Zyirth Posted August 3, 2010 Report Share Posted August 3, 2010 Hello! This is kind of an experiment of mine. have been something of a lurker, so...Hi, I guess?This is mostly an attempt to make a decent Archetype that focuses on counter manipulation, and control. the idea was mostly to mix and match my two favorite deck play-styles (Macro-based and Alien/Worm-based) to make something cohesive yet not quite broken. bear in mind, though, that I'm going from top to bottom in terms of balance: if something seems broken, it's because it's meant to be broken at this point. Toning things down is better than buffing things up, since there's less error margin when you're nerfing something than buffing it. that's just my opinion on it. you be the judge. anyways, onto the cards. I'll probably just be adding the monsters since I don't quite have images for spells/traps. I could post the spells/traps if anyone wants, to see if an image can be suggested from the overall "theme" of the monsters. I'm also using a new Type, too. unless that's not allowed (which would be odd, given that new monster Types do appear every now and then: see the Psychic monsters), I don't really see it being such a big deal. [spoiler=The Monsters][spoiler=Larva] *something of a base defender, I suppose. thins the deck, generates counter advantage. +1 to field advantage, I believe? [spoiler=Retriever] *The Tuner of the Archetype. would require a bit of set-up to be played well, and can only be used for a "Void" Synchro, so it's rather situational. [spoiler=Plague Mauler] *Generates Counter advantage, and can be brought back with the tuner. [spoiler=Scout Infiltrator] Lore: "Once per turn, you can select one face-up monster on your opponent's side of the field. This card gains the target's name, Attribute and Type. Then, give control of this card to your opponent. The Monster targeted by this effect cannot be removed from the field, tributed or be destroyed as long as this card remains Face-up on the field. When this card is Removed from Play, take control of the monster that was targeted by this card's effect, change its Type to Aberration, and its Level to 3." *Here's where it gets interesting. this card seems like crap, perhaps. however, the fact that the monster you target is basically stuck, and that if your opponent gets rid of your scout, you'll get that monster....well, it makes it good to set up a great play. OP'd? probably. but that's why I ask for nerfs. [spoiler=Warp Glider] *generic searcher. made it with high DEF so that the searching is slower. [spoiler=Soldier, Assault Brood] *The "Soldiers" of the Void are kind of the more useful cards of the Archetype. they're useful for many purposes, and can take a hit to make up for the "slowness" of the deck. this one serves as a beat-stick and defender of the weaker monsters. [spoiler=Soldier, Bolter Brood] *Another "Soldier". turns counter advantage into card advantage by destroying cards of the opponent. that'd mostly be backrow stuff, since opponent's monsters are more useful alive than dead. [spoiler=Soldier, Interceptor Brood] Lore: When your opponent declares a Direct Attack, and you control no monsters, you can special summon this card from your hand OR remove this card in your hand and the attacking monster from play. This card gains 300 DEF for each “Void Shade – Soldier, Interceptor Breed” that is removed from play. Once per turn, if this card would be Destroyed by Battle, it is not destroyed, and you take no Battle Damage from that attack. *this one's a peculiar type of "Soldier". I mixed Dimensional Prison with a monster card and I got this. <_< the other effect may seem stupid to use, but if you see the next monster, perhaps it'll make you change that thought. <_< [spoiler=Soldier, Brood Lord] Lore: This card can only be Special Summoned by having two or more “Void Shade – Soldier” on your side of the field. Depending on the monsters on your side of the field, this card gains the following effects:*”Void Shade – Soldier, Assault Brood”: this card can Pierce; it gains 500 ATK.*”Void Shade – Soldier, Bolter Brood”: you can remove 4 Corruption Counters on the field to destroy two cards your opponent controls.