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Guardian Support: supporting the unplayable archetype.


Aerion Brightflame

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Guardians have always been my favourite Archetype. However, they have the disadvantage of being completely unplayable due to there unique summoning condition. for those of you who don't know, heres an example of one:
[url="http://images2.wikia.nocookie.net/__cb57887/yugioh/images/0/0e/GuardianCealDR1-EN-R-UE.jpg"][img]http://images2.wikia.nocookie.net/__cb57887/yugioh/images/0/0e/GuardianCealDR1-EN-R-UE.jpg[/img][/url]

So, I'm attempting at least to rectify that, and not by retraining the cards. Trying to make it easier to get the Guardian and his equip card in the right place at the right time, and adding more Guardians with useful effects compared to the others who are terrible... I'm looking at you here Thyrce.

So, only one card so far. But here it be:
[spoiler='Spells']

[img]http://i.imgur.com/GVggB.jpg[/img]
Text:If this card would be destroyed, or its effect negated: pay 1000 life points instead. If a face-up monster on the field would be destroyed; you may send one equip spell card from your deck to your grave instead. Once per turn you may reveal one 'Guardian' in your hand; add an equip spell mentioned in that cards text to your hand (from your grave).


[img]http://i.imgur.com/5wc7K.jpg[/img]

[img]http://i.imgur.com/hNKgh.jpg[/img]

[/spoiler]

[spoiler='Monsters']

[img]http://i.imgur.com/O6hwD.jpg[/img]

Text: When this card is normal summoned: switch it to defence mode. You may activate Equip Spell cards without equiping them to a monster on your field. Once per turn, you may select one equip spell card on the field; equip it to one monster on the field.

[/spoiler]

Two things: One, i really need help with my OCG. And two, constructive critism is very, very much welcome.

EDIT: New cards added. Cards now being spoilered to reduce the size of the post.

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Field Spell is far to slow to be effective, and its protective cost is quite heavy (given the archtype cant keep up with the currect or past meta for that matter). The Guardian monsters need a form of way to be Summoned while bypassing their restrictions in order to be useful, and sadly this field and your continuous spell do neither. Both cards are bulky, can be easily stopped or provoked enough to cause you to pay too much of a heavy price for protection, all while supporting a set of monsters that are still going to be extremely slow and fragile to be of any help.

Here's my suggestions (since retraining is not an option given):

1.) Make a card(s) (try not to go over 5) that can aid in facilitating the requirements of the "Guardian" monsters or a way for them to bypass their restrictions.
2.) Give them some form of consistency so that they can see plays without them being impossible.
3.) Find a way for them to keep a decent amount of resources. The archtype's Equips have a few negative draw backs for now slightly less than mediocre effects. You need to give them a bit more power and versatility.

Perhaps an equip spell that mills "and equip spell card and gets its name until the End Phase" and allows you to "Special Summon 1 "Guardian" monster from your hand/Graveyard (you can try Deck and Banished Zone but that might be pushing it). You could also make a new Guardian monster that could be Summoned while an Equip Spell card is active and doesnt require the need of a specific Equip Spell.

Think about what Ive said.

-mobile post

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A continuous spell Card that allows you to change an unequip an Equip spell and Equip it to a different monster. "Guardian" Shuffle Continuous Spell?(Once per turn, shuffle ___ into deck to get a ___ whose level is equal to or lower etc.)

A Guardian monster: when equipped w/ equip, add 1 "Guardian" monster from your deck to you hand?

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In an ideal world, Back-Up gardna would exist, which would do the work of that potential continous spell. As it doesn't. I shall just have to make it in real spell form.

[quote name='Kenji Inuma' timestamp='1344834125' post='6006076']
Field Spell is far to slow to be effective, and its protective cost is quite heavy (given the archtype cant keep up with the currect or past meta for that matter). The Guardian monsters need a form of way to be Summoned while bypassing their restrictions in order to be useful, and sadly this field and your continuous spell do neither. Both cards are bulky, can be easily stopped or provoked enough to cause you to pay too much of a heavy price for protection, all while supporting a set of monsters that are still going to be extremely slow and fragile to be of any help.

Here's my suggestions (since retraining is not an option given):

1.) Make a card(s) (try not to go over 5) that can aid in facilitating the requirements of the "Guardian" monsters or a way for them to bypass their restrictions.
2.) Give them some form of consistency so that they can see plays without them being impossible.
3.) Find a way for them to keep a decent amount of resources. The archtype's Equips have a few negative draw backs for now slightly less than mediocre effects. You need to give them a bit more power and versatility.

Perhaps an equip spell that mills "and equip spell card and gets its name until the End Phase" and allows you to "Special Summon 1 "Guardian" monster from your hand/Graveyard (you can try Deck and Banished Zone but that might be pushing it). You could also make a new Guardian monster that could be Summoned while an Equip Spell card is active and doesnt require the need of a specific Equip Spell.

Think about what Ive said.

-mobile post
[/quote]

The special summoning condition would be quite a fun thing to do. Possibly something a continious spell where by you can special summon a Guardian from your hand by banishing the relevant equip spell from your grave? That sound a decent idea to you? Also, i don't think it needs the not attacking drawback. As you said, they are a slow archtype, so I don't need them to be any slower. Think i could do without it?

and I have thought of other ways to play in with the field spell, but just haven't made them yet. Although... i may do that later today.

Still, thanks for the feedback man. Nice to actually get a reply for once.

