Stoopid1 Posted May 14, 2010 Report Share Posted May 14, 2010 A fun little set of cards focusing mainly on Hiiragi, who uses her extensive collection of cute costumes as equip spell cards. To compensate for the high amount of equips the deck would have, one equip card per turn can be put on bottom of your deck to draw a card. (Simulating that Hii is checking her closet for the outfit that matches the situation, or something) I made too many cards, so a solid deck of 40 is impossible. My bad. They're not supposed to be OP'd, but they might be. I tried to base most of the effects on the characters' behavior. Anyway, whatcha think? [spoiler=Monsters][spoiler=Hii-chan]This card cannot be destroyed. If this card is in face-up Defense Position, it is sent to the Graveyard. Once per turn, you can send the bottom card of your Deck to the Graveyard. If it is a "Hii-chan" Equip Spell Card, equip it to this card. This card cannot be equipped with multiple cards that have the same name. [spoiler=Tsuchi] [spoiler=Yamamoto] [spoiler=HS]This card cannot be Special Summoned. This card loses 150 ATK for each "Hanamaru" card that is on the field, in the Graveyard, or removed from play. If the ATK of this card is 0, you can Tribute it during either player's Battle Phase to reduce the ATK and DEF of all monsters your opponent controls by 1500 until the End Phase. [spoiler=Anzu]Once per turn, you can return all Equip Spell Cards to their owners' hands. If you do, the effects of Equip Spell Cards are negated until the End Phase. You can pay 1000 Life Points and Tribute this card to negate the activation of a card that would affect a monster(s) you control, and destroy that card. [spoiler=Koume]You can discard or Tribute this card to add 1 "Sensei" monster from your Deck to your hand. You can discard or Tribute 1 "Hanamaru" monster, except "Hanamaru Koume," to Special Summon this card from your Graveyard. Non-Tuner "Hanamaru" monsters can be used as Synchro Material Monsters by removing them from play from your hand or Graveyard. [spoiler=Yu] [spoiler=Hina] [spoiler=Overload](Note the effect of Koume)"Hanamaru Koume" + 4 non-Tuner Monsters with different names. This card cannot be Summoned except by Synchro Summon. When this card attacks, you take 1000 damage for each of its Synchro Material Monsters that was not sent from the field to the Graveyard for the Synchro Summon of this card. [spoiler=PotHC]If you control a face-up "Hanamaru Hii-chan," you can return this card from your hand to the bottom of your Deck to draw 1 card. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Kira! Kira!" This card gains the effect(s) of each "Hii-chan" Equip Spell Card with a different name in your Graveyard, as though they were equipped. [spoiler=Spells][spoiler=Hanamaru Kindergarten] [spoiler=HM Love Triangle] [spoiler=Hanamaru Round-Up] [spoiler=BTYS!] [spoiler=Kira!] [spoiler=Over Inflated] [spoiler=Hii-chan equip spells] The ATK boosts of each card (ranging from 250 to 700) were determined by whether or not the card effect helps you to control the hand / field advantage. They could be "off" by like, 50 points. [spoiler=Medium]Pearl from Phoenix Wright? More like, Hii-chan Strike Ninja. [spoiler=Bear] [spoiler=Cat] [spoiler=Ninja] [spoiler=Fish]Trivia: (Before this Anime existed) A man once drowned trying to swim in a costume just like this one. Is it wrong to think that"s funny? [spoiler=Shark] [spoiler=Sleuth] [spoiler=Prof] [spoiler=Monger](I invented a new rule for the lulz. The card activated this way is not placed on the field, nor is it sent to your graveyard) [spoiler=Janitor] [spoiler=Scholar] [spoiler=Explorer](I intentionally stripped this card of the "recycling" effect that the other Hii's have. It's good enough. [spoiler=Panda]How's this for WTF?You can return this card in your hand to the bottom of your Deck to draw 1 card. After this effect resolves, you cannot draw cards until the End Phase. This card can only be equipped to a "Hii-chan" monster. It gains 700 ATK. Up to 2 other "Hii-chan" Equip Spell Cards that are played from your hand can be placed in the same Zone as this card. If any card that is sharing a Card Zone is removed from the field, destroy all other cards in that Zone. Link to comment Share on other sites More sharing options...
