Firebat DZ Posted December 16, 2012 Report Share Posted December 16, 2012 AHOY MATEY!!! Welcome to the Bloodwater Pirates archetype thread! So how do Bloodwater pirates work? Well, what do pirates do when they attack their enemy ship? THEY BOARD IT! This is exactly what Bloodwater Pirates do when you summon them into the field. When you summon a bloodwater pirate card, you immediately hand over control of the card to your opponent, that's when the pirates do their dirty work! Pillaging, Stealing, and right out swashbuckling happens right in your opponents side of the field when these monsters go overboard! Hold one of your opponents monsters hostage and allow another of your pirates to make the dirty kill or hoard your opponents precious traps and spells for your own use! Many different things happen when these scurvy dogs invade their enemy's ship! So what kind of deck is the Bloodwater Pirate deck exactly? It's a combo deck leaning towards control rather than OTK, although it has the option of inflicting heavy damage and possibly OTK with the right cards, but it's not built with that in mind. The bloodwater monsters have different effects that activate when they are in the opponent's side of the field, it's up to you to decide how to use these effects to your favor while still protecting your field from your opponent using the monsters against you. There are options to use your bloodwater monsters the same turn you summon them as well, giving you options in your turn and variety of play without being too broken or frustrating towards your opponent. However one big weakness of this deck is Hand Advantage, since it requires multiple cards to be used for most of it's combos, you will run out of your hand really fast and many times without gaining it back, you have to use your resources wisely while playing the deck in order to have the chance to survive the next turn and keep the engine going. Overall it's a very fun deck, all the people I have gone against with it so far have been very please at the sight of yet a new game mechanic in this game and are looking forward to Konami at eyeing this archetype and hopefully doing something about it. With no further due let's see some of the members of the Bloodwater crew and their area of expertise! [img]http://i1288.photobucket.com/albums/b500/firebatdz/Raider4_zps76f7ba65.jpg[/img] [spoiler='Readible Version']Once per turn, the owner of this card (while it's being controlled) can switch control of it. The owner of this card gains control of it during his/her Standby Phase. Only the owner of this card can use for a special summon. When this card on the field switches control to its owner's opponent: The card owner targets 1 opponent's monster, then it loses 500 ATK until the end phase. When this card on the field switches control to its owner: This card gains 500 ATK until the end phase. [/spoiler] Raider is the crew's beatstick, use it to get over annoying monsters that stand in your way. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Grappler2_zps52077807.jpg[/img] [spoiler='Readible Version']Once per turn, the Owner of this card (while it's being controlled) can switch control of it. Only the Owner of this card can use this card for a special summon. Once per turn (During either player's turn), the Owner of this card can equip this card to one monster on it's current side of the field. If it's an opponent's monster it's effect is negated and it can't attack. If it's a monster owned by you: if the monster equipped should be destroyed, destroy this card instead.[/spoiler] Grappler is the group's fiendish chain (but better!), use it in combination with Raider to get over almost any opponent! [img]http://i1288.photobucket.com/albums/b500/firebatdz/Pillager2_zpsc853bbce.jpg[/img] [spoiler='Readible Version']Once per turn, the owner of this card (while it's being controlled) can switch control of it. The owner of this card gains control of it during his/her next standby phase. Only the owner of this card can use it for a special summon. Once per turn, the owner of this card can target one set or face up spell or trap card on it's current side of the field; switch control of it till your opponent's next end phase.[/spoiler] Pillager is the crew's spell and trap thief, use your opponent's card against them with this powerful monster. It's also worded like XX-Saber Fulhelmknight so that you can use it again when it leaves the field and reenters it. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Bruiser2_zps4046b8ca.jpg[/img] [spoiler='Readible Version']This card can only be special summoned (from your hand) to your opponents side of the field by tributing one face up monster your opponent controls. If it's special summoned this way, you cannot normal summon or set this turn. Once per turn, the Owner of this card (while it's being controlled) can switch control of it. The owner of this card gains control of it during his/her next standby phase. While this card is face up on the field, the controller of this card can't special summon monsters. [/spoiler] Bruiser works like Lava Golem and produces a lockdown on the opponent's side of the field. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Brigand_zps1757a817.jpg[/img] [quote]You can special summon this card from your hand if your opponent controls a "Bloodwater" monster. Once per turn, target one face up "Bloodwater" monster your opponent controls, switch control of that monster till the end phase. You can control only one "Bloodwater Brigand".[/quote] One of the most important members of the Bloodwater crew, this card helps enable some of the deck's powerplays. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Cannoneer_zps1e0efac3.jpg[/img] [quote]You can special summon this card from your hand if you control a face up "Blood water" monster. Once per turn, you can select one "Bloodwater" monster on your side of the field; switch control of it to destroy one face up monster your opponent controls.[/quote] Another important card in the bloodwater crew, use this card to clear the field of powerful monsters in your way. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Lookout2_zps7f578aab.jpg[/img] [spoiler='Readible Version']Once per turn, the Owner of this card (while it's being controlled) can switch control of it. The owner of this card gains control of it during it's next standby phase. Only the Owner of this card can use it for a special summon. When the controller of this card normal summons a monster, send this card to the graveyard; it's owner can look his/her deck for a lvl 4 or lower "Blackwater" monster and add it to their hand.[/spoiler] This card enables the deck with great search power for better consistency. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Ransomer3_zpsbc5930e2.jpg[/img] [spoiler='Readible Version']Once per turn, the owner of this card (while it's being controlled) can switch control of it. Only the owner of this card can use it for a special summon. The owner of this card gains control of it during his/her next standby phase. Once per turn, the owner of this card can target one face-up non "Bloodwater" monster on this card's current side of the field that shares any of the following with this card, ATK, DEF, Level, Type or Attribute; Switch control of both this card and the target monster. They can only be used for the XYZ summon of a Bloodwater monster.