*”Void Shade – Soldier, Interceptor Brood”: Twice per turn, if this card would be Destroyed by Battle, it is not destroyed, and you take no Battle Damage from those attacks. *The first "Lieutenant", so to speak. this is one of the two tribute monsters of the deck, though they don't quite play like actual tribute monsters. they both depend on the number of "Subordinates" that they have on the field. this one depends on "Soldiers", the other one on "Priests". [spoiler=Priest, Penitent] Lore: This card cannot be Special Summoned from the Graveyard. When a monster with a Corruption Counter is destroyed, put one Corruption Counter on this card. (Max. 10) When this card reaches the maximum amount of counters, it is immediately destroyed; then, Special Summon a “Void Shade – Bishop Lord” from your deck or that is removed from play. *The only method of bringing out the "Priest Lieutenant". relatively weak, but generates counter advantage. [spoiler=Priest, Enlightened] Lore: This card cannot be Special Summoned from the Graveyard. You can discard a “Void Shade” monster from your hand to distribute Corruption Counters on all face-up monsters on your opponent's side of the field equal to its Level. As long as there is a “Void Shade – Soldier” on your side of the field, this card cannot be selected as an attack target. Once per turn, if this card would be Destroyed by Battle, it is not destroyed, and you take no Battle Damage from that attack. *Mass counter advantage generator. relies on your opponent having monsters face-up, but has a good safety mechanism. again, perhaps OP'd, but that's why nerfs are used. [spoiler=Priest, Indulgent] Lore: This card cannot be Special Summoned from the Graveyard. When this card destroys a monster by battle, place a Corruption Counter on it. (Max. 6) you can remove 2 Corruption Counters from this card to remove one monster in your opponent's Graveyard from play. Once per turn, if this card would be Destroyed by Battle, it is not destroyed, and you take no Battle Damage from that attack. *Works as mass graveyard removal. relies on counter advantage, however. [spoiler=Bishop Lord] Lore: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of “Void Shade – Priest, Penitent”. Depending on the monsters on your side of the field, this card gains the following effects:*”Void Shade – Priest, Enlightened”: this card cannot be targeted by effects or be selected as an attack target.*”Void Shade – Priest, Penitent”: you can remove all Corruption Counters on the field to inflict 250 damage to your opponent for each counter removed.*”Void Shade – Priest, Indulgent”: Once per turn, you can remove from play one monster in your Graveyard to Special Summon one of your opponent's Removed from Play monsters with a Level equal to that monster's Level to your side of the field. *Second "Lieutenant" of the Archetype. works mostly as an utility monster, and serves as a good advantage generator by sending your monsters that are in the grave to the RFG pile, where they'll be far more useful. [spoiler=The Synchro] Lore: “Void Shade – Retriever” + 2 or more Aberration-Type monstersThis card can only be Synchro Summoned. When this card is Synchro Summoned, you can select one “The Void Spire – Complete Taint” from your deck and activate it. When a Spell, Trap or Monster effect is activated, you can move a “Void Shade” monster that is removed from play to your Graveyard to negate the activation and destroy that card. Also, once per duel, you can Special Summon one of your Removed from Play “Void Shade” monsters, Ignoring the Summoning Conditions. You can only control one “Eliphas, The Void Emperor”. *This isn't the trump card, actually. however, it serves as a powerful stuff to have around. has a good negation effect that has a very substantial drawback, and THERE CAN ONLY BE ONE lolololol, so you have to take care of not letting it go to waste. [spoiler=The Spells][spoiler=The Void Spire] Lore: During each of your Standby Phases, place two Corruption Counters on this card. (Max. 20) Depending on the number of counters in this card, the following effects can be activated:*5: Once per turn, you can select one “Void Effigy” in your Deck and activate it.*10: If this card would be destroyed, you can remove a Corruption Counter from it instead.*15: Once per turn, you can special summon one Level 3 or lower “Void Shade” monster that is Removed from Play.