Exa Raiun Posted May 14, 2010 Report Share Posted May 14, 2010 Okay ... this is officially the strangest concept I've ever seen on this site. I don't say it's wrong - actually, it's a creative idea, and I like these. As I see, your deck works pretty well with cards with support low-Level monsters. Fairy-supports can also help. And now, for the cards: Hanamaru Hii-Chan: Definitely the most unique Equip Spell support I've ever seen, and it also works as a stalling card. If you use Spirit Barrier and equip Raregold Armor to this card, you can have a pretty reliable defense - until your opponent comes up with an effect which can change Battle Positions. It's last effect weakens it a bit, but I guess it goes with the flavour (probably you could use "This card cannot be equipped with multiple "Hii-Chan" Equip Spell Cards that have the same name."). 8/10 Tsuchida-Sensei: A reliable beatstick, a defense for your low Level monsters, and an effect which helps swarming. The non-Tuner part helps avoiding instant Synchroning, which is good for the balance. 8/10 Yamamoto-Sensei: Similar to the previous card with a bit lower ATK and unlike the other, this one does not have deck-thinning capacities. 7.5/10 Hanamaru-Sensei: Unfortunately, this card is overpowered. Even with the no Special Summoning condition, this one has clearly a bit too high ATK. Granted, in its own Archetype, it would suffer from the penalty - which leads to its own effect - but this card could be splashed in any other Deck as a beatstick. Lower its ATK to something like 1900-1950 ATK. 6/10, 7/10 if changed. Hanamaru Anzu: Considering its effect, it can be a good counter to classic field-clearing cards. It clearly needs protection, but can be used well otherwise. 7/10 Hanamaru Koume: That's some incredibly flexible Tuner - which would make the Hanamaru Archetype a very effective Synchro Swarm deck. A really interesting idea, but probably it would be Limited, in my opinion. Still, I like how this card works. 7.5/10 Hanamaru Yu-Kun: Wonderful - more support for that great Tuner. You can easily keep using Synchro Summoning with the help of this card and the previous one. This one also has 2000 DEF, so it can be kept for long enough on the field. 7.5/10 Hanamaru Hinagiku: The Foolish Burial of the Hanamaru Archetype. That's enough to say. The other effect is just a plus. 7/10 Hanamaru Overload: ...sorry, I just cannot take this card seriously. Granted, its Summoning conditions and penalty make it hard enough to summon. But thinking about the fact that a bunch of young girls and boys teaming up have the same ATK as the F.G.D. makes me giggle. Somewhat impractical, but it indeed feels funny. 6/10 Planet of the Hii-Chans and Kira! Kira!: These two cards linked together, that's why I rate them together. In short - it feels very complicated to summon. These are just too slow to work as an Equip Spell support. 4.5/10 Hanamaru Kindergarten: That's amusing, it makes swarming even easier with this Deck. The limitation is fitting and balancing, too. 7/10 Hanamaru Love Triangle: Generally, I have a low opinion of cards which need that many requirements, but in the case of this card, I can get over it, considering the swarming capacities of the Archetype. A bit still gimmicky, but it can work if usd in the right time. 6.5/10 Hanamaru Round-Up: Deck thinning, card advantage, what else do you need? I think this one would be also Limited or Semi-Limited. 7/10 Bow to Your Sensei!: It can be nifty at times, but in most situations, there are better ways to protect your monsters and/or destroy your opponent's monsters. With a clever opponent, it's not much more than a Negate Attack and killing 1 enemy monster in the process - but only if you have the proper monsters on the field. 6/10 Over-Inflated: As an idea, it's really funny. In terms of efficiency - not so much. This Archetype is not made for boosting that way, in my opinion. 4.5/10 Hii-Chan Cat: This is a card draw engine in the form of an Equip Spell Card. Wonderful! Its restrictions make it balanced enough. 8.5/10 Hii-Chan Ninja: And now, a card destruction engine. Similarly cool to the previous one. 8.5/10 Hii-Chan Fish: This one is somewhat situational - it can help at times, but not all the time. 6.5/10 Hii-Chan Shark: Curious. Swarming Hinamaru monsters + this card + United We Stand on Hii-Chan = massive direct damage! 7.5/10 Hii-Chan Sleuth: The counterpart of the Cat card, this one gives a card disadvantage to your opponent, whnich can be handy. Maybe a bit too handy? ^^; 8/10 Hii-Chan Professor: A somewhat more situational card draw engine, but it can be still effective in the hands of the right player. 7/10 Hii-Chan Monger: Reload and Magical Mallet are better cards to fit this effect, I belive. 5/10 Hii-Chan Explorer: More deck-thinning and it can give a temporary edge to you by giving flexible effects to Hii-Chan. 7.5/10 As a whole, I like the concept behind this Deck. Probably some of its cards would be Limited or Semi-Limited, but stil, looks like a fun Archetype. If you fill your Extra Deck with various Synchros, this concept could be even more powerful! Link to comment Share on other sites More sharing options...