[/spoiler] This is another very important part of the crew and enables some of the other deck's power plays. Use this card to get control of some of your opponent's cards and use them as xyz material for whatever you need. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Cannonball2_zps9fdd771e.jpg[/img] [spoiler='Readible Version']Once per turn, the owner of this card (while it's being controlled) can switch control of it. ONly the Owner of this card can use this card for a special summon. The Owner of this card gains control of it during his/her next standby phase. This card can't attack. Every time this card switches control it gains 500 ATK. The owner of this card (while it's being controlled) can tribute this card to inflict effect damage to the opponent equal to the current ATK on this card.[/spoiler] A fun card that gives bloodwaters an alternate win condition. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Wench_zpsaa838061.jpg[/img] [quote]You can special summon this card from your hand when a "Bloodwater" monster your opponent controls attacks. While your opponent controls a "Bloodwater" monster, monsters they control with an attack equal to or less than the attack of that "Bloodwater" monster cannot attack.[/quote] Great defense card for when Bloodwater monsters are used by your opponent. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Marauder2_zpse541431f.jpg[/img] [quote]When this card is normal summoned; switch control of it and special summon another "Bloodwater" monster from your hand. During the owner's main phase 2; Return this card to the owner's hand and Banish one card the last controller of this card controls till the end of their next turn.[/quote] Marauder is a great card for controlling the opponent's field by picking off key pieces they need. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Saboteur3_zps50f20379.jpg[/img] [spoiler='Readible Version']Once per turn, the owner of this card (while it's being controlled) can switch control of it. The owner of this card gains control of it during his/her next standby phase. Only the owner of this card can use it for a special summon. Once per turn, (during either player's turn) when an effect of a card is activated on it's current side of the field, it's controller reveals a random card in his/her hand. If it's from the card owner and the revealed card matches the type of card from the effect, draw one card. If it's from the opponent's and the revealed card matches the type of card of the effect; that player discards one card.[/spoiler] This card is amazing at scouting your opponent's hand and really gives them a penalty for playing their cards. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Bloodbeard2_zps6c892c4a.jpg[/img] [quote] 1 Lvl 4 "Bloodwater Monster" + 1 lvl 4 Monster Once per turn, You can detach an Xyz material monster attached to this card to use one of the following effects; - Special Summon a "Bloodwater" monster from your graveyard to your opponent's side of the field. - Switch control of one "Bloodwater" monster on the field, Draw a card.[/quote] The Bloodwater Captain and Boss, use it's powerful effects to regain advantage of the field. The Art on Bloodbeard was made by the Artist OniKaizer on Deviantart. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Sanguine2_zpsf95e1dd5.jpg[/img] [quote]1 lvl 3 "Bloodwater" monster + 1 lvl 3 monster When this card destroys an opponent's monster by battle, detach an xyz material from this card to select one "Bloodwater" card from your deck and add it to your hand.[/quote] The First mate, although weaker and harder to summon, has a very cool effect to recycle your fallen bloodwater cards. The Art on Sanguine was made by Cyzra on Deviantart. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Kraken_zps077cabc2.jpg[/img] [quote]By removing 1 material monster from this card and targeting 1 "Bloodwater" monster on the field; switch control of that monster to the other player. "Bloodwater" monsters your opponent controls cannot attack other "Bloodwater" monsters while this card has any materials under it.[/quote] The third Archetype XYZ monster was created by one of my fans back at the original thread. This thing becomes massive under Bloodwater Battleship and moves your pirates around while giving you protection against them. [img]http://i1288.photobucket.com/albums/b500/firebatdz/BloodwaterBattleship_zps070dfed3.jpg[/img] The bloodwater ship, home of the crew and one of the most important pieces in the bloodwater deck. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Cutlass_zpsf8f88b2b.jpg[/img] A powerful card that gives bloodwater monsters alot of reach, use it to recycle fallen field spells and treasure chests as well as fallen xyz monsters. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Treasure_zpsd8d3941e.jpg[/img] A powerful draw engine that was created by one of my fans of the original thread back in Pojo.com, it was a bit strong so I gave it a small nerf to keep it in check. [img]http://i1288.photobucket.com/albums/b500/firebatdz/AllHandsonDeck_zpse7cf7504.jpg[/img] This card the original draw engine I had for the deck, it has been constantly changing through the times, for now the current version is okay. [img]http://i1288.photobucket.com/albums/b500/firebatdz/BombandSwing_zps96bdc875.jpg[/img] The theme's "gemini spark" with it's own cost that's beneficial to the cause. This card however can also be used as a side deck card against the deck with devastating results. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Superstitions_zps5f14dfca.jpg[/img] The theme's counter trap card, Bloodbeard doesn't like spells or magic and he expresses his thoughts with this card. [img]http://i1288.photobucket.com/albums/b500/firebatdz/assault_zps620842a8.jpg[/img] A great defense card for when you are under attack, also enables good plays with Bomb and Swing and Bloodwater Grappler. