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TheTrueSaiyan

TheTrueSaiyan

Member Since 08 Mar 2017
Member ID: 857,895
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Offline Last Active Nov 11 2018 02:51 PM
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[Written] The Virtual World LV Archetype (22/22)

17 June 2018 - 08:47 PM

I wanted to make an archetype that makes "LV" monsters viable. Some of the Spells and Traps are pretty generic for "LV"s but there isn't really any other "LV" deck that can use them. I didn't want to do what Nekroz did and give all the Rituals discard effects to limited the bricking so most of the LV monster resides in the Extra deck
 
So the story goes that our protagonist Imari like to play a game called "The Virtual World", she wants to try out all the features of the game so she's constantly switching classes as she levels up. She sometimes loans an account to her sister Tahara so they can play together and bots are also a thing so that's why multiple of her accounts can be online at the same time.
 
Here's a rundown of the archetype effects-wise if you want a start at that: 
rundown
 
Main Deck Monsters

 

Extra Deck
 
Spell and Traps

 


[Written] Indirect Shaddoll support (3/3)

14 April 2018 - 02:12 AM

 There are cards that clearly belong to an archetype in all but in the name.

 

Like "Fiendish Rhino Warrior" and "Tour Guide From the Underworld" are BA cards, "Heavymetalfoes Electrumite" is a Pendulum Magician card, and "Galaxy Soldier" is a Cydras card (yes some of them can be used in other archetypes than the ones listed here but you get the idea)

 

So whats the point of doing this for Shaddolls?

  • Make it easier to get the links out (the Subterror and Shaddoll ones) since Shaddolls are pretty bad at swarming, especially the Flip component of the deck
  • To give them a viable Water and Fire target, for something as generic as entire attributes there are very few targets that actually work with the deck for these attribute (No helping the WIND fusion though)
  • It's really frickin' difficult to make a Shaddoll monster that doesn't screw up the lore
 

Drake of the Crater 

FIRE | Level 2 ✪✪ | Dragon/Flip/Effect | 200/1400
FLIP: You can add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand.
If this card is in your GY: You can Special Summon this card by changing 1 face-down Defense Position monster you control to face-up Defense Position.
You can only use each effect of "Drake of the Crater" Once per turn.
 
Notes
 
Steampunk Hydraulics 
Water | Level 3 ✪✪✪| Pyro/Flip/Effect | 900/1900
FLIP: You can target 1 Flip monster in your GY; Apply that target's Flip effect.
Quick Effect: You can Target 2 Flip monsters with different names in your GY;  Shuffle them into your Deck, and if you do, Special Summon this card (from your hand or GY) in face-up or face-down Defense position.
You can only use each effect of "Steampunk Hydraulics " Once per turn.
 
Notes

 

Twilight Assailant
LIGHT | LINK-3 | Spellcaster/Link/Effect | 2200
UR, DL, DR
2+ monsters, including at least 1 Flip monster
If this card is Link Summoned: You can discard 1 Flip monster, and if you do, destroy 1 card your opponent controls.
Once per turn (Quick Effect): You can change 1 face-down Defense position this card points to to face-up Defense position.
If this card is in your GY: You can target 1 Flip monster in your GY; Shuffle this card into the Extra Deck and add that target to your hand.
 
Notes
 
 
Sample of Drake's interaction with Dragon Shrine

 

Edit: Twilight Assailant no longer has a banish fusion materials from the GY effect

 

EDIT: 

  • Drake of the Crater: Merge the second and third effects into 1, Flip effect is now relevant
  • Steampunk Hydraulics: the Flip effect is no longer a guaranteed +1
  • Twilight Assailant: Now doesn't target and can destroy any card.

[Witten] Mecha Phantom Beast Support (6/6)

05 April 2018 - 11:19 AM

So I was playing around with Mecha Phantom beast for a bit and came to the conclusion that . . . . . they're almost good?

 
Don't know how many people are familiar with the deck but they can actually do some seriously impressive things unlike some older decks, but being an older deck they can use a bit of support.
 
