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My First Archetype - Tiki's (24/??)


Anbu-of-Sand

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Be as strict as you want when rating my cards,but please don't be like "Those cards SUCK. My mom could make better cards" or anything like that. It'd also be nice to show your appreciation on how much you like this archetype (if you do) by giving me some positive reps saying how much you like the archetype and maybe why you like it :)

 

Hello. This is my very 1st archetype Tiki's. I will be continuing this set for quite awhile. Probably when I run out of pics to fit the theme of what I'm trying to go for. The monsters are sort from the highest level at the top to the lowest level at the bottom.

 

Image Credit to Jazin Kay,Wanderley,Father Wolf and HP Doom

 

[spoiler=The Story]

In the middle of the ocean floats an odd sort of island. This island is filled with mysteries and legends about what goes on in this mysterious place. People have said they have seen creatures practicing in battle on this island. People have also seen floating like orbs around these creatures and around certain places on the island. Every once in awhile,people have seen this island shake. Then,the island would float and levitate in the middle of the air,with giant orbs floating around the island.

 

These creatures are called Tiki's. Tiki's are the creatures that run about on this fantastic island of mystery. Most of these creatures have certain weapons that they carry along with them when alone. Others would walk around in tribes,groups,whatever you may call it,of their same kind. These creatures vary on appearance. Most of them are green,or have green stripes around their bodies. Other's look more native while having native-like designs on their body.

 

The true power within these fantastic creatures are held in these floating orbs around the island known as Tiki Counters. These floating orbs are what give the Tiki's their hidden powers. A Tiki must find these orbs which is quite hard,seeing only a few places on the island have these orbs. The other approach for Tiki's to obtain these is to destroy enemies in battle,which then grants them 1 orb.

 

These orbs would float around the Tiki's,depending how much a Tiki has. When a Tiki uses it's hidden power,an orb that it has with them vanishes,depending how many orbs are needed to trigger the hidden power within said Tiki. After a Tiki uses an orb,the controller of the orb loses a bit of it's energy,seeing it takes lots of power to use an orb to unleash a Tiki's hidden power.

 

 

[spoiler=Monsters (18 )]

[spoiler=Extra Deck Monsters (5)]

[spoiler=Almighty Spirit Guardian of the Tiki's]

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[spoiler=Lore:]

1 "Tiki" Tuner + 3 or more non-Tuner "Tiki" monsters

This card cannot attack your opponent's Life Points directly. When this card is Summoned, place 12 Tiki Counters on it. As long as this card is face-up on your side of the field, "Tiki" monsters cannot gain Tiki Counters by their own effects. During your Standby Phase, you can remove 1 Tiki Counter from this card. If you do this, "Tiki" monsters can activate their effects during that turn you removed the Tiki Counter without having to remove a Tiki Counter from themselves. "Tiki" monsters gain 100 ATK and DEF for every Tiki Counter on the field. If this card would be destroyed, you can remove 4 Tiki Counters from anywhere on the field instead (you do not take any sort of damage when removing the 4 counters). If you control 4 other "Tiki" monsters,those 4 "Tiki" monsters cannot be destroyed by card effects. One time only during the duel, you can remove 12 Tiki Counters from this card plus an additional 10 from anywhere on the field (the additional 10 Tiki Counters don't give you any sort of damage when removed from the field), if you do this with still a total of 2000 Life Points or more, you win the Duel. Decrease your Life Points by 800 every time you remove a Tiki Counter from this card. When this card is destroyed, it is removed from play.

 

 

 

[spoiler=Demolisher the Giant Tiki]

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[spoiler=Lore:]

1 "Tiki" Tuner + 2 or more non-Tuner monsters

When a "Tiki" monster destroys a monster by battle, that monster gains an additional Tiki Counter. When this card destroys a monster by battle, place 1 Tiki Counter on this card. (max.4). Once per turn, you can remove 2 Tiki Counters from this card to destroy 2 cards on your opponent's side of the field. You cannot conduct your Battle Phase the turn you activate this effect. Decrease your Life Points by 600 every time you remove a Tiki Counter(s) from this card.