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Cannonade_zps12fcfe06.jpg[/img] Another card made by the same creator of Bloodwater Legendary Kraken. Use this trap to halt your opponent's advances! [color=#ff0000][size=6]How to Play a Bloodwater Deck:[/size][/color] [font=arial, helvetica, sans-serif][size=3]Bloodwater Pirates are actually a very easy deck to play with. You will find out however that some plays require you to think on the timing of your switchings. The most important factor when playing a Bloodwater deck is being always conscious about your card's positions on the field. The deck has many ways of switching control of your monsters, however not all of them will be available at the time of your move all the time. Let's start with a basic skeleton of what a Bloodwater deck could look like:[/size][/font] Bloodwater Pirate Skeleton: [font=arial, helvetica, sans-serif][size=3]Monsters:[/size][/font] [font=arial, helvetica, sans-serif][size=3]3 Bloodwater Brigand[/size][/font] [font=arial, helvetica, sans-serif][size=3]2-3 Bloodwater Raider[/size][/font] [font=arial, helvetica, sans-serif][size=3]1-3 Bloodwater Lookout[/size][/font] [font=arial, helvetica, sans-serif][size=3]1-2 Bloodwater Grappler[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-1 Bloodwater Wench[/size][/font] [font=arial, helvetica, sans-serif][size=3]1-2 Bloodwater Pillager[/size][/font] [font=arial, helvetica, sans-serif][size=3]1-3 Bloodwater Ransomer[/size][/font] [font=arial, helvetica, sans-serif][size=3]2-3 Bloodwater Cannoneer[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 Bloodwater Bruiser[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 Bloodwater Marauder[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-1 Bloodwater Human Cannonball[/size][/font] [font=arial, helvetica, sans-serif][size=3]1-3 Bloodwater Saboteur[/size][/font] [font=arial, helvetica, sans-serif][size=3]Spells:[/size][/font] [font=arial, helvetica, sans-serif][size=3]1-3 Bloodwater Battleship[/size][/font] [font=arial, helvetica, sans-serif][size=3]1-3 Bloodwater Cutlass[/size][/font] [font=arial, helvetica, sans-serif][size=3]1-3 Bloodwater Treasure Chest[/size][/font] [font=arial, helvetica, sans-serif][size=3]1-3 All Hands on Deck![/size][/font] [font=arial, helvetica, sans-serif][size=3]1-3 Owner's Seal[/size][/font] [font=arial, helvetica, sans-serif][size=3]1 Reinforcement of the Army[/size][/font] [font=arial, helvetica, sans-serif][size=3]1 Heavy Storm[/size][/font] [font=arial, helvetica, sans-serif][size=3]1 Dark Hole[/size][/font] [font=arial, helvetica, sans-serif][size=3]1 Monster Reborn[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-3 Mystical Space Typhoon[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 Terraforming[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 Salvage[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-3 Moray of Greed[/size][/font] [font=arial, helvetica, sans-serif][size=3]Traps:[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 Cannonade[/size][/font] [font=arial, helvetica, sans-serif][size=3]2-3 Bomb And Swing![/size][/font] [font=arial, helvetica, sans-serif][size=3]1-2 Underwater Assault![/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 No Superstitions![/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 Bottomless trap Hole[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 Compulsory Evacuation Device[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 Solemn Warning[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-1 Solemn Judgment[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-3 Dimensional Prison[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 Mirror Force[/size][/font] [font=arial, helvetica, sans-serif][size=3]0-2 Torrential Tribute[/size][/font] During the early game you would like to start with the summoning of Bloodwater Lookout, Lookout gives some early pressure on your opponent by giving him the choice to either make you plus or pass the turn. You don't have to worry about your opponent not summoning a monster during his turn since lookout's effect also activates upon your own normal summon. Another great opening move can be Bloodwater Grappler and set a Bomb and Swing!, you have two choices upon this decision. Use bomb and swing to explode a card on the field and plus, or if your opponent attempts to summon a monster thats compatable with Grappler to make a rank 2 xyz summon or a synchro monster, you can use Grappler's effect to equip itself to the monster and the synchro or xyz summon is halted. Bloodwater Brigand is the most important card in the deck for many reasons:[list] [*]It opens XYZ plays with your lvl 4 monsters like Ransomer and Raider. [*]It makes for small spike damage pushes with Bruiser or Raider. [*]You can summon multiple Bloodbeard, Captain of the Bloodwater Pirates with multiple copies of this card by using one at a time in combination with Bloodbeard's first effect. [*]Combos really well with Bloodwater Pillager, summon pillager, steal a spell or trap, summon brigand, take control of pillager and continue. [*]This card enables an easy activation for All Hands on Deck! netting you alot of advantage. [/list] Always save your brigands for when you want field control and presence, he is pretty much an XYZ machine. Bloodwater Cannoneer, although weaker than brigand is just as important for the following reasons:[list] [*]It puts your monsters back on your opponent's side of the field for more mayhem. [*]Removes powerful monsters that might be in your way like spirit reaper. [*]A great extension of the last combo I mentioned with brigand that involves Cannoneer is the following; Summon Pillager and steal a spell or trap, summon Brigand take control of Pillager then summon cannoneer and send Brigand to the opponent's side of the field and destroy one of his monsters. Then xyz summon Sanguine, First mate of the Bloodwater Pirates to attack over Brigand and get it back to your hand with Sanguine's effect. [/list] Bloodwater Treasure Chest and All Hands on Deck! are excellent advantage makers, use them to net alot of advantage and set field presence with your XYZ monsters. All Hands on Deck! also makes for excellent pushes when combined with cards like Bloodwater Battleship, Bloodwater Brigand, and Bloodwater Cannoneer. Bomb And Swing! is the greatest disruptor in the deck, use it to get rid of game changing cards your opponent's might use against you while netting huge advantage. About the move with Grappler that was mentioned eariler, that move is powerful cause you have alot of options thanks to both Grappler's effect and this card, if you need an immediate removal then Bomb And Swing! would have been your answer but if you could disrupt in a more efficient and discreet way then Grappler was great cause you didn't lose field advantage and you still made your opponent lose his resource to it's effect. Bomb And Swing! is also an excellent tool to move around your pirates during your own turn while clearing the way for your other pirates in your hand and netting massive advantage at the same time. Example, your turn starts and you gain control of a Bloodwater Raider, you Bomb And Swing! sending your Raider back to the opponent and destroying his set spell or trap card. You draw then summon Brigand, XYZ into any rank 4 or Bloodbeard, normal summon a Bloodwater, use Bloodbeard's effect to regain control of it and draw another card and so on. Chances are you drew another Bomb And Swing which you can use to protect Bloodbeard later on and keep netting advantage. Bloodwater Saboteur, our newest card, is a tool that shouldn't be underestimated. Saboteur is two things, a scouter and a hand disruptor. And the fact that she can activate her effect and resolve it on any side of the field since it will always target the opponent makes it a great card to combine with Bomb And Swing! Example. Your opponent activates Heavy Storm, you chain Saboteurs effect and then Chain Bomb And Swing! Swing gives you back Saboteur, Saboteur resolves revealing a card in your opponent's hand and possibly discarding it and you destroy one card on the field while drawing one card due to swing. Very neat! Link to comment Share on other sites More sharing options...