 

The main weakness of the deck are:

 

 
 
Mecha Phantom Beast Commandseal
WIND | Level 2 ✪✪ | Machine/Tuner/Effect
You can discard 1 "Mecha Phantom Beast" monster; Special Summon this card (from your hand).
If this card is in your GY: You can shuffle this card into your Deck; Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).
500 / 500
 
Notes
 
Mecha Phantom Beast Cargodog
WIND | Link-2 | DL DR | Machine/Link/Effect
2 "Mecha Phantom Beast" monsters
Tokens you control cannot be destroyed by battle or card effects.
You can send 1 "Mecha Phantom Beast" monster from your Deck to the GY; until the End Phase of the next turn replace this effect with that monster's original effect.
Once per turn: If a Token is Tributed: Draw 1 card.
1400
 
Notes
 
Mecha Phantom Beast Cessnahopper
WIND | Level 9 ✪✪✪✪✪✪✪✪✪ | Machine/Synchro/Effect
1 WIND tuner + 1 or more non-tuners monsters
When this card is Special Summon: Change all monsters on the field to attack position. 
"Mecha Phantom Beast Token(s)" you control gains 2000 ATK/DEF but they cannot attack directly.
You can Tribute 1 Token; This card can make a second attack during the Battle Phase this turn.
If this card leaves the field by an opponent's card (by battle or card effect): You can switch all Tokens you control to defense position, then Special Summon 1 "Mecha Phantom Beast" Synchro monster from your Extra Deck, except "Mecha Phantom Beast Cessnahopper", but it cannot attack this turn.
3100 / 1600
 
Notes
 
Mecha Phantom Beast Antonovulture
WIND | Rank 10 ✪✪✪✪✪✪✪✪✪✪ | Machine/Xyz/Effect
2 level 10 monsters
While you control a Token, this card cannot be destroyed by battle or card effects. 
Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 "Mecha Phantom Beast" from your Deck.
Quick Effect: You can Tribute 1 Token; Halve the ATK of all monsters your opponent controls, then this card gains attack equal to the lost ATK.
3000/2700 
 
Notes
 
Mecha Phantom Beast Sky Fortress
Field Spell
"Mecha Phantom Beast" monsters you control gains 300 ATK/DEF
If you Summon 1 "Mecha Phantom Beast" monster, except a Token, while you control no Tokens: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).
If this card leaves the field: You can add 1 Spell/Trap from your Deck to your hand that specifically lists "Mecha Phantom Beast Token" in its text, except "Mecha Phantom Beast Sky Fortress". 
 
Notes
 
Defensive Spiral
Quickplay Spell
Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).
If this card is in your GY, excpet the turn it was sent there: You can Tribute 1 Token you control; Add this card from your GY to your hand.
 
Notes
 
 
 
 
Combo 1: "Defensive Spiral" + "Mecha Phantom Beast Megaraptor
 
Combo 2: "Mecha Phantom Beast Sky Fortress" + "Mecha Phantom Beast Coltwing" + "Mecha Phantom Beast Harrliard
 
Edit: Clarified Cessnahopper, Antonovulture is not longer OP

[Written] Ritual Beast Support (with lots of new lore) (5/5)

25 March 2018 - 09:17 PM

You can only review the cards if you want, in which case you don't need to read the lore. Some familiarity with the DT lore may help for understanding what's going on if you plan to read it.
 
You can also review only the Lore if you want since I'd like to know what others' think.
 
Ritual Beast is one of my favorite decks, and while it is infuriatingly hard to remember what monsters you special summoned this turn, they are really fun to play. They haven't been treated well by the passage of time (especially with Ulti-Cannahawk still Limited in the TCG) so I wanted to try and revitalize them.
 
Ritual Beast Tamer Sage
Level 5
Wind - Psychic/Effect
If you control a "Ritual Beast" monster, you can Special Summon this card (from your hand).
Once per turn: You can target 1 "Ritual Beast" you control; Until the End Phase replace this card's effect with that monster's original effects.
You can only Special Summon "Ritual Beast Tamer Sage(s)" once per turn. 
1900 / 1400
Effect Notes
Lore

 

 

Spiritual Beast Sirizard
Level 4
Wind - Reptile/Effect
During either player's turn, you can activate "Ritual Beast" Spell/Trap Cards from your hand.
You can only Special Summon "Spiritual Beast Sirizard(s)" once per turn. 
200 / 1800
Effect Notes
Lore
 
Ritual Beast Ulti-Sirizard
Level 6
Wind - Reptile/Fusion/Effect
1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) 
Once per turn: You can target 2 of your banished "Ritual Beast" cards; return them to the Graveyard, and if you do, Destroy 1 card your opponent controls.
(Quick Effect): You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.
3000/0
Effect Notes
 
Also gives them some ATK to punch with. Ulti-Apelio is annoying since it doesn't keep its boost from Apelio and the Link
 
Ritual Beast Sacrifice
Spell - Quickplay
Target 1 card your opponent controls; "Ritual Beast" monsters you cannot be destroyed by that card (by battle or card effect) and are unaffected that card's effects.
Effect Notes
 
