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Technical Revolution


ShortCircuit

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Here's a set of cards I've been working on, hope you enjoy them. Feedback is very much so appreciated!

[spoiler=Monsters][/spoiler]

[spoiler=Spells][/spoiler]

[spoiler=Traps][/spoiler]

The goal I'm trying to reach here is a control based archetype that's quick enough to match up to the meta decks. Their strategies are to lock your opponent down and run them out of cards and options.

Feedback is really appreciated, thanks!

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Technaut Copycat gives redundancy. Not much to say. It's Level 3, so you can't overlay it with Technaut Warrior. Being Level 3 and an EARTH Machine might help for making Naturia Synchros.

Technaut Warrior is interesting. It has no restrictions on Spells or Monsters you control, and you can Summon 3 at once the turn after you use Future Fusion. I think there might be an Infinite Loop with it, but I can't think of one.

Technaut Generator forms a nice Magileine-style loop where you add another copy to your hand and use it to grab the first copy. It's fine.

Technaut Defender is hard to kill, but 1100 ATK isn't much for a double-attacker so it's fine. It would be funny with [url="http://yugioh.wikia.com/wiki/Rocket_Pilder"]Rocket Pilder[/url].

Technaut Launcher can be used to destroy anything at the cost of 800 LP. It wouldn't synergize with Defender since the card has to be destroyed to do the damage, but it's inordinately cheap anyways.

Technaut Defender gives you free Dark Holes and Brionac bounces during any of your future Main Phases, and also makes Defender much harder to kill.

Overall, the little monsters do what you intended: low ATK, high staying power.

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Made some changes:
- Copycat now copies Level instead of name (was pointless really) and is back to being a limited-to-Technaut-Material Tuner (which it originally was)
- Launcher's damage is 1000 instead of 800

I'm not sure about changing Warrior because it provides good (but maybe too good) field presence since your opponent will be summoning too many monsters with 1500+ ATK for Launcher to deal with. See what you think when I add some more cards to them. Thanks for your feedback!

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Copycat is better! Now it makes Synchros. How delightful.

Launcher's damage has to be somewhere around 1400 before it's no longer crazy good. Being able to pop any of your opponent's cards with no setup, no Special Summons, no combos and no cost in card presence is something that would be amazing in any and all Decks.

Buddybot works for quick -1 Synchros with Copycat and not much else. It helps trigger the Field Spell...

... but Technaut Town is way, way too good. See the bottom of this post for an example of how.

Assault Armor isn't necessary. It's OK for an Equip Spell Card; Zektkaliber it ain't.

Accelerate!! is solid. It gives you Synchro or Xyz Material, or searches you a card with Generator. With the Life Point cost, it's just slightly less powerful than Emergency Teleport, which is perfect.

Prototype will mostly be useful with Copycat for making Dewloren and Gungnir.

The Counter Trap is very flexible, and balanced by its fairly large Cost. It will also be dead on the field most of the time.

Step 1: Clear opponent's field of monsters.
Step 1: Normal Summon Launcher.
Step 2: Special Summon Buddybot. Assuming it survives:
Step 3: Activate Technaut Town. If it's not destroyed...
Step 4: Use Launcher to shoot itself. Buddybot blows up automatically. Opponent now controls 1 card. Assuming that card is Mirror Force or another currently unusable card:
Step 6: End the turn. Opponent now cannot play any cards and must end their turn.
Step 7: Repeat Step 6.
Step X: Repeat Step 7.
Step 25 or so: Reveal [url="http://yugioh.wikia.com/wiki/Exodia,_The_Forbidden_One"]Exodia[/url].

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Technaut Launcher
Text: Once per turn, you can pay 500 Life Points to destroy 1 card on the field. If you controlled the destroyed card, your opponent takes 1000 damage. If your opponent controlled the destroyed card, you take 1000 damage.

How's that sound? -1500 for destroying one of your opponent's cards, and only 500 ahead for using one of your own? (Edit: The 1500 cost is bothering me because it's working against playing Town if you use it often since you won't have enough Life Points left to activate Town in the end. How about the 1000 damage and no special summons for the turn? It'd slow you down for a turn and leave you with a better chance of playing Town. Although now i'm rethinking this again because the 1500 limits Launcher when you have Town in mind...)

Ah, I didn't think of that with Town. Would something like this work better?

Technaut Town
Text: If this card would be destroyed, discard 1 "Technaut" monster instead. If you control less than 2 "Technaut" monsters, send this card to the graveyard. Your opponent cannot control a number of cards greater than the number of cards you control (If they do when this card is activated, they target and return cards they control to their hand until they control the same number of cards that you control. Then, you take 500 damage for each card returned). While this card is on the field, if the number of cards you control becomes less than the number of cards your opponent controls, target and destroy cards your opponent controls until they control the same number of cards that you control.

This way, you've got to keep at least three cards on the field and it encourages you to keep up with the Technaut's field presence strategy instead of a stall-lockdown. I do want to keep it controlling your opponent's moves though. Other ideas I had were a Life Point cost per turn but I don't like the idea of having a time limit in a control deck, or only destroying you opponent's cards during the End Phase of a turn if they control more, but that just lets them build up their combos in their hand and explode on their turn when they're ready. Having to maintain field presence is the best way to go I think.

As for Assault Armour, I originally had it with a "When the equipped monster would be destroyed, destroy this card instead" effect but I though it might be too good (hi Defender!) so I took it out. Now that I think it over, it might work for your opponent when Town's on the field. What do you think about adding it back in?

Thanks again for all your great feedback!

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I think Launcher is OK now. It's still very strong, but with a reasonable cost involved.

Now Town can still lock the opponent down, but it's much less likely. Perhaps you should remove the last effect, and use the 500-damage method to cover all situations. That way, your opponent will decide what leaves the field, and you can't force your opponent into a corner by popping Set cards and leaving dead Fiendish Chains/Future Fusions.

Even if you added that effect to Assault Armor, Defender is no less likely to be banished or eaten by [url="http://yugioh.wikia.com/wiki/Number_50:_Black_Corn"]Black Corn[/url]. Go for it, and nerf Reflector instead, because Reflector's enormous power is an issue.

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