Supertramp Posted December 16, 2012 Report Share Posted December 16, 2012 I assume you right clicked on the card, then copied the image location and posted it in the field after pushing the image button. That doesn't word for some reason. You have to left click the card and then paste the image code that appears under the card in your post. In case that doesn't work, too (happened to me once): Save the card image and upload it on some image uploading site (e.g. Image Shack), then post the image code in your post. Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 16, 2012 Author Report Share Posted December 16, 2012 Ah thank you, alright i'll do that right now! Incoming pirates!YAY it worked! Pirates can be seen now! Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 17, 2012 Author Report Share Posted December 17, 2012 Added a small How to Play section, hope you guys enjoy it and it helps understand the deck more. Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 17, 2012 Author Report Share Posted December 17, 2012 We have three newcomers to the Bloodwater Crew! Enjoy guys! They have been added to the OP for your convienience. [img]http://i1288.photobucket.com/albums/b500/firebatdz/Kraken_zps077cabc2.jpg[/img] [img]http://i1288.photobucket.com/albums/b500/firebatdz/Saboteur_zps650ba5a7.jpg[/img] [img]http://i1288.photobucket.com/albums/b500/firebatdz/Cannonade_zps12fcfe06.jpg[/img] Link to comment Share on other sites More sharing options...
Sora1499 Posted December 18, 2012 Report Share Posted December 18, 2012 Can you please post the effects under any cards with lore that can't see without a magnifying glass? At that point, I'd love to review your set. It looks interesting. (Will review set when lore is posted) Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 18, 2012 Author Report Share Posted December 18, 2012 [quote name='Archlord Sora' timestamp='1355790013' post='6096286'] Can you please post the effects under any cards with lore that can't see without a magnifying glass? At that point, I'd love to review your set. It looks interesting. (Will review set when lore is posted) [/quote] Sure no problem. Editing at the moment.Done :3 Link to comment Share on other sites More sharing options...
Aix Posted December 18, 2012 Report Share Posted December 18, 2012 I didn't look at all of the cards cuz I'm a lazy bastard, but these monsters leave you way open for an attack, plus your opponent can easily just use your monsters as Synchro or Xyz Material, they most likely will and only Monarchs use Tribute Summoning nowadays. Brigand is the only good one of the monsters, in my opinion, as it opens up for Xyz plays, but that's about it. This deck is also exceedingly slow to start off and moderately slow in the middle. If I made a Deck based on switching control, I would personally either make the switch as a cost for a cool effect or have a penalty for getting it destroyed, such as: Kamikaze Gremlin **** Fiend/Effect If this card is destroyed, the opponent of the controller of this card chooses 1 card on the field and destroys it. ATK 0/DEF 0 And this card comboes with: Psycho Gremlin **** Fiend/Effect Cannot be Normal Summoned or Set. Must be Special Summoned by switching control of 1 monster you control to your opponent and cannot be Special Summoned by other ways. Once per turn, you can destroy 1 card you own and 1 card your opponent controls. This card cannot attack the turn you activate this effect ATK 1900/DEF 0 Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 18, 2012 Author Report Share Posted December 18, 2012 [quote name='AixDivadis' timestamp='1355798557' post='6096442'] I didn't look at all of the cards cuz I'm a lazy bastard, but these monsters leave you way open for an attack, plus your opponent can easily just use your monsters as Synchro or Xyz Material, they most likely will and only Monarchs use Tribute Summoning nowadays. Brigand is the only good one of the monsters, in my opinion, as it opens up for Xyz plays, but that's about it. This deck is also exceedingly slow to start off and moderately slow in the middle. If I made a Deck based on switching control, I would personally either make the switch as a cost for a cool effect or have a penalty for getting it destroyed, such as: Kamikaze Gremlin **** Fiend/Effect If this card is destroyed, the opponent of the controller of this card chooses 1 card on the field and destroys it. ATK 0/DEF 0 And this card comboes with: Psycho Gremlin **** Fiend/Effect Cannot be Normal Summoned or Set. Must be Special Summoned by switching control of 1 monster you control to your opponent and cannot be Special Summoned by other ways. Once per turn, you can destroy 1 card you own and 1 card your opponent controls. This card cannot attack the turn you activate this effect ATK 1900/DEF 0 [/quote] I REALLY REALLY REALLLY suggest you read through ALL the cards. The deck has alot of ways to actually NOT let your opponent attack you with your own monsters or use them as XYZ/Synchro material (Show Yer Loyalty Sea Dogs!, Bloodwater Wench, Bloodwater Legendary Kraken, Bomb And Swing!, Underwater Assault!). Trust me, when you read ALL of them, you will get it. I have tested these cards with my friends in real life using paper proxies and it's no slow deck lol it's actually pretty fast yet fair. Link to comment Share on other sites More sharing options...
