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Archetype collab


Wildprince15

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Hi, everyone! I'm back again with another archetype. Or at least I'm back with an idea for one. So, a little background for this thing. So, I'm really big on fairness and fun, and before you start grilling me for being a weakling with no backbone I know how this makes me sound.So, in an attempt to create a fair game state where both players would actually get to play and have fun, I once thought up an idea for an archetype called Paradise. Unfortunately I blanked on a mechanic for them and now I don't know how to make them. I started with a sort of give and take sort of thing. Your opponent discards a card to destroy one of your monsters, your opponent takes damage equal to your monsters attack to negate your effect and vice versa for you, but that just feels wrong to me somehow. So i'm coming to you guys for a possible solution. I need ideas for my paradise archetype. Feel free to add your own sort of flare to it. We are doing this together after all!

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hmmm. so we already have gimmick to  "fair-yet in your favor"

 

what's the win con?  battle damage? effect damage?, mill? instant win? or maybe a little bit of (nearly) everything?

Please forgive me for taking so very long to answer this. I was under the impression that I wouldn't get any replies, and then my wifi quit on me. I was thinking a certain amount of life points ahead of your opponent while a certain monster is on field. Sounds odd, I know. Once again, I apologize for not showing up until late today.

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From the sound of it, seems like burn-heal combo utilizing battle and effect damage that has gimmick to offer bargain to opponent. On top of that, if you end up with higher lp you get bonuses in similar fashion as Aromage

 

Thats quite a lot to take in if such premise is really what yie want, probably simplified it?

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What would you suggest to simplify it then? By the way, I didn't mention the one card I did manage to come up with for it. It was a card called Banished from Paradise that banished an opponent's monster if you took heavy damage that turn. Your opponent gets to attack for 3000, but they lose their monster in the process and others they control can't attack.

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What would you suggest to simplify it then? By the way, I didn't mention the one card I did manage to come up with for it. It was a card called Banished from Paradise that banished an opponent's monster if you took heavy damage that turn. Your opponent gets to attack for 3000, but they lose their monster in the process and others they control can't attack.

 

given you already came up with this, i think we can simplified the premise accordingly

 

maybe: monster that has gimmick of either "cannot prevent opponent from attacking directly" (like irl Dark Sanctuary) OR "when this card is targeted for attack, it become direct attack instead and..."

 

quite befitting if the monster is a ghost,spirit, or similar entity. the kind that live in paradise/heaven. with the gimmick simulating Intangibility property of such creature. given the name "Paradise" im guessing this is benevolent spirits so their attribute could be non-DARK (what a coincidence example: we can make 200 DEF FIRE, with 200 Def to symbolize lack of physical bodies lol) with Fairy or Zombie typing

 

pendulum maybe? ghost supposedly hard to "kill" (well they already dead). it doesn't have to be full pendulums, pendulum here is provide bit swarm and recursion capacity so the board will always ready for battle phase to trigger the archetype battle reliant effects

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probs like this:

 

Vanguard of Paradise

FIRE (or other non-DARK option) / Level ? / Fairy (or zombie) / Pendulum / Effect

Scale: ?

 

Pendulum Effect:

(you can add one or two OR none, its not really a fully pendulum based deck anyway)

 

Monster Effect:

If this card is Summoned: You can add 1 "Paradise" card from your Deck to your hand. If this card battle: You can make the attacking monster to attack directly instead. additionally, if a player take battle damage in this battle; based on the turn player, apply 1 of the following effect. You can use each of these effects of "Vanguard of Paradise" once per turn

@ You: add 1 "Paradise" card from your GY or face-up in your Extra Deck to your hand

@ Your opponent: At The End of this Damage Step, Return the attacking monster to its owner hand.

 

ATK 200 / DEF 200

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probs like this:

 

Vanguard of Paradise

FIRE (or other non-DARK option) / Level ? / Fairy (or zombie) / Pendulum / Effect

Scale: ?

 

Pendulum Effect:

(you can add one or two OR none, its not really a fully pendulum based deck anyway)

 

Monster Effect:

If this card is Summoned: You can add 1 "Paradise" card from your Deck to your hand. If this card battle: You can make the attacking monster to attack directly instead. additionally, if a player take battle damage in this battle; based on the turn player, apply 1 of the following effect. You can use each of these effects of "Vanguard of Paradise" once per turn

@ You: add 1 "Paradise" card from your GY or face-up in your Extra Deck to your hand

@ Your opponent: At The End of this Damage Step, Return the attacking monster to its owner hand.

 

ATK 200 / DEF 200

That actually sounds a little good, but that leaves you at the risk of losing too fast. If it doesn't prevent your opponent from attacking you directly, your opponent can just Attack for game turn 2.

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Well there is where the support card comes in

Well, I also kinda want them to span all the mechanics. As in, "If your opponent activates a monster effect you can negate that affect and destroy that card. Your opponent gains life points equal to that of the destroyed monster" or, "During the standby phase, the turn player can destroy one monster their opponent controls, but they must discard one card in their hand to do so." There's also something I just came up with where "While this card is on the field, neither players can take more than 500 damage."

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Well, I also kinda want them to span all the mechanics. As in, "If your opponent activates a monster effect you can negate that affect and destroy that card. Your opponent gains life points equal to that of the destroyed monster" or, "During the standby phase, the turn player can destroy one monster their opponent controls, but they must discard one card in their hand to do so." There's also something I just came up with where "While this card is on the field, neither players can take more than 500 damage."

cramming these directions is not some thing i can recommend, while an archetype don't really need to have railed on 1 gimmick (toolbox play-style) but usually the goal must be unified either the end board or making the gimmick run. 1st effect even further disadvantage you from the wide kill-ceiling you point out earlier, 2nd effect is way to slow for the game current standard and not that threatning to begin with. its much more easier to explore 1 thing to its limits and came up with good line up rather than doing multiple things that become sub-par for lack of cohesion (which is the reason some of early Duel Terminal Archetypes become bad even when having game-defining aces, [ Trishula or any other Ice Barrier Bosses almost never played within Ice Barrier Deck] )

 

is your 3rd effect suggestion being the only one that i can consider good for the archetype. we can put it as additional effect of permanents like field spell or Pendulum effect to go along side other irl damage reduction (the direct attack allowance mechanic is decent with "Spirit Barrier" so along with this we already have 6 copies of damage reduction)

 

another thing i want to address is naming, "Paradise" as a theme is solid but as a name is too generic and can cause your searcher to add non-archetype with "Paradise" in name. while it usually wont cause much problem, is not really "tasteful" theme wise and the this type of open design can open a can of worms that probably unwanted

 

"Whenever you would take damage while you control a "Paradise" Monster(s), the damage become 200, instead."

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All that sounds real nice to be honest, But you've got something wrong. The last one was a suggestion, the other ones before it were Ideas I tried already, but they failed so I threw them away. I can probably change the name, but I don't know what to change it to. I was also thinking of a field spell that restricted each player to one thing a turn, in the sense of "If the turn player would activate an effect, they can only attack with one monster" or "If they would attack, they cannot activate effects during the rest of their turn." But I realized that that might be a little too restrictive and that It would clog the field spell with text. I kinda based this Archetype design and premise entirely off of rabidragon though, so...

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