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Darkrai1276

Darkrai1276

Member Since 18 Dec 2009
Member ID: 192,330
Currently Not online
Offline Last Active Oct 12 2018 03:01 PM
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Paracides; A 22-card insect archetype based on a new way to play

13 February 2018 - 03:07 PM

An archetype I made about a year ago, however, they weren't very good nor in depth. I've wanted to put in time to totally remake the whole archetype.

 

coollogo_com_2368746_by_darkrai1276-dc2r

Paracides are an archetype following the concepts put in place by "Parasite Paracide". The entire archetype is built around his three effects those being the following

- Main purpose- Shuffling themselves into the opponent's deck and gaining advantage when drawn

- Secondary purpose- Turning all monsters Insect and gaining advantage from this

- Tertiary purpose- Burn damage when their effects go off.

(technically it was also a flip monster, but krawlers are already a flip effect based insect archetype, we don't really need another. Instead, the retrains of Parasite Paracide go into the opponent's deck when leaving the field.)

 

Every "Paracide" card has the following initial text; "If this card you opponent owns is in your hand:". Rulings wise this means at the moment any chain can start; if a card that originated from the opponent's deck is in your hand you must activate the effect(unless impossible, such as a Majesty's Fiend on the field). All of these effects are negative for the one activating it since it's going to be used by the opponent. They also always have a hard OPT clause to avoid potential abuse and infinite loops. To keep consistency, cards without this effect are kept out of the archetype such as "Excavator bug" All monsters are also Insect EARTH with less than 500 DEF, which comes into play with a few cards.

Also all Paracides have an additional effect when the first effect is applied during the draw phase to let your opponent (worded so its always the one activating the paracide) draw one card. This prevents them from stopping your opponents draws so choose wisley when letting your opponent topdeck them.

 

The entire archetype is all revolving around these concepts, with every card focusing on the first purpose in some way. I also wanted to make a few non-archetype supports that are essentially retrains of the three support cards Parasite paracide had those being "Drill bug", "Jade Insect whistle" and "Insect barrier".

Oh ill also add in some lore for these guys in italics.

(Note; "Parasite Paranoid" is not part of the archetype due to having no effect connection and the name is different. He is a useful tech card though)

 

Lore:

When the World Legacy fought and destroyed the Krawler invasion they didn't realize what was left behind. The remains and nests of the Krawlers left behind a parasitic curse that infested thousands and left destruction in its wake and the epidemic of the Paracides became know.

 

Due to this being a pretty large archetype I've organised them for convince sake. Simply open up the spoiler section for the card type then click on the card name. That way this doesn't turn into a massive wall of text.

 

IMPORTANT: Most Art for the cards are taken from other TCGs such as MTG, Duel Masters and Alteli. Some other art is used such as from Chrono Trigger. All copyright for any images belongs to their original owners and are merely used as representations here. If there are any issues regarding copyright please notify me and I will change it asap.

 

(Also very important: Currently none of the cards match the effect correctly due to updates; these will be corrected in the future. As such please use the effect typed below the card for the current up-to-date effect and stats as most have had signifcant changes.)

Monsters
Spell Cards
Trap Cards
Non-archetypal Support Cards

 

Other cards that work well with the archetype;