Aix Posted December 18, 2012 Report Share Posted December 18, 2012 Why in the world would they attack you with your own card? They simply have to Synchro or Xyz Summon with it and then they can attack. Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 18, 2012 Author Report Share Posted December 18, 2012 [quote name='AixDivadis' timestamp='1355798783' post='6096449'] Why in the world would they attack you with your own card? They simply have to Synchro or Xyz Summon with it and then they can attack. [/quote] Okay let me help you with that. You play for example Bloodwater Raider. You set Bomb And Swing or Show Yer Loyalty Sea Dogs! and pass. Your opponent summons a monster, you can then chain any of these cards and your opponent will either lose a card and you keep your monster plus draw a card or your opponent won't be able to use your monster as an XYZ material. Another example is, Bloodwater Grappler. Bloodwater Grapplers effect is a quick effect so if your opponent summons a monster to synchro or XYZ with it, you can easily chain to the summon of the monster Grappler's effect and he will have a monster that can't attack and can't use it's effect if it has any. Hope that helps! Link to comment Share on other sites More sharing options...
Aix Posted December 18, 2012 Report Share Posted December 18, 2012 Then, this deck would have problems with consistency if it relied on Spell/Trap cards and would need a searcher, a better one than Lookout, which is too slow. Spells/Traps can also be easily destroyed by Mystical Space Typhoon and Heavy Storm. The deck is still too slow as most monsters require Normal Summoning and have to wait until your next Standby Phase. The Gemini Spark does push these cards to another level, but the overall consistency of the plays is not enough. An example of a Deck that relies on Trap cards would be Firedance, it consistently pulls out the Traps. I still think you should switch control as a cost for something rather than automatically. Automatically makes it so that in cases where you want to attack directly... you can't. Having it as a cost for an effect also makes the game itself better as you are not simply hindering your opponent but pushing yourself forwards. Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 18, 2012 Author Report Share Posted December 18, 2012 [quote name='AixDivadis' timestamp='1355800473' post='6096477'] Then, this deck would have problems with consistency if it relied on Spell/Trap cards and would need a searcher, a better one than Lookout, which is too slow. Spells/Traps can also be easily destroyed by Mystical Space Typhoon and Heavy Storm. The deck is still too slow as most monsters require Normal Summoning and have to wait until your next Standby Phase. The Gemini Spark does push these cards to another level, but the overall consistency of the plays is not enough. An example of a Deck that relies on Trap cards would be Firedance, it consistently pulls out the Traps. I still think you should switch control as a cost for something rather than automatically. Automatically makes it so that in cases where you want to attack directly... you can't. Having it as a cost for an effect also makes the game itself better as you are not simply hindering your opponent but pushing yourself forwards. [/quote] I'll look into this then, im sure further testing will help as well so be on the lookout as I plan to post videos of me using the deck against other players. Btw if you notice they are all warriors so they can use Reinforcement of the Army to search whatever card you need at that time. If anything i'll try boosting All Hands on Deck! or Bloodwater Treasure Chest so that the drawing requirements are easier to pull off and increase the deck's consistency and speed. I do like however putting the switching as a cost while still keeping their abilities exclusive to being on the opponent's side of the field or when they switch in the case of Raider. I think I will end up making this change, thank you. Thanks for the analysis! Link to comment Share on other sites More sharing options...
Sora1499 Posted December 18, 2012 Report Share Posted December 18, 2012 Axi already mentioned some ways to make this set better, particularly that they should switch control as a cost for an effect instead of being mandatory, like in the case of raider. What I personally think you should do is get rid of Show Yer Loyalty Sea Dogs and give its effect to the other monsters, namely that they cannot be used as synchro or xyz material while on the opponent's field. As it stands, your opponent could go super plus from using your pirates as material, and where does that leave you? With an empty field and a big boss monster breathing down your neck, and that's not exactly fun. You might argue that Loyalty solves this problem to a degree, but honestly, it's a 3/40 chance of drawing into it and a technical -1 for using it. I think that giving all of them this Loyalty powers would be fair and make them overall more usable. The set overall is pretty well made, administering control instead of herpderp OTK, which I like, and I don't really have any complaints about individual cards themselves. The idea is original, creaitive, and the flavor is nice. Summary: Needs tweaks to become playable, but with a few, I think that these guys would be really fun to use. Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 19, 2012 Author Report Share Posted December 19, 2012 Thanks for the review, I agree I guess we can give the loyalty ability to each pirate i do need help with the OCG so that its as consise yet complete as possible. Link to comment Share on other sites More sharing options...
