I have completed my AGM Gift for @Dova. They are called Snatched Sea Snacks and can be found here: https://forum.yugioh...ched-sea-snack/
Also, thank you to @Draconus297 and @Flash Flyer - Sakura for your gifts.
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Posted by Uggla6 on 21 December 2018 - 08:52 AM
I got @Dova for this year's gift grab bag. I attempted to make a WATER deck with milling (sort of), Fusions, Rituals, Xyzs that Rank-up, Traps, and all different Levels. It's a slow and steady wins the race sort of deck that thrives in the Battle Phase.
So are you hungry? Do you like seafood? Well you're in luck because this deck is all about those editable sea creatures.
Snatched Sea Snack – Suzuki
2 “Snatched Sea Snack” monsters
Your opponent cannot target this card for attacks. This card can attack directly. If this card inflicts battle damage to your opponent: You can Special Summon 1 “Snatched Sea Snack” monster from your Deck.
Snatched Sea Snack – Thunnini
2 Level 5 “Snatched Sea Snack” monsters
Cannot be destroyed by battle. At the end of the Battle Phase, if this card destroyed an opponent’s monster by battle: You can Special Summon from your Extra Deck, 1 Rank 7 WATER Xyz Monster by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) If this card is sent to the GY: You can target face-up cards on the field, up to the number of “Snatched Sea Snack” monsters you control; destroy them.
Snatched Sea Snack – Selachii
3 Level 7 WATER monsters
Cannot be targeted by your opponent’s card effects. During the Battle Phase, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can detach 1 material; negate the activation. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as a face-up material. If this card would be destroyed by a card effect, you can shuffle 1 “Snatched Sea Snack” card from your GY into the Deck or Extra Deck instead.
Posted by Uggla6 on 20 September 2018 - 03:06 AM
This is an archetype I came up with based on the name someone else gave in the Archetype. Here: https://forum.yugioh...ame/?p=7117690>
I will just past my own quote about how I envisioned the archetype.
"Ravenituals are DARK Winged-Beast-Type Level 4 Ritual Spirit Effect monsters. This means they have a whole host of support including Blackwings, Raidraptors, generic Ritual support (Pre-Prep, Prep, Impcantations, Djinns, Manju, Senju, etc.), and generic Spirit support (Amano, Aratama, Nikitame, etc.). They work opposite to Shinobirds though. Of course, they are rituals needing to be properly ritual summoned and are spirit monsters that return to the hand during the End Phase they are summoned. However, instead of intending to break boards and OTK while creating tokens for defense, they are meant to create unbreakable boards during your opponent's turn before vanishing."
In, fact I liked them so much I went ahead and created them myself. So here we are.
Overall this archetype is decently splashable and very consistent. It has some serious defense and gains a lot of resources. However, it has problems putting damage on board, can run out of resources in grind games, and has vulnerabilities against certain cards.
All the ritual monsters can search any card in the archetype that's not already in the grave anytime during your opponent's turn. This means, that unless something like D Fissure is up, they can't search themselves and that late game they will have a hard time finding targets left in deck. Also, it allows you to create missed timing opportunities for your opponent and most importantly search important combo pieces during your opponent's draw phase before the crucial standby phase. Each monster has their spirit effect that returns them to the hand during the end phase (even if during your opponent's turn) and this effect cannot be negated. Then each of the 4 cards has its own special effect and different attack and defense values that add up to 3k (with bias towards defense).
Yatagarasu is a OPT no cost negate and banish for monster effects anywhere. Pretty useful against many decks and can even be used during damage step. However, 1 monster negate is not always enough to survive, but 2900 defense can help. Samjogo is the weakest defense monster, but the lock down on special summon can just end the turn for your opponent. With only 2100 defense and no other protection effects, it can be outted. Jinwu is probably the least useful, but can be a great card against certain decks. It limits opponents to 1 S/T per turn, but that is during their turn and still allows for a board wipe, negate, or something to take care of it as it needs to be faceup and not negated to apply. Also, it leaves the field at the end phase so your opponent has the opportunity to use spell speed 2 or higher during the next turn again, but it is still played for searching and consistency. Finally, Yangwu is the ultimate defense of the deck. Your opponent cannot target your Ravenituals with effects, destroy them, or attack them. Nowadays, non-targeting and non-destroying removal is common, but it can be a real pain to deal with, especially if paired with another Ravenitual.
There are 3 ritual spells and they are great for getting these cards out and are very easily searchable with both archetype support and generic ritual support. The first 2 are similar and only specifically list 2 of the 4 rituals. This makes them eligible for pre-prep (and prep since <lvl7), but can cause some weird late game mishaps too. They both recover resources (from grave and banished respectively) and banish themselves to make themselves searchable again from the rituals. However, the most important part is the ability to use them during your opponent's standby phase from you hand if you control only winged beast monsters or no monsters at all. These 2 cards are necessary to set up your defense. Finally, they help conserve resources by being able to banish winged beasts from the grave. This will also help keep your searching live and not minus from ritual summoning. The final ritual spell is great and not so great at the same time. It can't ritual summon during the opponent's turn, so with what it can summon all having to return to the hand during the end phase, it is less effective. Additionally, unlike the other 2 spells it can't use the grave and need to have exact levels instead of 4 or more. However, it can use the extra deck and summon multiple monsters from the hand at once. Finally with being able to search during the end phase of the turn it is sent to the grave is an added bonus. Overall, turn 1 it can help set up some serious advantage and beyond that is can be used to go for OTKs.
Synergies: This deck is one of the most consistent decks there is. Along with a ton of ritual and spirit support, it also can be splashed in winged beast heavy decks (Shinobirds, Blackwings, Raidraptors). But, here are some cards that work well generically for the archetype-
Raidraptor - Force Strix allows for searching of all the ritual monsters (and in essence the whole archetype) and, since it's a winged beast, doesn't prevent ritual summoning during your opponent's turn. It's generic and only takes 2 level 4s. This allows cards like Manju/Senju of the Thousand Hands (heck even Sonic Bird) to be played to search and then be overlayed into as they are level 4. Aratama for spirit support is also effective as it does the same thing and should be played. All the Ravenituals are level 4s too, so this allows for easy first turn Xyz plays in the rank 4 toolbox. The last ritual spell (Flock Calling) can use the extra deck so Herald of Arc Light is a great tool for extra searches. Beyond that, using something like Shooting Quasar Dragon or PSY-Framelord Omega to spam out Ravenituals during your turn is a good idea. As already mentioned, Pre-Preparation of Rites and Preparation of Rites are both valid in this archetype and should be played. Impcantations and Djinns can also be used with moderate success, but I've found them to be less effective than the support above.
Lore: All across Asia, there is an ancient lore of a three legged raven that is from the heavens and lives in the sun. It goes by many different names, but it often informs humans to the will of the gods. The raven flies across the day sky and comes to Earth to feed on the immortal grass here. Not always welcomed to Earth, the bird does it's best to guide and protect the race. The deck must use rituals to call forth the great bird of protection in one of its many forms and names. The deck is very fluid and flies through it's different strategic targets and sets up boards that make the user feel comfortable that the next day (turn) will come and the sun will rise.