Ritual Beast Projection
Trap - Continous
Each time you Special Summon 1 "Ritual Beast Ulti-" place 1 Ritual counter on this card (Max 5).
You can remove 3 Ritual counters from this card; Set 1 "Ritual Beast" Spell/Trap that is banished or in your GY.
If you would banish 2 "Ritual Beast" monsters to Special Summon 1 "Ritual Beast Ulti-" monster from your Extra Deck, you can banish this face-up card you control as 1 of the materials.
Effect Notes
 

Here's the new Lore (Warning: Long)

Alchemy Archetype (19/19)

22 March 2018 - 03:41 PM

We had 1 card Xyz (Zoodiac), and 1 card Links (Sky Striker), now get ready for 1 card Fusions (unless you count the fusion spell of course)

 

This Archetype operates by banishing the main deck monsters when they are sent to the GY with the Spell/Traps to add the Spell/Traps to your hand. Then when the main deck monsters are banished they increase your LP which in turn boost the fusion monsters.

 

Monsters
 
The Alchemic Beast
Level 2
Beast-Warrior - DARK
If this card is in your hand or GY: You can reveal 1 "Alchemic" Spell/Trap in your hand; Special Summon this card, but shuffle it into your Deck if it was summoned from the GY by this effect when it leaves the field.
You can tribute this card; Special Summon 1 "Alchemist" monster from your Deck whose name is different from every monster you control.
0 / 0
Notes
 
The Novice Alchemist
Level 2
Spellcaster - DARK
If this card is Normal or Special Summoned: You can add 1 "Alchemist" card from your Deck to your hand. You can only use this effect of "The Novice Alchemist" once per turn.
If this card is banished: Gain LP equal to the total levels of Banished "Alchemist" monsters x 300
800 / 600
 
The Harbinger Alchemist
Level 2
Psychic - DARK
Once per turn: You can Special Summon 1 banished "Alchemist" monster. You can only use this effect of "The Harbinger Alchemist" once per turn.
If this card is banished: Gain LP equal to the number of banished "Alchemist" monsters with different types x 500.
1000 / 200
 
The Swindler Alchemist
Warrior - DARK
Level 3
You can tribute this card; Shuffle up to 2 banished "Alchemist" monsters into your deck, then draw the same number of cards. You can only use this effect of "The Swindler Alchemist" once per turn.
If this card is banished: Gain LP equal to the half the total original ATK of Banished "Alchemist" monsters.
200 / 2000
 
The Corrupted Alchemist
Winged-Beast - DARK
Level 3
During your Main Phase you can Normal Summon 1 "Alchemist" monster in addition to your Normal Summon/Set (You can only gain this effect Once per Turn).
If this card is banished: Gain LP equal to the half the total original DEF of Banished "Alchemist" monsters.
1300 / 300
 
The Disaster Alchemist
Wyrm - DARK
Level 3
If this card is Normal Summoned: You can Special Summon 1 "Alchemist" monster from your Extra Deck, but its effects are negated and its ATK/DEF becomes 0.
If this card is banished: Gain LP equal to the number of Banished "Alchemist" monsters x 700.
1000 / 1000
 
Spell/Traps
 
Alchemic Transmutation
Spell - Continous
Once per turn: You can Fusion Summon 1 Fusion monster from your Extra Deck using a monster(s) from your hand, field as Fusion Material(s). If you would Summon an "Alchemist" Fusion monster you can instead banish 1 "Alchemist" Fusion monster from your Extra Deck as Fusion Material. You can only use this effect of "Alchemic Transmutations" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
Notes
 
Alchemic Exchange
Spell - Normal
Fusion Summon 1 "Alchemist" Fusion monster from your Extra Deck using a monster from your opponent's field as Fusion Materials to your opponent's side of the field. You can only use this effect of "Alchemic Exchange" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
Notes
 
Alchemic Arts 
Spell - Normal
Fusions Summon "Alchemist" Fusion monster(s) from your Extra Deck using monster(s) from your hand or field as Fusion Material(s), then Draw cards equal to the number of monsters Special Summoned to a zone an "Alchemic" Link monster points to. You can only use this effect of "Alchemic Arts " once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
Notes
 
Alchemic Materials
Excavate cards from the top of your deck until you excavate an "Alchemist" monster, Special Summon that monster and send all revealed "Alchemic" cards to the GY, shuffle the remainder into the deck. You can only use this effect of "Alchemic Materials" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
Notes
 
Alchemic Improper Disposal
Trap - Normal
Special Summon any number of banished "Alchemic" monster(s). You can only use this effect of "Alchemic Improper Disposal" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
Notes
 
Alchemic Procurement
Spell - Normal
Send "Alchemic" monsters from your Hand, field to the GY, or Banish up 2 "Alchemic" Fusion monsters from your Extra Deck, then Special Summon 1 "Alchemic" Link monster whose Link Rating equals the number of monster(s) used (This Special Summon is treated as a Link Summon). You can only use this effect of "Alchemic Procurement" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
 