Sora1499 Posted December 19, 2012 Report Share Posted December 19, 2012 "While on your opponent's field, this card cannot be used as Xyz or Synchro material" Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 22, 2012 Author Report Share Posted December 22, 2012 Bumping due to the site being back online Link to comment Share on other sites More sharing options...
drcrisis Posted December 22, 2012 Report Share Posted December 22, 2012 [font=georgia, serif][size=6]WATERMARKS ON PICS = BLUUUH RAGEEEEEE[/size][/font] [size=5]But really that's extremely annoying and not good at all! Remove and I'll rate it up.[/size] Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 22, 2012 Author Report Share Posted December 22, 2012 [quote name='drcrisis' timestamp='1356151904' post='6098810'] [font=georgia, serif][size=6]WATERMARKS ON PICS = BLUUUH RAGEEEEEE[/size][/font] [size=5]But really that's extremely annoying and not good at all! Remove and I'll rate it up.[/size] [/quote] Well I can't remove them per the artist's request, these pieces all come from deviant art and for me to remove the watermarks is to violate the creative commons act they have which states I have to give them proper credit for the art even if it isn't for my personal gain or wealth. Im sorry but it has to stay the way they are, I don't want any problem with these nice people who gave me permission to use their art. Link to comment Share on other sites More sharing options...
drcrisis Posted December 22, 2012 Report Share Posted December 22, 2012 [quote name='Onewhosetmalicious' timestamp='1356158405' post='6098860'] Well I can't remove them per the artist's request, these pieces all come from deviant art and for me to remove the watermarks is to violate the creative commons act they have which states I have to give them proper credit for the art even if it isn't for my personal gain or wealth. Im sorry but it has to stay the way they are, I don't want any problem with these nice people who gave me permission to use their art. [/quote] Then use new art. Link to comment Share on other sites More sharing options...
Shinobi Phoenix Posted December 22, 2012 Report Share Posted December 22, 2012 [size=5][color=#FF0000][b](Please note, this was written DAYS ago just before the site went down.. literally as the site was going down, so it was never posted, and saved "on the side". It may very well included statements on things that have since been changed or updated.)[/b][/color][/size] I like this deck a lot actually because the "Reverse Swarm" Deck already exist in real life (I should know, I was one of the creators of the concept because I'm obsessed with Lava Golem) and it wins as long as a smart player uses it (it won a few YCS's for that matter). In fact, it's one of those Decks that cannot be netdecked because even if you copy it, it takes a certain style of thinking and craziness to make it work. Most people are too lazy and just copy working Decks that do all the work for you [i](Win-Button Deck are always netdecked)[/i]. A deck like this [u]demands respect[/u] and when you do, it will work for you. That said... [u][b]I will be the most strict if I evaluate it[/b][/u] because I know the deck concept so well (I've made over 70 Golem-like cards over the years and Lava Golem is one of my favorite cards in the game). It's truly my favorite Deck style and my personal one, which means I'll be quite harsh and perfectionist about it since I KNOW how it should play. Plus, for me at least, Golem-type cards go immediately to the opponent from hand, not Summon them and then switch, [u]but that's how I see it[/u]. You can do it how you want. I guess as Pirates, they would jump from your ship to the the other. Not how I did my Pirates either, but again, these not my cards. I focused on the pillaging, trickery and treasure seeking part for my own Pirates. I don't know if I will try to review all of your cards becaues you posted too many at once. You were BETTER to post a few at a time, let people comment, then put some updates later (reminding people to check the first post and mention what was updated) and people will check the updates and comment on those. Doing it the way you did is asking people to not comment since they are generally too lazy to read all that and comment; they will skip over or quick-read and not give your cards the fair look they deserve. I will probably just comment on the concept for now and the cards bit by bit later. --------------------------------- The concept you are using is very similar to a deck I made called "Snatchers" which is based on the Konami game "Snatcher", about Terminator like body snatcher robots that kill people and replace them and take over their lives pretending to be them to inflitrate society for various reasons. [i](I'd post them, but they would currently be considered "Pop Culture" but they are realistic cards and thus shouldn't be put in that deathtrap ghost town of a thread).[/i] -- The first thing I will say is that I think the basic switching part SHOULD be a continuous effect, not a trigger. As a trigger effect, it can be negated or countered (including by your own cards), but Continuous it won't even go on chain, so the switch will be clean and uninterrupted. -- Next: You have a semi-colon in the Switching part anyway, that should be a colon, because the Normal Summon "trigger" is a [b]CONDITION[/b] the card looks for, not an action that you have to take or a cost you have to make. -- "The owner of this card gains control of it during it's next standby phase." First off, it is "its" not "it's". "Its" is the possessive, "it's" is a contraction of "it is" and always has been. Next, it should be "his/her" or "their", not "its" because we're humans, people, not gender-neutral objects. -- You don't intend for the Switch to happen when Bloodwaters are Special Summoned? -- Not sure if you really need that Cannot Tribute part, it's rare if YOU Tribute it from your opponent said and the effect (the way it is worded) would mean that YOU can't Tribute it when it returns to your control. Might as well just says "Cannot be used as a Tribute for a Tribute Summon" or the more restricted "Cannot be used as a Tribute", but really I don't think you need that at all. What you COULD do instead would be "Only the owner of this card can use it to Special Summon monsters". That would be the real kick in the balls and take out the entire "opponent uses it as fodder" problem. -- So you intend that these Bloodwaters only go to your opponent at first, but then never again or you have other cards that will switch control again? The real effects of the cards (as part of the them) should only happen DURING the actual switching? So otherwise, these are just Effectless Monsters? If these were mine, I would have them with effects that happen when they switch TO YOUR OPPONENT and effects when they SWITCH TO THEIR OWNER. Like do something negative to your opponent when they switch to your opponent like discarding, destroying or burning and do something positive to you when it comes back, like (as a theme) the opposite of what it did to the opponent (discard/draw, destroy/protect, burn/heal). After all, what pirate is going to board a ship and NOT "F" stuff up. I'll end this already long post with an example of what I would have done: I would have done (for example) [b]Bloodwater Raider[/b] like this: [i]"When this card is Normal Summoned, switch control of it to its owner's opponent." The owner of this card gains control of it during his/her Standby Phases. Only the owner of this card can use it to Special Summon monsters. When this card on the field switches control to its owner's opponent: The card owner targets 1 opponent's monster, then it loses 500 ATK until the end of that turn. When this card on the field switches control to its owner: This card gains 500 ATK until the end of that turn. Each effect of "Bloodwater Raider" can only activate and resolve once per turn."