[quote name='YoungPrinceDeshwitat' timestamp='1344848753' post='6006203']
A continuous spell Card that allows you to change an unequip an Equip spell and Equip it to a different monster. "Guardian" Shuffle Continuous Spell?(Once per turn, shuffle ___ into deck to get a ___ whose level is equal to or lower etc.)

A Guardian monster: when equipped w/ equip, add 1 "Guardian" monster from your deck to you hand?
[/quote]

Both sound pretty cool, and i shall very much consider them. Thank ye for your help.

EDIT: Two new cards added, Guardian treasury and Guardian Sphere.

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A good support spell would be something that discards Guardians and does something with them, and something that recycles thos guardians in a beneficial loop that searches for Equip Spells, or something.

A trap card would Special Summon a Guardian from the hand, negating its effect, until the End Phase, where the monster's destroyed.

A Spell card, not directly related to Gaurdians: Once per Turn, you can send 1 Equip Spell card from your deck to the Graveyard; This card's name is treated as that card's name, and this card gains its effect, until your next Standby Phase.

A last resort Trap: By paying Life Points until you have 100; Destroy all cards on the field, then Special Summon as many 'Guardian' monsters as possible from your hand or Graveyard, regardless of their Summoning Conditions. You may not declare a Battle Phase this turn.

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Treasury is broken, because it's Pot of Avarice on Steroids, and doesn't just target specifically this archtype. Now "Guardian" Rabbit is a new meta deck with alot of potential broken...ess....

The monster however, is quite interesting, but 2500 DEF for a level 4 monster with a non-drawback effect is quite something. Now you can make combo plays with "Amplifier" and lock out your opponent's Traps solid while having a decent sized wall. It's just...omg.

BTW, taht Treasury Spell is even more broken in my [url="http://forum.yugiohcardmaker.net/topic/287938-kenjis-sets-guardians-of-the-fortress-1515/"]"Guardian of the Fortress"[/url] archtype support.

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I knew treasury would be broken, i just wasn't sure how to change it. Maybe turn it into a weaker version of avarice? So, return 3 Guardians and draw a card? Something like that, or return 2 Guardians, the the equip spells mentioned in there card text and draw?.

Lower it down to 2300 maybe? I just wanted it to be a pseudo Back-Up Gardna, since it was the support card Guardians needed the most. And i didn't want to give it Back-Ups negating attack effects, so i compensated with the high defence making it resisant to rabbit and stuff.

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[quote name='Kenji Inuma' timestamp='1344876091' post='6006497']
Treasury is broken, because it's Pot of Avarice on Steroids, and doesn't just target specifically this archtype. Now "Guardian" Rabbit is a new meta deck with alot of potential broken...ess....

The monster however, is quite interesting, but 2500 DEF for a level 4 monster with a non-drawback effect is quite something. Now you can make combo plays with "Amplifier" and lock out your opponent's Traps solid while having a decent sized wall. It's just...omg.
[/quote]

Cards fixed hopefully. And your Amplifier argument doesn't work that well, since the Monster effect doesn't equip it to anything. Amplifier needs to be equiped for it to work, and there still must be valid equip targets on the field for the second part of the effect. And I've lowered it so that Laggia and stuff can run over it.

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[quote name='Kenji Inuma' timestamp='1344965578' post='6007181']
The deck still seems unplayable with this support :/ but at least your Treasury spell isn't as broken anymore, and your monster is quite decent, so decent that it might make a deck of its own outside the "Guardian" archtype.
[/quote]

I refute that claim. I have actually won with a Guardian deck. But, i took inspiration from that T.G one to make Treasury unbroken. Thing I found when play testing, my deck runs so much deck thinning, that if i could get the equip spells out of the deck, and get them back quicker it could work. And i wanted the support i made to stay true to how they were run in the anime, so that they limit the amount of monsters in the grave, so i make a way for them to increase consitency, and save monsters. besides, it was always going to be a hard time. I have a few more things to add, and may try and get another couple of cards up today.

But again, thankf for your time man.

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[quote name='YoungPrinceDeshwitat' timestamp='1344967483' post='6007226']
A cont. Spell letting you to trade in 1 "Guardian" monster from your hand in favor if another whose level is less than or equal to the returned monster.
[/quote]
As cool as that would be, Guardians need less stuff in there spell and trap zone as it is. Speaking of which, i may add some control ellements in... Not much, but some.

Also bump.

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a support guardian then? My newest idea is this:

[img]http://i.imgur.com/oXt5h.jpg[/img]
LORE: When you Summon this monster you can Special Summon 1 "Guardian" monster from your hand regardless of its Summoning conditions. If you do not have the Equip Spell Card mentioned in that card's text face-up on the field, destroy the Special Summoned monster during the End Phase.

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[quote name='YoungPrinceDeshwitat' timestamp='1345097685' post='6007961']
a support guardian then? My newest idea is this:

[img]http://i.imgur.com/oXt5h.jpg[/img]
LORE: When you Summon this monster you can Special Summon 1 "Guardian" monster from your hand regardless of its Summoning conditions. If you do not have the Equip Spell Card mentioned in that card's text face-up on the field, destroy the Special Summoned monster during the End Phase.
[/quote]

I may end up stealing something similar to this if you don't mind man? And yeah, focus will be shifting towards monsters, since a full blooded guardian deck run way to many spells as it stands.

Also, bumpingness.

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I would say just got for a card that has a draw back but lets you summon a guardian monster while ignoring it's summoning condition, like something that says you can summon any level 4 or lower guardian monster from your hand but your have to pay LP or skip your battle phase or something like that.

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