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Legend Of Dragoon Card Set


VictorSempra

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One of my favorite games ever. Trying to get these as balanced and playable as possible.

Note: I don't understand why the Synchro Lore is all jacked QQ

 

[spoiler=Monsters]

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[spoiler=Lore]Once per turn you can target 1 "Dragoon Warrior" monster you control; that target can attack twice during the Battle Phase of this turn. When this card is destroyed by a card effect: add 1 Level 3 or lower "Dragoon-Warrior" monster from your deck to your hand.[/spoiler]

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[spoiler=Lore]Once per turn, you can Special Summon one "Dragoon Warrior" monster from your hand.[/spoiler]

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[spoiler=Lore]As long as this card is face-up on the field, all "Dragoon Warrior" monsters you control inflict Piercing damage.[/spoiler]

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[spoiler=Lore]While this card is face-up on the field, your opponent cannot select another "Dragoon Warrior" monster as an attack target, except this card.[/spoiler]

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[spoiler=Lore]When this card is sent from the field to the Graveyard, you can add 1 "Dragoon" Spell Card from your Graveyard to your Deck.[/spoiler]

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[spoiler=Lore]When this card is Summoned: You can add 1 "Dragoon Spirit" from your Deck to your hand.[/spoiler]

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[spoiler=Lore]Once per turn, while this card is face-up on the field, a "Dragoon Warrior" monster you control cannot be destroyed by battle.[/spoiler]

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[spoiler=Lore]When this card is used for the Synchro Summon of a "Dragoon" monster, place 5 Dragoon Counters on the Summoned monster.[/spoiler][/spoiler]

 

[Spoiler=Spells And Traps]

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[spoiler=Lore]Special Summon one "Dragoon Warrior" monster from your Hand or Graveyard.[/spoiler]

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[spoiler=Lore]When a monster equipped with this card destroys an opponent's monster by battle, you can Special Summon 1 "Dragoon Spirit" from your hand or Graveyard.[/spoiler]

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[spoiler=Lore]Activate only when a "Dragoon Warrior" monster is attacked. Return the monster to your deck and draw 1 card. Then end the Battle Phase.[/spoiler][/spoiler]

 

[Spoiler=Synchros]

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[spoiler=Lore]"Dragoon Spirit" + "Dragoon Warrior - Dart"

During each of your Standby Phases, remove one counter from this card. Once per turn, you may remove two counters from this card to inflict 400 points of damage to your opponent for each card in their hand. During the End Phase of a turn when this card has no counters, return it to the Extra Deck and Special Summon one "Dragoon Warrior - Dart" from your Graveyard.[/spoiler]
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[spoiler=Lore]"Dragoon Spirit" + "Dragoon Warrior - Albert"
During each of your Standby Phases, remove one counter from this card. You may remove two counters form this card to have this card attack each of your opponents' monsters. During the End Phase of a turn when this card has no Dragoon Counters, return it to the Extra Deck and Special Summon one "Dragoon Warrior - Albert" from your Graveyard.[/spoiler]
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[spoiler=Lore]"Dragoon Spirit" + "Dragoon Warrior - Haschel"
During each of your Standby Phases, remove one counter. Once per turn, you may remove two counters to have your opponent discard 1 card. During the End Phase of a turn when this card has no counters, return it to the Extra Deck and Special Summon one "Dragoon Warrior - Haschel" from your Graveyard.[/spoiler]
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[spoiler=Lore]"Dragoon Spirit" + "Dragoon Warrior - Kongol"
During each of your Standby Phases, remove one counter. Once per turn, you may remove two counters to change the battle position of one card on the field. During the End Phase of a turn when this card has no counters, return it to the Extra Deck and Special Summon one "Dragoon Warrior - Kongol" from your Graveyard.[/spoiler]
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[spoiler=Lore]"Dragoon Spirit" + "Dragoon Warrior - Meru"
During each of your Standby Phases, remove one counter. Once per turn, you may remove two counters to return one "Dragoon" Spell Card to your Deck. During the End Phase of a turn when this card has no counters, return it to the Extra Deck and Special Summon one "Dragoon Warrior - Meru" from your Graveyard.[/spoiler]
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[spoiler=Lore]"Dragoon Spirit" + "Dragoon Warrior - Rose"
During each of your Standby Phases, remove one counter. Once per turn, you may remove two counters to take control of one of your opponents' monsters until their next End Phase. During the End Phase of a turn when this card has no counters, return it to the Extra Deck and Special Summon one "Rose, The Damned" from your Graveyard.[/spoiler]
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[spoiler=Lore]"Dragoon Spirit" + "Dragoon Warrior - Shana"
During each of your Standby Phases, remove one counter. Once per turn, you may remove two counters to return two monsters from your Graveyard to your Deck, and gain 1000 Life Points. During the End Phase of a turn when this card has no counters, return it to the Extra Deck and Special Summon one "Dragoon Warrior - Shana" from your Graveyard.[/spoiler][/spoiler]
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While most the Dragoon Warriors are designed to have effects that benefit one another while they are on the field, it is situational to get more than one out onto the field at a time as Dragoon Reinforcements and Dart are practically the main ways of achieving such a condition. This severely hinders quite a few of your Dragoon Warriors, most noticeably Shana and Kongol, as well as Albert to a lesser extent. Anyway, onto the monsters.