[/i] The first line (btw) is a very important distinction. You originally had "your opponent", but my version ensures the "opponent" is always the opponent of the actual owner instead of just whoever the opponent happens to be at the time, which can get into really confusing situations and all kinds of ruling nightmares; such as if Bloodwater monsters end up in the actual hand of your opponent and he Normal Summons it from his hand, such as with Exchange. Also as previously mentioned, I changed it to a continuous effect. The rest of the card should be rather self-explanatory and concise, especially using appropriate PSCT (Problem-Solving Card Text if you didn't know). I kept all of the spirit of the original card but upped its power and versatility and cleaned up the text a lot, yet not overboard in the slightest. Quite an improvement if I do say so. I'll let you decide if my version is fitting to what you are doing, meantime, you have way too many cards here for me to comment on tonight. I may or may not do so (even just a few of them) at a later date after all this other discussion. Even if you don't, I'll certainly not let the work I put in go to waste (which means I will use a certain build on my own work or at least put this text into my notes for later.) (Just to be clear, the ATK loss effect targets at resolution as part of the effect itself... not as a cost/action, in case someone tries to say I screwed up that part.) Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 22, 2012 Author Report Share Posted December 22, 2012 [quote name='drcrisis' timestamp='1356162077' post='6098884'] Then use new art. [/quote] Nope sorry, I like that art it fits the theme and you don't see many good pirate arts these days. Everyone else likes them, sorry not changing it for one person.[quote name='Shinobi Phoenix' timestamp='1356190136' post='6099071'] [size=5][color=#FF0000][b](Please note, this was written DAYS ago just before the site went down.. literally as the site was going down, so it was never posted, and saved "on the side". It may very well included statements on things that have since been changed or updated.)[/b][/color][/size] I like this deck a lot actually because the "Reverse Swarm" Deck already exist in real life (I should know, I was one of the creators of the concept because I'm obsessed with Lava Golem) and it wins as long as a smart player uses it (it won a few YCS's for that matter). In fact, it's one of those Decks that cannot be netdecked because even if you copy it, it takes a certain style of thinking and craziness to make it work. Most people are too lazy and just copy working Decks that do all the work for you [i](Win-Button Deck are always netdecked)[/i]. A deck like this [u]demands respect[/u] and when you do, it will work for you. That said... [u][b]I will be the most strict if I evaluate it[/b][/u] because I know the deck concept so well (I've made over 70 Golem-like cards over the years and Lava Golem is one of my favorite cards in the game). It's truly my favorite Deck style and my personal one, which means I'll be quite harsh and perfectionist about it since I KNOW how it should play. Plus, for me at least, Golem-type cards go immediately to the opponent from hand, not Summon them and then switch, [u]but that's how I see it[/u]. You can do it how you want. I guess as Pirates, they would jump from your ship to the the other. Not how I did my Pirates either, but again, these not my cards. I focused on the pillaging, trickery and treasure seeking part for my own Pirates. I don't know if I will try to review all of your cards becaues you posted too many at once. You were BETTER to post a few at a time, let people comment, then put some updates later (reminding people to check the first post and mention what was updated) and people will check the updates and comment on those. Doing it the way you did is asking people to not comment since they are generally too lazy to read all that and comment; they will skip over or quick-read and not give your cards the fair look they deserve. I will probably just comment on the concept for now and the cards bit by bit later. --------------------------------- The concept you are using is very similar to a deck I made called "Snatchers" which is based on the Konami game "Snatcher", about Terminator like body snatcher robots that kill people and replace them and take over their lives pretending to be them to inflitrate society for various reasons. [i](I'd post them, but they would currently be considered "Pop Culture" but they are realistic cards and thus shouldn't be put in that deathtrap ghost town of a thread).[/i] -- The first thing I will say is that I think the basic switching part SHOULD be a continuous effect, not a trigger. As a trigger effect, it can be negated or countered (including by your own cards), but Continuous it won't even go on chain, so the switch will be clean and uninterrupted. -- Next: You have a semi-colon in the Switching part anyway, that should be a colon, because the Normal Summon "trigger" is a [b]CONDITION[/b] the card looks for, not an action that you have to take or a cost you have to make. -- "The owner of this card gains control of it during it's next standby phase." First off, it is "its" not "it's". "Its" is the possessive, "it's" is a contraction of "it is" and always has been. Next, it should be "his/her" or "their", not "its" because we're humans, people, not gender-neutral objects. -- You don't intend for the Switch to happen when Bloodwaters are Special Summoned? -- Not sure if you really need that Cannot Tribute part, it's rare if YOU Tribute it from your opponent said and the effect (the way it is worded) would mean that YOU can't Tribute it when it returns to your control. Might as well just says "Cannot be used as a Tribute for a Tribute Summon" or the more restricted "Cannot be used as a Tribute", but really I don't think you need that at all. What you COULD do instead would be "Only the owner of this card can use it to Special Summon monsters". That would be the real kick in the balls and take out the entire "opponent uses it as fodder" problem. -- So you intend that these Bloodwaters only go to your opponent