Excluding obvious staples

  • Exchange and graceful tears- Both allow you to instantly transfer a Paracide to the opponent's hand. Exchange is literally a Dragged Down to the Grave for Paracides and lets you totally get rid of a problematic card from the opposing hand (It's literally a win condition against exodia which is fun). They can both be a tad slow however so keep that in mind.
  • Gift Exchange- This is obviously a fantastic card in the archetype. Letting you get ANY paracide card you need to infect the opponent's hand is a brilliant effect and lets you steal a card out of the opponent's deck for discard fodder. Keep in mind the effect of the Paracide will activate during the turn end phase so don't use it with the stun cards or you'll waste the effect.
  • Jade Insect whistle- Useful in the deck for sure but Parasite Gathering is just better since it has an additonal effect; still it can be useful for setting up a chain of paracides.
  • All of the new insect support- Most of them work brilliantly with the archetype and benefit off of insect conversion. Many of these can help out with any issues the archetype has
  • Aztekipede, the Worm Warrior- Combatable with the non-archtype trio thanks to his def, he can be a fantastic card to run. Milling your opponent's deck is actually not a bad idea as you want as few non-paracide cards in there so they have a better chance of going to the top of the opponent's deck.
  • Dark designator- For the first time in its life, this card is actually good (I'm noticing a trend here actually), can very easily get a waiting Paracide into the opponent's deck. Good for budget decks but other paracide cards can already pull this effect off.
  • Card shuffle- Okay now I'm stretching it. If there's paracides waiting in the opponent's deck you can use this to hope for one of them to get shuffled on top of the deck if you're lucky. Its....a silly idea but it is by FAR the best use card shuffle has ever had in its life.
  • Sticky-String Kaiju- While Glutton can kill virtually anything Kumungos is a great card in an unorthodox way; with its ability to give your opponent an insect monster she can quickly proc several effects and helps out the deck in different ways. A good monster to consider running.
  • OG Parasite Paraicde- Now im not sure what the ruling is but im fairly certain if he is shuffled by a Paracide effect then drawn his effect goes off. But in all seriousness don't play him; Infector is better in literally every way. However if you really want to cut off a draw it can be useful, since it doesnt have the other paracides built in Yata-style lock prevention.
  • Appropriate- Since your opponent draws off of every paracide activated during the draw phase this can net you some serious advantage. Just be careful as you might not always be able to force those topdecks and this can very easily be a 'do nothing card'.

And that's about it. Hope I didn't prattle on too long about these ideas. I would love some feedback; are they good, terrible, need buffing, nerfing? A pretty big amount of effort was put into making these guys and balancing them appropriately so even negative criticism is more than welcome.


Paracides. The Parasite Paracide based archtype

27 May 2017 - 07:08 PM

Who rembers "Parasite Paracide"? Its a really old card that was farily useless but had one of the most uniqe effects to this day; shuffling itself into the opponent's deck hence infecting it.
I think this is a great idea for somthing uniqe that has never really be done before.
 
So I introduce the "Paracide" archtype, an EARTH Insect archtype that is all about shuffling each other into the opposing deck to gain advantage. Most of the cards have an initial effect that is triggered when your opponent has it in thier hand and can cause havok in the opponent's stratagies.
(NOTE: I use the term "Summon matieral" in these effects. It means not usable as XYZ, Synchro or link matieral to avoid clogging effects. With links now a thing we kinda need a term like this but its not offical)

Full credit for original images - http://s825.photobuc.../?sort=3&page=1
 

Monsters

Spells

Traps

 

Advantages:

-Deck has good control and messes up a lot of stratagies

- Can easily stun and lock opponents

- Good at swarming the field

- Doesnt require links, but gains bonuses from Radiant

 

Disadvantages

- Suffers against banishing decks

- Mill heavy decks can end up milling your cards back to your graveyard

- Not that anyone uses it, but Convulsion of nature will cause issues as it causes the monsters to end up facedown in the deck preventing some effects working. Some specifically have a different result if the deck is flipped, just for this one scenario.


Amazoness support (Written)

10 May 2017 - 03:56 PM

So amazoness Liger finally got announched. its effect is a pretty big letdown since its just the anime effect, but even worse. Still Amazoness, when built and played right are more than capable of being Tier 3 and can even give Tier 1 a run for its money if it gets the right hand. So what would extra support look like? Lets have a shot at it.

 

Monsters;

Amazoness Tribemaster

Level 6

EARTH Warrior Fusion

2000ATK 1000DEF

2 "Amazoness" Monsters

Must first be fusion summoned. All monsters you control gain 500ATK. You take no damage from battles involving "Amazoness" monsters. Once per turn, you can discard one card; Special summon 1 "Amazoness" monsters from your deck or graveyard.  If this fusion summoned card leaves the field; Special summon 1 "Amazoness" monster from your deck or graveyard, except "Amazoness Tribemaster". 

 

Amazoness Champion

Rank 3 

EARTH Warrior XYZ

2000ATK 0DEF

2 Level 3 "Amazoness" monsters

All "Amazoness" monsters you control gain 500ATK and DEF. Once per turn you can detach 1 xyz material from this card; special summon 1 level 4 or lower EARTH Warrior from your deck in defense position. If this monster is destroyed by battle or card effect; Special summon 1 other "Amazoness" monster from your graveyard, also you take no damage until the end phase. You can only use one effect of "Amazoness Champion" per turn, and only once per turn.