 

Albert: As I said, the lack of the ability to swarm easily is a real hindrance to his effect. Despite this, there is still a problem that I see with it: Dragoon Strength. Even if you intended to make it where that Equip only worked on them in Dragoon form, it was made to increase your Dragoon Warriors' ATK as well. Neither of these cards are problematic on their own, but I don't really like the idea of facing Albert and a different Dragoon equipped with Strength.

 

Dart's effect is alright, and even silly when you use it to Summon another Dart. However, it's like Albert in the sense that his effect exists only to boost the capabilities of your Dragoon Warriors rather than help set up plays for the actual Dragoons. Sure, the extra Summoning could help with the latter, but it doesn't really help in the right way.

 

Haschel being a no-Tribute 1900 body with piercing is, by default, somewhat sidedeck worthy in case there becomes a lot of Decks that use the Defense Position with low DEF monsters. Even though he has that quality, it's still an effect that only fits in this archetype oddly for the same reason Albert has. It's just that these monsters need to work more smoothly with the archetype.

 

Unlike Haschel, Kongol is about the exact opposite. Being a 1-Tribute monster really does a number on his playability. Combine this with its effect that exclusively requires you to have other Dragoon Warriors for it be of any use at all, and the fact that this effect is a bit suboptimal, and you have a monster that doesn't work very well at all. Since his Dragoon Spirit doesn't appear until very late in the game (unless you snag it in Lohan), it would probably be better that he becomes an exception to the flow of "Turn the Dragoon Warriors into Dragoons and win" by letting him be decent by himself. Of course, he can still have a Dragoon form that would be worth using the Dragoon Spirit to make if you have the chance, but letting him do very well as a non-Dragoon sounds nice flavor-wise.

 

Given the three targets Meru has and it being an effect that could miss the timing, her effect is acceptable. The only problem that I have with it is that even though the whole "Dragoon Reinforcements + Meru" loop-like thingamajig may do a mediocre defensive job, it feels a bit unskillful since you're just going "Reinforcements, Meru, Reinforcements, Meru" over and over. Of course, if this archetype gets new Spells and Traps, her effect may need to be revised, but right now, it's ok.

 

While Rose ideally can instantly turn into a Dragoon by being SSed by Dart/Reinforcements, she is pretty much the only one who can do so. This is more of a problem of the other cards though. The whole "Skip your next Draw Phase" bit is also a bit of a drag. I'm not suggesting to make it completely free, however, just change the cost/drawback a bit so this effect wouldn't end up screwing you over in case you really need to topdeck something.

 

Shana is another of those monsters who practically require another Dragoon Warrior to be on the field to be remotely useful, and even then, this effect isn't all that useful since the game loves to spam effect destruction and her stats are just so bad. She simply needs a completely different effect that helps the consistency of the Deck rather than being Gyroid.

 

The Dragoon Spirit itself is pretty meh. All it does is offer your monsters the counters they need to stay alive, which is an effect that could have honestly been included with the Synchros themselves. I would suggest making it Level 1 for One For One, but that would require a lot of Level adjustments.

 

Reinforcements is, by default, good for being an archetype-specific Monster Reborn/Double Summon. Since none of the Dragoon Warriors are particularly scary, this card is alright. The only qualm I have with this has already been mentioned with the whole Meru loop.

 

Strength is also amazing since it's a Horn for the entire archetype. Not unlike Reinforcements, the only problem that I really have with it is that Albert + the equipped monster can potentially become a Pot of Greed. I'm not exactly sure on how to fix it where this could work with both the Dragoon Warriors and the Dragoons themselves while not being a Pot of Greed (short of redoing Albert's effect), but I still feel it should be changed a bit. If you had this made to equip only to the actual Dragoons, then it may be a good idea to give this something else to help.