*20: you can remove from play this card to select one “The Void Spire – Absolute Taint” in your deck and activate it. *The Field Spell. works as an advantage generator, as it synergies with the Void Effigies. has a defense mechanism similar to Endymion's Citadel, and can search its "upgraded" version. [spoiler=The Void Spire - Absolute Taint] Lore: When this card is activated, place 2 Corruption Counters on it. (Max. 40) Depending on the number of counters on this card, the following effects can be activated:*10: Once per turn, you can discard one card from your hand to Remove from Play one card your opponent controls in the same position it was. Return it to the field on your next Standby Phase.*20: Once per turn, you can redistribute all the Corruption Counters on the field among face-up cards on the field.*30: If a “Void” card you control would be removed from the field or be destroyed, you can remove 4 Corruption Counters from this card instead.*40: You win the Duel." *The win condition of the deck, aside from regular beatdown or whatnot. has several utility effects, and protection effects. [spoiler=Void Effigy] Lore: When this card is activated, place 1 Barrier Counter on it. Depending on which Field Spell is on the Field, this card gains the following Effects:*“The Void Spire”: Once per Turn, you can place two Corruption Counters on a “The Void Spire” that you control OR distribute them among Face-up Monsters on the field.*“The Void Spire – Absolute Taint”: Once per Turn, you can place four Corruption Counters on a “The Void Spire – Absolute Taint” that you control, OR distribute them among Face-up Monsters on the field. If this card would be destroyed, you can remove one Barrier Counter from it instead. *THE advantage generator. easily searchable, should the Void Spire take momentum. has a built-in defense mechanism, though it could do away with it. I placed that extra defense because I'm taking into consideration the current meta, heh. <_< [spoiler=Breeding Grounds of the Void] Lore: If you control no monsters, you can remove two Corruption Counters on the field to special summon a “Slave Token” (Fairy-Type/LIGHT/Level 2/ATK 0/DEF 500) on your side of the field. The token cannot be used as a tribute or attack. When it is destroyed, place two Corruption Counters on this card. Once per Turn, you can remove Corruption Counters from this card to Special Summon a "Void Shade" Monster that is Removed from Play whose level is equal to the number of Corruption Counters removed. *I hope someone doesn't see the massive SQUICK insinuation on the spell. anyways....it's designed as a Magical Exemplar-like card. but functions a bit differently. [spoiler=Corruption Surge] *Archetype-specific draw card. a bit more specific than most draw cards, considering its cost(both hand and counter resources), but other than that it's functional, I believe. [spoiler=Planar Shift] *A twist on Brain/Mind Control. could serve to trigger certain effects or whatnot, like the Breeding Grounds' effect. [spoiler=Warp Rift] *Not Archetype-specific, but really useful for this deck. it's a one turn Macro Cosmos, however...I had designed this one before the Different Dimension Grounds were announced. T_T so yeah, I guess that one could be more useful than this. I posted it anyway, to see general reaction. [spoiler=The Traps][spoiler=Void Stasis] *Locking down two monsters on the opponent's side of the field may not seem like much, but bear in mind that they can't be removed from the field, or activate their effects. they're stuck in place, being able to serve as counter fodder for extra advantage. [spoiler=Retroactive Corruption] *Anti-Synchro card. specifically, it has the possibility of taking down a potential threat before it arrives on the field, by disrupting the levels of the opponent's monsters. [spoiler=Warp Vortex] *Torrential Tribute, taken into new heights. the cost is kinda ludicrous early-game, but later on it can be pretty powerful, bypassing Stardust or similar threats. [spoiler=Void Snare] *Defensive card that can help generate advantage. halts stuff that could potentially harm the speed of the deck, like glads or searchers that need to suicide into a monster. [spoiler=the EMPRAH'S command] *An extra Solemn Judgment for the deck. the cost is greater than Solemn, but it fulfills the same purpose. There. I do not expect many responses, heh. the credits to the images....I actually don't remember who it was exactly, but I remember that they came from this site. if someone knows who made them, please let me know so I can credit them, as they deserve it. EDIT: added Spells and Traps. they are without image, however. suggestions would be welcome!! Rate, Flame, Fix, Discuss!! any comment is appreciated. Link to comment Share on other sites More sharing options...