 

 

 

[spoiler=The Aging Wise Tiki]

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[spoiler=Lore:]

1 "Tiki" Tuner + 1 or more non-Tuner monsters

When this card is Summoned, place 3 Tiki Counters on this card. As long as this card has at least 1 Tiki Counter on it, it cannot be destroyed by battle or card effects. Once per turn, you can Special Summon 1 Level 4 or lower "Tiki" monster from your Graveyard. During each of your End Phases, remove 1 Tiki Counter from this card. Decrease your Life Points by 600 every time you remove a Tiki Counter from this card.

 

 

 

[spoiler=Tiki Blob of Mystery]

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[spoiler=Lore:]

1 "Tiki" Tuner + 1 or more non-Tuner monsters

Whenever this card is Special Summoned, it is changed to Defense Position. Once per turn, when this card is in Attack Position, you can destroy 1 monster on your opponents side of the field. You cannot conduct your Battle Phase the turn you activate this effect. When you activate this effect,you can remove Tiki Counters on your side of the field x the Level of the destroyed monster to Special Summon that destroyed monster on your side of the field during your End Phase in Defense Position. If this card is in Attack Position during your End Phase, switch it to Defense Position during your opponents Standby Phase. Decrease your Life Points by 400 every time the battle position of this card is switched.

 

 

 

[spoiler=Demented Dancing Tiki]

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[spoiler=Lore:]

1 "Tiki" Tuner + 1 or more non-Tuner monsters

Once per turn, if this card would be destroyed by battle, it is not destroyed. Every time you use this effect, place 1 Tiki Counter on this card (max.4). This card gains 100 ATK for every Tiki Counter on this card. When this card is destroyed, distribute the number of Tiki Counters on this card onto the field and Special Summon 1 Level 6 or lower "Tiki" from your Deck or Graveyard that is not a Synchro Monster.

 

 

 

 

 

 

[spoiler=Effect Monsters (13)]

[spoiler=Tiki - Ancient Commander]

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[spoiler=Lore:]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 12 Tiki Counters from the field. Once per turn, you can tribute 1 "Tiki" monster you control (besides this card) to inflict damage to your opponent's Life Points equal to the tribute monsters ATK or DEF. If your Life Points are under 2000, you can tribute this card to gain 3000 Life Points. This card cannot attack your opponent directly. When this card is destroyed, you can Special Summon 1 "Tiki" Synchro Monster from your Graveyard.

 

 

 

[spoiler=Tiki - Dragon of Life and Death]

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[spoiler=Lore:]

When this card destroys a monster by battle, place 1 Tiki Counter on this card (max.3). Once per turn, if this card would be destroyed, you can remove 1 Tiki Counter instead. Once per turn, you can remove 3 Tiki Counters from this card to destroy 1 monster on the field, and gain Life Points equal to the destroyed monsters ATK. You cannot conduct your Battle Phase the turn you activate this effect.

 

 

 

[spoiler=Tiki - Army of Anger]

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[spoiler=Lore:]

When this card is Summoned, place 5 Tiki Counters on it. Once per turn, you can remove 1 Tiki Counter from this card to Special Summon 1 "Tiki Army Token" (Fiend-Type/Level 3/0 ATK/1200 DEF) in Defense Position on your side of the field. These tokens cannot change their battle position. Once per turn, you can tribute 1 "Tiki Army Token" to distribute 2 Tiki Counters on any appropriate card(s) on the field. Decrease your Life Points by 500 every time you tribute a "Tiki Army Token".

 

 

 

[spoiler=Tiki - Maniacal Chopper]

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[spoiler=Lore:]

When this card destroys a monster by battle, place 1 Tiki Counter on this card (max.3). Once per turn, if this card would be destroyed, you can remove 1 Tiki Counter instead. Once per turn, you can remove any number of Tiki Counters on this card to increase the Level of 1 monster you control equal to the number of Tiki Counters removed, until the End Phase. Decrease your Life Points by 400 every time you remove a Tiki Counter from this card.

 

 

 

[spoiler=Tiki - Bashful Brute]

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[spoiler=Lore:]

When this card destroys a monster by battle, place 1 Tiki Counter on this card (max.3). Once per turn, if this card would be destroyed, you can remove 1 Tiki Counter instead. Once per turn, if a "Tiki" monster would be selected as an attack target, you can remove 1 Tiki Counter from this card to negate that attack and end the Battle Phase. You cannot use this effect if you control more then 3 "Tiki" monsters. Decrease your Life Points by 400 every time you remove a Tiki Counter from this card.