 

On the good side, Escape can't work until the Battle Phase and costs you a monster, but on the bad side, you can't use it until the Battle Phase and you lose a monster. The whole "Draw 1 and end the Battle Phase" thing is a bit rude, but meh, we have T-Roar and Waboku. Outside of the evil that is stalling, this is ok.

 

Dart's Dragoon form is nice for pulling off a finishing move since its effect appears to lack the 1/turn clause. The problem with it is that if the archetype does become a lot more playable, this thing being able to deal 1600-2400 points of damage to finish the game may become a frustrating thing. Allowing it to only work once per turn would help prevent this from being too unacceptable.

 

Albert's Dragoon form is also pretty decent as it allows you to wipe your opponent's monsters, although it would be really annoying if this did so while you had another Dragoon out to go for a lot of damage. It sounds like it wouldn't be too easy to pull off, though. That just leaves it with gaining ridiculous plusses with Dragoon Strength.

 

Given that Haschel is either the best or the second best Dragoon, the fact that his Dragoon form is a slow Moulinglacia sounds pretty unfair. You could make it where it requires 3 counters to be removed to do so, and it would be pretty much ok.

 

*Sees "Remove 2 counters to change a target's battle position" and notices it isn't even a Quick effect.* Good job, you made Kongol cry. Even if his ATK/DEF are pretty good, the effect is just so suboptimal here that BRD would make for a better out most of the time. As with his non-Dragoon version, his effect just really needs to be more useful. 2700 can run over a lot already, making his current effect a bit redundant.

 

While the potential to recycle a Spell is good, the effort you need to bring out Meru's Dragoon doesn't make it a very fair trade. The chance of being able to utilize that Spell once more are slim and the Dragoon's ATK doesn't serve it very well. I would say to let it add to the hand, but that is really unfair when it comes to using Reinforcements over and over.

 

Since Rose is the most likely to be able to instantly bring out her Dragoon, her Dragoon being Change of Heart was by far the wrong way to go with her effect. Perhaps this effect could resemble the moment where Rose taught Dart about the Dragoons by giving her an effect that helps make it easier to bring out the other Dragoons.

 

And finally, we have Shana again. The ATK is, once again, really piss-poor since other Level 4 monsters can run her over easily, and it doesn't compliment her effect very well. Speaking of which, it is virtually unrewarded recycling that would only be beneficial if you really needed to get a monster back into your Deck. An ATK increase and a better version of the effect would make it more worth anyone's while to use her.

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Give them Elemental abilities so that you can lower the Synchro's ATK. Add Dragoon Counter support cards. You need more searches. Additional Normal Summons will work. 

 

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Lore: 1 "Dragoon Spirit" + 1 "Dragoon-Warrior Albert"

When this monster is Synchro Summoned you can remove 3 Dragoon Counters from this card, if you do: place 1 card on the field on the bottom of the owner's deck. During each of your Standby Phases, remove 1 Dragoon Counter from this card. You can remove 2 Dragoon Counters from this card if you do, this card can attack 1 additional time during your Battle Phases. During the End Phase of a turn when this card has no Dragoon Counters: return this card to the Extra Deck ;then Special Summon one "Dragoon Warrior - Albert" from your Graveyard.
 
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Lore: Once per turn you can target 1 "Dragoon Warrior" monster you control; that target can attack twice during the Battle Phase of this turn. If this card is destroyed by a card effect: add 1 Level 3 or lower "Dragoon-Warrior" monster from your deck to your hand.
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Give them Elemental abilities so that you can lower the Synchro's ATK. Add Dragoon Counter support cards. You need more searches. Additional Normal Summons will work. 

 

ex: Izt17vd.jpg

Lore: 1 "Dragoon Spirit" + 1 "Dragoon-Warrior Albert"

When this monster is Synchro Summoned you can remove 3 Dragoon Counters from this card, if you do: place 1 card on the field on the bottom of the owner's deck. During each of your Standby Phases, remove 1 Dragoon Counter from this card. You can remove 2 Dragoon Counters from this card if you do, this card can attack 1 additional time during your Battle Phases. During the End Phase of a turn when this card has no Dragoon Counters: return this card to the Extra Deck ;then Special Summon one "Dragoon Warrior - Albert" from your Graveyard.
 
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Lore: Once per turn you can target 1 "Dragoon Warrior" monster you control; that target can attack twice during the Battle Phase of this turn. If this card is destroyed by a card effect: add 1 Level 3 or lower "Dragoon-Warrior" monster from your deck to your hand.

@ Dragoon Form: Straight up, no.

@Dragoon Warrior: That works, I suppose.

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