likely be used more for their discard effects (keeping your advantage up as long as possible).
 
Backrow:
Gamindustri - This is a bit crazy.  Just activating it gives you a +1 at minimum (even if it gets Ash'd), allows you to tutor from your Deck, and allows you to trigger any archetypal card in your hand.  While yes, there are field spells that are just as powerful as this (Union hanger immediately comes to mind), this deck also has a lot of really powerful tools that stuff like ABCs just don't, so it feels that much more powerful in comparison.  Maybe make the discard + summon as its only effect (as a trigger effect) and remove the draw effect, or turn the draw effect into something passive that may not net you direct advantage.
 
Hard Drive Divinity/Battle Switch - These are the only 2 that aren't direct 0s or plusses in card advantage and, honestly, I like their designs more than the rest of the backrow.  The deck holds on to so much advantage because you don't lose anything by discarding, that cards that lose you advantage for the sake of power plays seem very appropriate.
 
Support - So this card... This is a slippery slope my friend.  This is Multirole/Spellbook of Judgment.  Yes, it can be destroyed, but it nets you SOOOOO much advantage if it gets used and it isn't limited to a maximum of four cards like Sky Strikers.  If the deck didn't already have the means to gain advantage (Share Energy would likely be a +2 at least and I talked about Gamindustri already), it could be understandable that this card would be necessary, but it is overkill as it stands now.  It usually wouldn't even be hit by conventional Trap blockers (Denko Sekka/Red Reboot).  I'd strongly recommend perhaps moving the protection effect to the field spell (as a replacement for the draw) and limiting the number of cards you can draw from this card.
 
Links:
Like the MD monsters, most of these are fine.  They consolidate your advantage, help you recycle your tools, grab key cards and enable you to make plays under the limits of MR4.
 
Out of all of these the only dangerous one looks like Chika.  Yes, it is a heavy cost (the deck doesn't appear to have a 100% consistent means of summoning it), but summoning any of the Fusions for free is just way too good an effect mostly because...
 
Fusions:
...These things are broken, and I don't use that word lightly.  It became obvious reading the cards up to this point that the deck, while good at grinding, had 0 means of removing cards from the opponent's board.  Reading these, I was expecting removal effects but Black Heart's double backrow destruction?  Green Heart's non-targeting bouncing?  Iris Heart's non-targeting double snatch steal?  These effects are insane!  Especially since these are soft-OPTs, their "cost" is mitigated entirely by the discarded card's effects and the field spell, and they are quick effects.
 
If I were to say work on one thing in this archetype, I have to say rework the Fusions.  Yes, you can keep them as removal options, but they REALLY need to be debuffed.
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Thanks for the feedback! I think you will like these new changes I made. These changes should balance out the cards and make them more fair to fight against ( the fusions especially ) 

 

Changes 

- Field Spell: No longer grants a draw, but now grants a 200 ATK/DEF boost 

- Support: Draws are now capped at 3, and no longer protects your monsters from targeting 

- Chika: You can only use the effect once per turn ( you can no longer apply both effects in the same turn ) 

- Fusions: 

No longer have a GY floating effect, but now carry a passive targeting protection effect while you control 2 or more fusions 

Fusion monsters activated effects are now a hard once per turn 

Fusion monsters activated effects now target as a cost 

Fusion monsters activated effects that applied up to 2 now only apply 1 ( Purple Heart, White Heart, Black Heart, Iris Heart ) 

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