Mugendramon Posted August 3, 2010 Report Share Posted August 3, 2010 ...I'm kind of jealous. These cards are better than mine... oh well. The only flaw I see is in the "Interceptor", whose effect is hard to use. I'd recommend that the effect of "Bolter Brood is changed to 'remove 2 Corruption Counters from anywhere on the field to destroy and remove from play 1 monster your opponent controls.' How about it? I'm rating 4.5/5 And on a side note: Yes. I want to see the Spells & Traps. Link to comment Share on other sites More sharing options...
Zyirth Posted August 3, 2010 Author Report Share Posted August 3, 2010 TYVM for the post. The Interceptor, yeah....it's a bit hard to use considering the "hardy" monsters that are generally used. the Bolter's effect is basically designed to take out backrow threats, or anything that can't be run over through standard attacks. to remove monsters would be a bit counter-productive, when you take into account the other cards' effects, like some of the Priests and several of the spells/traps. more comments are welcome! I added the spells/traps, as well. Link to comment Share on other sites More sharing options...
Zyirth Posted August 3, 2010 Author Report Share Posted August 3, 2010 BUMP, I guess. would really like to know if this stuff is actually useful. Link to comment Share on other sites More sharing options...
LiAM Posted August 3, 2010 Report Share Posted August 3, 2010 Well tbh, Amazing work on all your cards and finding most the images. Creative effects and dedicated work :) Now the downer - You need images for your Spells and Traps :/ Some of your OCG is bad/ old. And because I can't theoretically fix EVERY card. I'll share... my precious... OCG list :blink: Some OCG fixes you might find useful:normal summon = Normal Summonspecial summon = Special Summonspell/ trap card = Spell/ Trap Cardmonster effect card = monster Effect cardgraveyard = Graveyarddeck = Deckhand = handField = fieldatk/ def = ATK/ DEFATK points = ATKremove ___ from play = remove from play ___a monster with "___" in its name = a "___" monsteropponents side of the field = opponent controlsyour side of the field = you controltribute = Tributelevel stars = Levelevery = eachlife points = Life Pointslight/ dark = LIGHT/ DARKwarrior type = Warrior-Typechoose = select???? ATK/ DEF = ? ATK/ DEFas a result of battle = by battleone/ two/ three... = 1/2/3...attack mode = Attack Positionhis/ her = they/ theirmay = canface up = face-up attribute = Attributetype = Typeritual = Ritualmonster card zone = Monster Card ZoneReally hope this helps you in the future :) Great work on what you've finished. :D Cards effects on their own,8.9/10 Link to comment Share on other sites More sharing options...
Card Board Box Posted August 3, 2010 Report Share Posted August 3, 2010 These cards are great, although I saw you were using fake-types. This is a "REALISTIC Cards" sub-forum, which means you're suppose to make them realistic, and that means no fake-types. :L 8.4 Link to comment Share on other sites More sharing options...
LiAM Posted August 3, 2010 Report Share Posted August 3, 2010 These cards are great, although I saw you were using fake-types. This is a "REALISTIC Cards" sub-forum, which means you're suppose to make them realistic, and that means no fake-types. :L 8.4 You can have fake Arch-Types can't you? Link to comment Share on other sites More sharing options...
Card Board Box Posted August 3, 2010 Report Share Posted August 3, 2010 You can have fake Arch-Types can't you? If you mean "Void" being a Archetype, then of course. Archetypes are allowed. I'm talking about types such as "Robot" when the type should be "Machine" (that's just an example). Link to comment Share on other sites More sharing options...
Zyirth Posted August 3, 2010 Author Report Share Posted August 3, 2010 yeah, I thought it'd be something like that. I guess the Psychic argument doesn't hold up, heh. well....I what could work? change the entire type to Fiend? my reasoning for adding the monster types is that a DARK fiend deck or a DARK machine deck would actually crop up a CRAPLOAD of support. the fact that they're DARK already means that you can use DAD and similar stuff. the Aberration type is mainly placeholder or such. any suggestions to a Type change, and/or images for the Spells/Traps? Link to comment Share on other sites More sharing options...
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