at first, but then never again or you have other cards that will switch control again? The real effects of the cards (as part of the them) should only happen DURING the actual switching? So otherwise, these are just Effectless Monsters? If these were mine, I would have them with effects that happen when they switch TO YOUR OPPONENT and effects when they SWITCH TO THEIR OWNER. Like do something negative to your opponent when they switch to your opponent like discarding, destroying or burning and do something positive to you when it comes back, like (as a theme) the opposite of what it did to the opponent (discard/draw, destroy/protect, burn/heal). After all, what pirate is going to board a ship and NOT "F" stuff up. I'll end this already long post with an example of what I would have done: I would have done (for example) [b]Bloodwater Raider[/b] like this: [i]"When this card is Normal Summoned, switch control of it to its owner's opponent." The owner of this card gains control of it during his/her Standby Phases. Only the owner of this card can use it to Special Summon monsters. When this card on the field switches control to its owner's opponent: The card owner targets 1 opponent's monster, then it loses 500 ATK until the end of that turn. When this card on the field switches control to its owner: This card gains 500 ATK until the end of that turn. Each effect of "Bloodwater Raider" can only activate and resolve once per turn."[/i] The first line (btw) is a very important distinction. You originally had "your opponent", but my version ensures the "opponent" is always the opponent of the actual owner instead of just whoever the opponent happens to be at the time, which can get into really confusing situations and all kinds of ruling nightmares; such as if Bloodwater monsters end up in the actual hand of your opponent and he Normal Summons it from his hand, such as with Exchange. Also as previously mentioned, I changed it to a continuous effect. The rest of the card should be rather self-explanatory and concise, especially using appropriate PSCT (Problem-Solving Card Text if you didn't know). I kept all of the spirit of the original card but upped its power and versatility and cleaned up the text a lot, yet not overboard in the slightest. Quite an improvement if I do say so. I'll let you decide if my version is fitting to what you are doing, meantime, you have way too many cards here for me to comment on tonight. I may or may not do so (even just a few of them) at a later date after all this other discussion. Even if you don't, I'll certainly not let the work I put in go to waste (which means I will use a certain build on my own work or at least put this text into my notes for later.) (Just to be clear, the ATK loss effect targets at resolution as part of the effect itself... not as a cost/action, in case someone tries to say I screwed up that part.) [/quote] Wow! Thank you so much for this review, it really helps me gain some insight on how to properly word them and make them better while still being even MORE true to the theme of the deck. You wrote a lot of stuff which i'll get back to you later but for now one small thing that stood out is that I always placed it when it was normal summoned cause other effects from other monsters for example the XYZ boss and several trap cards, put the monsters on either side of the field. It was also more flexible for when the deck was placed in a tense top deck situation and let's say for example you drew a monster reborn, that you could use it on your own monsters without losing them to the opponent. Link to comment Share on other sites More sharing options...
Shinobi Phoenix Posted December 22, 2012 Report Share Posted December 22, 2012 Like I said, I like the idea (because it's Lava Golem-ish), and I certainly like MY VERSION of your idea, so even if you don't use my ideas, I will be using them later in my own work in something. Obviously not with Pirates, I already made Pirates with a different concept in a big set. I can't post them here though because they are only in text because art fitting them would be impossible without doing the art myself. I love "card control switching" stuff, so I hope I see some creative stuff out of this idea, so long as it fits in. Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 23, 2012 Author Report Share Posted December 23, 2012 [quote name='Shinobi Phoenix' timestamp='1356200383' post='6099171'] Like I said, I like the idea (because it's Lava Golem-ish), and I certainly like MY VERSION of your idea, so even if you don't use my ideas, I will be using them later in my own work in something. Obviously not with Pirates, I already made Pirates with a different concept in a big set. I can't post them here though because they are only in text because art fitting them would be impossible without doing the art myself. I love "card control switching" stuff, so I hope I see some creative stuff out of this idea, so long as it fits in. [/quote] Okay so I now have more time to reply to your review in a more deeply way. First of all thanks with the OCG and PSCT for the cards, I have had alot of difficulty coming with the most precise and legit ways to put the effects into motion. I will be making the appropiate changes. I REALLY REALLY like the suggestion you gave me to instead of tribute, not usable for special summon except for the owner. That right there saves me alot of trouble, card text, etc etc and makes the Bloodwaters much more usable competitively. I will be replacing this in all the appropiate cards. As for bloodwater's switching I have taken a decision of how the effect of switching will finally be made. I greatly agreed with a suggestion another user gave a while ago in the thread about making the switch an ignition effect. This gives me the following advantages: [list] [*]it makes the deck more versatile and with more options. [*]it makes the top deck situation less of a pain and gives the deck a better comeback potential. [*]it allows the bloodwaters to enter the opponent's side of the field continously without depending on other cards which was what initially happened when I first designed them. This gives them more speed and consistency which in turn makes them more usable in competitive play. I will keep the ignition effect, Owner exclusive. [/list] Finally I will apply the philosophy you gave me about a good effect on the owner's side a bad effect on the opponent's side on most bloodwater monsters like Raider and Grappler. I already have some effects in mind that stay true to their original purpose. Link to comment Share on other sites More sharing options...
Firebat DZ Posted December 23, 2012 Author Report Share Posted December 23, 2012 Just finished making edits: Some cards have been completely overhauled so check them out and see if they came out too strong. I personally think Ransomer could be a problem, but if anything I can just add an XYZ restriction like in the original. Link to comment Share on other sites More sharing options...
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