 

 

 

[spoiler=Tiki - Skilled Swordsman's Soul]

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[spoiler=Lore:]

When this card destroys a monster by battle, place 1 Tiki Counter on this card. (max.3). You can remove 3 Tiki Counters from this card to Special Summon 1 "Skilled Swordsman's Soul Token" (Fiend-Type/DARK/Level 4/ATK 0/DEF 0) on your side of the field. Once per turn, you can tribute 1 "Skilled Swordsman's Soul Token" to have 1 "Tiki" monster you control attack your opponent directly during the turn you tribute the token. Decrease your Life Points by 400 every time to Special Summon a "Skilled Swordsman's Soul Token".

 

 

 

[spoiler=Tiki - Claw Clash]

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[spoiler=Lore:]

When this card destroys a monster by battle, place 1 Tiki Counter on this card (max.3). Once per turn, if this card would be destroyed, you can remove 1 Tiki Counter instead. Once per turn, you can remove 1 "Tiki Counter" from this card to destroy 1 face-down card on the field. Decrease your Life Points by 400 every time you remove a Tiki Counter from this card.

 

 

 

[spoiler=Tiki - Hammer Holder]

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[spoiler=Lore:]

When this card destroys a monster by battle, place 1 Tiki Counter on this card (max.3). Once per turn, if this card would be destroyed, you can remove 1 Tiki Counter instead. Once per turn, you can remove 1 Tiki Counter from this card to destroy 1 face-up card on the field. Decrease your Life Points by 400 every time you remove a Tiki Counter from this card.

 

 

 

[spoiler=Tiki - Deer Drummer]

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[spoiler=Lore:]

You can place 1 Tiki Counter on this card (max.3) instead of conducting your normal Draw Phase. Once per turn, if this card would be destroyed, you can remove 1 Tiki Counter instead. Once per turn, when a "Tiki" monster is Summoned, you can remove 1 Tiki Counter from this card to remove from play 1 card on your opponents side of the field. You cannot conduct your Battle Phase the turn you activate this effect. Decrease your Life Points by 400 every time you remove a Tiki Counter from this card.

 

 

 

[spoiler=Tiki - Spiritual Hands]

450356.jpg

[spoiler=Lore:]

When this card is Summoned, place 4 Tiki Counters on this card. This card gains 100 ATK and DEF for each Tiki Counter on it. You can remove 1 Tiki Counter on this card to Special Summon 1 "Spiritual Hand Token" (Fiend-Type/DARK/Level 1/ATK 1000/DEF 1000) in Defense Position on your side of the field. If a "Tiki" monster would remove a Tiki Counter from itself to use it's effect, you can tribute 1 "Spiritual Hand Token" instead. Damage calculation is not applied with "Spiritual Hands Tokens". Decrease your Life Points by 400 every time you Special Summon a "Spiritual Hand Token".

 

 

 

[spoiler=Tiki - Troublesome Tiki's]

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[spoiler=Lore:]

As long as this card remains face-up on the field, "Tiki" monsters cannot be destroyed by the effects of Spell or Trap cards. During your End Phase, you can pay 800 Life Points or destroy this card.

 

 

 

[spoiler=Tiki - Vague Voodoo]

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[spoiler=Lore:]

As long as this card remains face-up on the field, "Tiki" monsters cannot be destroyed by battle (damage calculation is applied normally). During your End Phase, you can pay 800 Life Points or destroy this card.

 

 

 

[spoiler=Tiki - Newborn Creature]

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[spoiler=Lore:]

This card cannot be destroyed by battle (damage calculation is applied normally). This card cannot be Set. This card cannot declare an attack. During each of your Standby Phases, place 1 Tiki Counter on this card (max.6). This card gains 100 ATK and DEF for each Tiki Counter on it. You can tribute this card to distribute Tiki Counters onto the field equal to the number of Tiki Counters that were on this card.