 

 

Amazoness Defender

Level 4 EARTH Warrior 

1400ATK 2000DEF

If this monster is special summoned; target cards your opponent controls, up to the number of other "Amazoness" monsters you control, destroy them. . During either players turn you can banish this card from your graveyard; "Amazoness" monsters cannot be destroyed or targeted by card effects and cannot be targeted for battle until the end phase. You can only use each effect of "Amazoness Defender" once per turn

 

Amazoness Wise Woman

Level 3 EARTH Spellcaster

400ATK 1500DEF

If this monster is summoned; change it to defense position. Once per turn; you can discard one card, special summon one "Amazoness" monster from your deck. When an "Amazoness" monster battles, you can double the attack of either battling monster, until the end of the damage step. If this card is sent to the graveyard; add one "Amazoness" card from your deck or graveyard to your hand, except "Amazoness Wise Woman".  You can only use each effect of "Amazoness Wise Woman" once per turn.

 

Spell Cards;

Amazoness Summon Rite

Normal Spell Card

Fusion summon 1 "Amazoness" fusion monster by using monsters from your hand, field or deck as fusion material. During either player's turn you can banish this card from your graveyard; Level 6 or higher "Amazoness" monsters are unaffected by your opponents card effects, until the end phase.  You can only use one effect of "Amazoness Summon Rite" per turn, and only once per turn.

 

Amazoness Cursed Blade

Equip Spell card

Equip only to an "Amazoness" monster. When this card is activated, apply one of the following effects;

- The equipped monster gains 1000ATK and cannot be targeted by your opponents card effects, also your opponent cannot tribute cards on the field. At the end of a battle phase in which the equipped monster battled; draw 1 card.

- The equipped monster's ATK becomes 0 and cannot be destroyed by battle. The equiped monster can attack twice each battle phase also double any battle damage a player takes involving it.

If this card is sent to the graveyard; you can special summon 1 "Amazoness" monster from your hand or graveyard. You can only activate "Amazoness Cursed Blade" once per turn.

 

Traps:

Amazoness Spike Trap

Normal Trap Card 

If your opponent summons a monster(s) while you control an "Amazoness" card; special summon 1 "Amazoness" monster from your hand or graveyard, then send one of the monsters summoned by your opponent to the graveyard. If this card is sent to the graveyard while you control an "Amazoness" card, you can banish 1 card your opponent controls. You can only use one effect of "Amazoness Spike Trap" per turn, and only once per turn.


Collective Consciousness - Railway support (Written)

11 April 2017 - 10:06 PM

An idea I had for giving the railway deck a new support card. A surprisingly powerful deck, it really only lacks in the consistency department; something I wanted to fix.

 

Collective Consciousness 

Normal Spell Card

If you control no monsters; activate one of the following effects. You cannot summon any monsters except EARTH monsters during the turn you activate this card

(1)Special summon 2 Level 10 EARTH Machine-type monsters with different names from your deck and/or graveyard. Immediately after this effect resolves, Xyz summon 1 Xyz Monster using those two monsters only, but your opponent takes no damage until the end phase.

(2)Banish this card from your graveyard; special summon 1 Level 10 EARTH Machine-Type monster from your graveyard, its effects are negated and is banished during the end phase.

You can only use 1 effect of "Collective Conscious" per turn, and only once that turn.

 

The idea is the use Night Express and Derricrane and make Dora with the first effect which will easily defend against whatever play your opponent might make; the downside being you can't inflict any damage nor summon non-EARTH monsters like Exodious or Jizukiru.

The second effect is to help consistency, allowing you to make a field even with a bricked hand or a tough opponent.

 

The EARTH restriction might seem lax at first, but it stops the two aforementioned cards and prevents you from bringing out the sin spiders, which will stop a field wipe.

 

Yes, the name is a reference to Metal Gear Rising Revengance. Konami game so it's a possible reference, but the idea of bringing out Dora repeatedly seems like something right out of that game.


Unpossesed deck! Tier 2 Familar Possesed Build

25 November 2016 - 01:53 PM

I posted some support for these guys but honestly; they don't need it. I built this deck on a whim and accidentally built a seriously competitively viable deck. It makes good use of wind witches and Eidolon beasts while benefiting both archetypes heavily. It also isn't a crutch as all three parts of the deck work well independently or together allowing for great versatility.

 

Monsters

Spells/traps

Extra Deck

And yes, this deck can quite consistently bring out Bahamut shark. So have fun

The best part? Your opponent will ALWAYS underestimate you if they see the possessed monsters first.