Stoopid1 Posted May 14, 2010 Author Report Share Posted May 14, 2010 Thanks for being so absurdly thorough about it, since I spend a lot of time trying to perfect my sets, even after I've already posted them. (I'm working on these, even as I type, so some of your points are about to become invalid when I edit the effects) Though it's hard to tell exactly what doesn't work, since I can't Duel with them. One thing worth noting, Hanamaru-Sensei affects himself. Even with no other cards, he weakens himself to 50 points less than Gene-warped warwolf. I can see how you can miss that. And I see what ya mean about the 5 god dragon, LOL... Hmm, without Anzu to block it, Hii would be totally owned by the all too popular, Book of Moon. Or worse, Enemy Controller. Ouch... Meh, it could still work. And I realize that Inflation sucks. Maybe if it were a quick-play that affects any Hana other than Hii... I'll work more on the equips, maybe even add more. (She has a heck of a closet) Monger is pointless since it's so easy to recycle her cards as it is, so that one will change. I like Fish because you can't afford to lose so much manipulative power to the likes of 1 Dimensional Prison. -_- (You can always attack a stronger monster at the cost of some damage, the effects of cat/ninja/sleuth still activate, and Hii doesn't die) Maybe Professor needs something, since it feels more like a continuous spell effect... Not sure what's wrong with Kira! Sure, its activation can't be countered, I think. But it's like Crystal Abundance in terms of activation cost, (that card is an easy OTK, except for the fact that you are screwed if it gets countered) and you can throw both cards away to draw a card if you can't pull it off. Your deck would need only one PotHC. The end result is a high power, unblockable, direct attacker that draws, discards, and destroys, at the cost of being (usually) more vulnerable than Hii-chan. Link to comment Share on other sites More sharing options...
Stoopid1 Posted May 14, 2010 Author Report Share Posted May 14, 2010 Alright, I changed some stuff, but I'm not quite done yet. Most notably, my new Hii-chan Monger might be way too stupid, but Magic the Gathering actually went that way once. It released a set of cards that affect cards that arn't even in your deck at the start of the game, thus my inspiration for monger's effect. Hii-chan Janitor is on its way. ^_^ I may as well make 40 cards altogether, since fictional Yugioh characters always draw what they need with only 1 of each card in their deck. Nah, not gonna do it. Professor has been changed. New effect added to Anzu. The set totally needed ability to do what she does now. Keeping the effect of "Bow to your sensei," (with 1 nice change to compensate for the effect of HM-sensei) because it still kicks the crap out of "After the Struggle" most of the time. Over-inflated fixed, although it's still not exactly necessary. (Noteworthy ruling, If a Hanamaru gains the effect of "Hii-chan Professor" through the effect of "Over-Inflated," activating the effect of "Hii-chan Professor" will change the entire effect of the Hanamaru monster to just the effect of the selected equip spell in your graveyard, because the "Professor" itself is not equipped to the Hanamaru, thereby erasing the "equip" effects of "Over-Inflated." In other words, don't do it. LOL) Link to comment Share on other sites More sharing options...
Exa Raiun Posted May 14, 2010 Report Share Posted May 14, 2010 Well, I believe that set - more like a whole Archetype - deserves having a through review. It's a well polished one, even with its problems, which you are correcting anyway. As for Hanamaru-Sensei, yes, I admit I made a mistake by not noticing that Hanamaru-Sensei's effect works on himself. With this, I officially increase his rating to 7/10. I like Hii-Chan Monger's new effect a lot. Cards which operate the Side Deck are something which should be done more! Exchange is not an ultimate card, but I can see how it works with the concept. I raise the rating to 6.5/10. Hii-Chan Janitor can screw around your opponent a lot - not with the minor effect damage, but with the remove from play from your opponent's Graveyard. Nice! 7/10 Anzu's new effect is useful if you need to get back your Equips fast, in fear of your opponent using Heavy Storm or if your opponent uses and Equip Spell - based Deck too to mess around with his plans. Anzu's rating is changed to 7.5/10. The new version of Over-Inflated is intriguing. It makes it similar to Mage Power, only it is temporary and works for Equip Spell Cards only. The fact it also gives the effects of the Equip Spell Cards is something which makes this card better - still not a great card, but decent enough. Now I can give 6/10 to it (and is it only me who finds amusing that inflating a girl can make her theoretically more powerful than Blue-Eyes White Dragon, if you have 4 Hii-Chan Equip Spell Cards, it makes the ATK bonus 3200 ^^). Can you make a support card which gives more Spell&Trap Card Zones? (which may be use for Equip Spell Cards only) I believe this could help the Archetype a lot, considering you can fill your field with Equip Spells pretty fast with all these nifty ones. Link to comment Share on other sites More sharing options...
