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Xeno Archetype [WRITTEN, WIP]

16 May 2019 - 01:03 AM

Hello, fine peoples!


This is the archetype that came to me over the weekend.  The archetype is themed as an "other" dimensional set of monsters.  This "Xeno dimension" has certain aspects that follow yugioh design conventions, but in other ways, they are specifically designed to be "off" in some way (for example, the names are often very un-yugioh-like).  Specific design choices are in a spoiler after the set if you're interested.


Anyways, the deck is designed to have trigger effects that work while the monster is banished (signifying the Xeno monsters doing stuff in their home dimension).  The cost is flipping them from face-up banishment to face-down banishment.  Other than that, the cards are meant to actually be largely generic (only 2 of the monsters actually specifically work with the archetype and one is a pendulum), so without further ado, let's get to the cards!






Extra Deck


Yes, I plan to make at least 1 Xeno for each monster type.


Design notes


Thanks for the look through!  As always, CnC much appreciated!



Xenoan Tesseractium [WRITTEN]

12 May 2019 - 11:47 PM

Hello, fine peoples!

So this is actually a card from an archetype I'm still building. The idea of the archetype is that the monsters have trigger effects while banished. They flip themselves and other banished cards face-down as cost (with the stronger effects needing many more cards to flip face-down). All that said, the cards are meant to be splashable and this card is no exception. That said, I'm wondering if the generic aspects of this card are too strong, which is why I'm posting it. :P

Expect to probably see the rest of the archetype (or at least some of it) posted by Tuesday. Anyways, onto the card!

Xenoan Tesseractium
Field Spell
If a face-up banished card(s) is flipped face-down, you can banish the top card from your Deck. You can only use this effect of "Xenoan Tesseractium" thrice per turn. This card gains the following effects based on the number of your face-down banished cards:
0: Your opponent cannot target cards you control with monster effects. Banish the top 5 cards from your Deck during the End Phase.
3+: Monsters you control gain 300 ATK/DEF.
7+: If a monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
11+: The effects of your banished monsters and monsters you control cannot be negated.

The big question for me is the 0 effect. Blanket targeting protection is really strong, but I think it balances out because you cannot use either of the most generic draw spells in the game, and the self banish is mandatory and hits during both players' End Phases. All that said, I'd like a second opinion on this.

As always, CnC much appreciated!


DNA Viral Wave [WRITTEN]

07 May 2019 - 02:22 PM

DNA Viral Wave

Continuous Trap

If you control no cards, you can activate this card from your hand.  Activate this card by declaring 1 Monster Type or Attribute.  All monsters in both player's Decks become that type or Attribute.



This card is actually surprisingly versatile.  Can you peeps think of any uses for this?


The Tenth Title [ IC / Accepting ]

03 May 2019 - 08:12 PM

"So many people are vying for the title."


The Embassy's iconic decagon table was occupied.  Eight pairs of eyes studied each other person.  One pair sat closed.  The seat nearest to the door remained empty.  As it had been for months.


The man who sat facing the Tyrant's seat spoke up again.  "We may have made an error in judgment.  We cannot sit in a perpetual standstill while our countries deteriorate around us."


"With all due respect, Mr. Speaker." another voice interrupted, simultaneously muffled and drawling, "You hold no say in this matter.  We have been through this a dozen times now and we've already come to a voted decision."  The voice paused and the woman lifted her head off the table, opening her eyes. She yawned.  "Besides," she continued, "I have a feeling that the seat will be filled before we have to take drastic measures."  She grinned at the Speaker who was looking disapproving, "as you said, many people want the title."




If Makoplos made up the heart of Carth, its capital city of Manae was the heart of hearts.  A relatively small capital, it was known for its architecture that were often covered in artistic symbols of many of the ancient cultures that used to exist on Carth.  Before, Manae used to be a simple tourist spot for many peoples of the other nations.  For the past few months though, the city was booked to overcapacity.


Rodyn loved it though.  His tavern hadn't had so much business in years.  Not only was money flowing, but there was always gossip to keep even the most starved information broker fed for weeks.  Ah, it's a good time to be alive, he thought as he fished a few bronze coins out of the bottom of a mug.

Smokescreening? [Mystic Mine]

01 May 2019 - 12:10 AM

So I've loved the idea of running a smokescreen deck for ages.


For those who don't know: Smokescreening is siding in all fifteen side deck cards in order to turn your deck from one thing into something completely different.  It is meant to catch people off guard and make cards that they might have sided in against your original strategy useless.  While it is very interesting in concept, I don't think I've ever seen this idea implemented at all.


That being said, I think the meta's got a prime smokescreen deck waiting in the wings: Mystic Mine.  The burn variant can easily snatch a victory against unsuspecting decks and because of how the deck works, what will be sided in is fairly obvious (Spell/Trap removal).  At that point, you can smokescreen your deck, tossing in an entirely different strategy.


For this to work, 1) The initial Mystic Mine burn variant has to be a bit different in build than some of the ones people have been showcasing (probably more handtraps, probably less super restrictive draw cards - Card of Demise, etc.) and 2) You'd probably need to build your smokescreen deck to be able to work going second.  This second point is the most critical and is the key to securing a match win.



Now this is all just theory.  It seems like the pieces should fit together perfectly, but I don't have any idea what would be a good deck to smokescreen into.  I know MM-Sky Striker is a thing in the OCG, but killing quick with something like Crusadia might be a better way to go.  Anyways, I'd like to test this out maybe on 'pro or something, but any suggestions would be very welcome!