Alchemic Ethics
Spell - Quickplay
Tribute 1 "Alchemic" monster you control; Destroy 1 card your opponent controls. You can only use this effect of "Alchemic Ethics" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
 
 
Extra Deck Monsters
 
Links 
 
Alchemist Master Dagda
DARK - Fairy / Effect
Link 2
2 Alchemist monsters
BL, BR
When this card is Link summoned: You can send 1 "Alchemic" Spell/Trap to the GY. You can only use this effect of "Alchemist Master Dagda" once per turn.
If an "Alchemist" monster(s) is Special Summoned to a zone this card points to: Gain LP equal to the original DEF of that monster(s).
Any damage you would take, gain that amount instead.
1400
Notes
 
Alchemist Master Neasa
DARK - Fiend / Effect
Link 3
2+ Alchemist monsters
BL, B, BR
Each time an Alchemist monster(s) is Special Summoned to a Zone this card points to, gain LP equal to the original ATK of that monster(s).
If an "Alchemist" is targeted by a card effect: You can banish 1 "Alchemist" card in your hand or GY; Negate the activation and if you do destroy that card.
If this Link summoned card leaves the field by an opponents card (by battle or card effect): You can Special Summon 1 Banished "Alchemist" monster.
2400
 
Fusions
 
Alchemist Chimera Myrna
DARK - Sea Serpent / Fusion / Effect
Level 2
1 Level 2 monster
Each time you gain LP by an "Alchemic" card effect, increase this card's ATK/DEF by the same amount.
Once per turn: You can Banished 1 "Alchemic" monster from your Deck. During your next Standby Phase add it to your hand. You can only use this effect of "Alchemist Chimera Myrna" once per turn.
If this card leaves the field by an opponent's Spell/Trap effect: inflict damage equal to this card's ATK while it was on the field to your opponent.
800 / 1400
 
Alchemist Chimera Ruadh
DARK - Plant / Fusion / Effect
Level 3
1 Level 3 monster
Each time you gain LP by an "Alchemic" card effect, increase this card's ATK/DEF by the same amount.
Quick Effect: Target 1 card on the field, except this card; You can banish 1 "Alchemic" monster from your hand or GY, and if you do "Alchemist" monsters you control are unaffected by that card's effects until the end of the turn. You can only use this effect of "Alchemist Chimera Myrna" once per turn.
If this card leaves the field by an opponent's monster (by battle or monster effect): inflict damage equal to that monster's ATK or DEF (whichever is higher) to your opponent.
1400 / 800
 
Alchemist Chimera Cliodhna
DARK - Dragon / Fusion / Effect
Level 6
1 "Alchemist" Fusion or Link monster
Each time you gain LP by an "Alchemic" card effect, increase this card's ATK/DEF by the same amount.
If this card is Fusion Summoned: You can destroy cards your opponent controls up to the number of your banished Fusion monster(s).
If this card leaves the field by an opponent's card (By battle or card effect): You can Special Summoned 1 "Alchemist" Link or Fusion monster from your Extra Deck, except "Alchemist Chimera Cliodhna".
2000 / 2000
 
Alchemist Chimera Fachtna
DARK - Zombie / Fusion / Effect
Level 1
1 monster your opponent controls.
Each time your opponent's gains LP by an "Alchemic" card effect, decrease this card's ATK by the same amount and take damage equal to this card's lost ATK.
You cannot Special monsters from your Extra Deck, except "Alchemist" monsters.
This card cannot attack or be attacked by "Alchemist" monster(s), but does not prevent "Alchemist" monster(s) from attacking directly
3000 / 0
Notes
 

 

EDIT: Lots of changes so I'll list them here:

  • Harbinger not longer banishes as a cost
  • Clarified Corrupted
  • Increased Disaster's LP gain since it was straight worse than Novice
  • Remove Summoning clause from fusions
  • Materials SS instead of adding to hand.
  • Novice Triggers on Special Summon
  • Transmutation is now a continuous Spell
  • Dagda (Link 2) sens a Spell/Trap to the GY on Link Summon instead
  • GY effect of Spell/Traps reworded due to lack of precedent of trigger GY Spell effects
  • Removed shuffle and Summoning restrictions on the Trap
  • Myrna (level 2 fusion) has a new Gold Sac eff
  • Ruadh (Level 3 fusion) now protects all "Alchemist" monsters
  • Neasa (Link 3) now has a protection Eff instead 
  • Neasa now require 2+ moaterials instead of 3
  • Neasa now has a floating effect instead of a siilar searching effect to Dagda
  • Gave Myrna and Ruadh HOPT