Stoopid1 Posted May 14, 2010 Author Report Share Posted May 14, 2010 I found even more equipable costumes to utilize, look out for em. It goes without saying that a pure Hii-deck would only need 1 of each, and that all the rest of the cards in the set are just the bull crap they include with the arch-type in the booster packs. Ya, what I had in mind when filling Anzu's extra space with a new effect, was to have the ability to rearrange the equips on the field with new ones that you are drawing. I didn't really think about how you could be Heavy-Storm-proof this way, but it should be fine. Didn't exactly find it necessary to have more than 4 equip slots, especially since Explorer will give it the ATK power of 5. (You don't lose Explorer's 400 ATK when adding another card effect to the equipped monster)Trying to add extra card zones would be a bit challenging. Wait, I got it... It would be funny if a card like Hii made it into the metagame. People would start Side-Decking "The Emperor's Holiday," and you would auto-fail. Link to comment Share on other sites More sharing options...
Exa Raiun Posted May 15, 2010 Report Share Posted May 15, 2010 Actually I noticed that there are two ways to build a Deck based on this Archetype. One is based on fetching Hanamaru monsters in your Graveyard for the effect of Koume for rapid Synchro capacities (by the way, for her effect, Hanamaru-Sensei counts?) and the other way is an Equip Spell Card-based one which relies on Hii-Chan. The first one seems more effective, but the second one can be fun, too (even though a simple Heavy Storm can ruin your process to build up your monsters...). Heh, I start to like this concept a lot! As for the new cards:Hii-Chan Spirit Medium: I guess that would be the protection against Heavy Storm and similar cards for a moderate cost. Can this effect be used in response of a Heavy or a similar card? If yes, it's pretty good! 8/10 Hii-Chan Rampaging Bear: Haha, this one looks amusing, with an effect which can be good if your opponent attempts to swarm with many weak monsters and / or with Token monsters. 7/10 Hii-Chan Dancing Panda: That's not WTF, that's awesome (and awesomely cute^^). It solves the problem of your Equip Spell Cards taking too much Spell & Trap Card Zones. You just have to be careful for protection, ehehe~ 8/10 Now I would like to see example decks for both variations (the Synchro swarm idea and for the Equip Spell based one). As for "The Emperor's Holiday", getting rid of a single Trap Card is not that difficult. Actually, for the Synchro-based version, I came up with a card idea - unrelated to the series - which could be useful if used well. If you are interested, I will send it to you via a PM. Oh, and somehow I started to be curious about the anime too. :) Link to comment Share on other sites More sharing options...
Stoopid1 Posted May 15, 2010 Author Report Share Posted May 15, 2010 Oh, you're right about one thing. Koume is a bit cheap, having a 4 star monster to use from the graveyard. Konami would probably give her the same limitation as Majestic Dragon or Quillbolt Hedgehog. Then again, the general lack of power in these cards suggests that she is perfectly fair. About spirit medium, it should work the same way as Strike Ninja, who can remove himself in response to an action. "Either player's turn" automatically means Quick Effect, right? As for the Anime, it's a classic tale of a 5 year old who wants to marry their teacher. She doesn't see any problem with it and is confused why she can't get any love in return. That's mostly because her mother married her teacher. (As a high school senior, though, which is completely different from Anzu's case) The "Love Triangle" (as shown by the card I made) refers to Tsuchida being in love with Yamamoto, which is troubling to Anzu, who is oblivious to the age difference and considers herself to be equal competition for Tsuchi's love. (My personal favorite attempt to get attention was the Hii-chan Shark scene. "Save me, Tsuchi!) Link to comment Share on other sites More sharing options...
Exa Raiun Posted May 16, 2010 Report Share Posted May 16, 2010 Koume could be easily balanced out if you mention except "Hanamaru Koume" or "Hanamaru-Sensei" in the remove from play effect. The lack of power of these cards gives them easier to summon and search. The deck obviously needs some level of protection and stalling. For the Synchro variation, fetching the "Hanamaru" monsters to the Graveyard (for example with "Foolish Burial"), protecting yourself from damage and attacks until you have enough monsters in the Graveyard for the Synchro Summon ("Spirit Barrier", "Heart of Clear Water", "Scrap-Iron Scarecrow", etc.) can give you enough time. For the Equip Spell Deck, cards like "Mage Power", "Raregold Armor" and such can help even further boosting Hii-Chan and protecting other monsters you control from attack, while cards like "Fairy of the Spring" or "Power Tool Dragon" can increase your Equip Spell presence. I believe you should definitely try to make an example Deck for both variations. Not only you came up with a creative concept with a unique set amongst the loads of similar Pop Culture ones, but these cards can be also effective and fun to play. And yeah, that anime sounds fun ^^ Link to comment Share on other sites More sharing options...
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