 

 

 

 

 

 

 

[spoiler=Spells (5)]

[spoiler=Floating Chamber of the Tiki's]

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[spoiler=Lore:]

During each of your Standby Phases, place 1 Tiki Counter on each face-up "Tiki" monster on your side of the field. As long as this card is face-up on your side of the field, the max number of Tiki Counters that a "Tiki" monster can hold becomes 6. During each of your End Phases, decrease your Life Points by 100 for every Tiki Counter on the field. If a "Tiki" monster would remove a Tiki Counter from itself, you can place 1 Tiki Counter on this card instead (max.10). When this card is destroyed, increase your Life Points by 1000 for every "Tiki" monster you control.

 

 

 

[spoiler=Miracle Tiki Plant of Purification]

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[spoiler=Lore:]

Remove all Tiki Counters from the field. Draw 1 card for every 4 Tiki Counters removed from the field by this effect. You cannot draw no more than 3 cards by this effect. Increase your Life Points by 500 for every card you draw. During your End Phase, place 1 Tiki Counter on every "Tiki" monster you control.

 

 

 

[spoiler=Miracle Tiki Statues of Annihilation]

450356e.jpg

[spoiler=Lore:]

As long as this card is face-up on the field, increase your Life Points by 500 during each of your Standby Phases. Once per turn, you can remove 2 Tiki Counters from anywhere on the field to destroy all cards on your opponent's side of the field in the same column as this card. Once per turn, you can remove 2 Tiki Counters from anywhere on the field to move this card to an empty Spell or Trap Card zone on your side of the field. When this card is destroyed, decrease your Life Points by 500 for every "Tiki" monster on your side of the field.

 

 

 

[spoiler=Miracle Tiki Tree of Health]

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[spoiler=Lore:]

Once per turn, you can remove any number of Tiki Counters on the field to increase your Life Points by 700 for each Tiki Counter removed. You cannot conduct your Battle Phase the turn you activate this effect. You cannot remove no more then 4 Tiki Counters from the field to activate this cards effect. You can tribute this card to inflict 200 points of damage to your opponents Life Points for every Tiki Counter on your side of the field. You cannot tribute this card if there are more then 14 Tiki Counters on your side of the field.

 

 

 

[spoiler=Miracle Tiki Walls of Negation]

450356s.jpg

[spoiler=Lore:]

During each of your Standby Phases, if you control 2 or more face-up "Tiki" monsters, place 1 Tiki Counter on this card (max.4). Once per turn, when your opponent activates the effect of a Spell or Trap Card that targets a face-up "Tiki" monster(s) you control, you can remove 1 Tiki Counter from this card to negate the activation of the card effect and destroy it. After using this effect, decrease your Life Points by 400 for every face-up "Tiki" monster you control. This effect can only be activated during your turn.

 

 

 

 

 

 

[spoiler=Traps (1)]

[spoiler=Tiki's Revengeful Revival]

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[spoiler=Lore:]

You can only activate this card if you control no monsters. Select 1 "Tiki" monster from your Graveyard and Special Summon it onto your side of the field, equipped with this card. The equipped "Tiki" monster cannot gain Tiki Counters. Increase the equipped monsters ATK and DEF by 400 as long as it's equipped with this card. During each of your End Phases, decrease your Life Points by 200 if this card and the monster equipped to this card is still on your side of the field. When this card is removed from the field, destroy the monster. When the monster is destroyed, destroy this card.

 

 

 

 

 

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uh....well, the archetype seems all over the place. and OP'd, somewhat.

 

for starters, the tuners give far too much protection. one of the Lv. 4 monsters had....2400 def? with no drawback whatsoever? that's actually my main complaint there. there's no real drawbacks to the effects. though I don't really see any searcher added, and I admit I just skimmed through most of the effects because the cards are bloated with effects. that's another main complaint there.

 

don't bloat every card with several effects: no one likes reading a whole deck with small paragraphs of effects, I'm sure. consider that if you're making an archetype for an actual deck, out of those 13 effect monsters, you'd be using at most half of that, with various copies, in order to increase consistency. same with the spells. try not to make impossibly tough card combos: instead focus on stuff that can work easily and can act in synergy with a cohesive, good amount of cards: spreading your theme all around the place can really hurt the overall archetype. that's just my two cents there. I give no rating because...that's just not how I roll, heh.

 

I hope this is of help.

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