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[Swarm/Control] Icevale Archtype for LCCG [Reps for Reviews]


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This is an archtype I am designing for LCCG based around an already existing field spell: Sunken Ship
 
 
[spoiler='Existing']Icevale Witch
Attrib: Water
Type: Spellcaster/Effect
Level:4
Atk: 1400
Def: 1700
This card can be Normal Summoned in Defense Position. When your opponent Summons an Effect Monster, you can pay 500 Life Points to negate it's effect(s) until the End Phase. This card cannot be targeted by the opponent's card effects. During your Main Phase, You can Normal Summon this card from the Graveyard.
 
Sunken Ship
Group: Spell Card
Type: Spell
Icon:Field
Decrease the Level of all WATER monsters on the field, in both player's Graveyard and Decks by 1. If a player attacks a WATER monster, the controller of that monster can change the target of that attack to another WATER monster.[/spoiler]
 
[spoiler='New']|Icevale Gladiator|0|ICE|Sea Serpent/Effect|Water|4||1900|1700|This monster cannot declare an attack unles "Sunken Ship" is on the field. If you opponent controls a monster with over 2500 ATK this monster can Attack your opponent Directly. Once per turn, you can discard this card; add 1 level 4 or lower "Icevale" monster, other than "Icevale Gladiator" from your Deck or Graveyard to your hand.|

 
|Icevale Cryptid|0|ICE|Aqua/Effect|Water|4||1600|1800|When this card is Normal Summoned from your hand: You can target 1 Level 4 or lower "Icevale" monster in your Graveyard; Special Summon that target in face-up Defense Position. While "Sunken Ship" is face-up on the field, your opponent cannot activate Trap Cards during your Battle Phase.|
 
|Icevale Centuar|0|ICE|Sea Serpent/Effect|Water|4||1400|2000|This monster can attack your opponent directly while "Sunken Ship" is face up on the field. While "Sunken Ship" is face-up on the field, your opponent must Set Spell Cards before activating them, and cannot activate them until their next turn.  Once per turn, if you control another face-up "Icevale" monster, You can Normal Summon 1 additional time.|
 
|Icevale Princess|0|ICE|Aqua/Effect|Water|4||1400|1200|You can only activate this effect if there is a face-up "Sunken Ship". Once per turn, during your Main Phase: you can Discard 1 card to Special Summon 1 level 3 or lower Monster from your Graveyard. That Monsters effect is negated, cannot be used as a Synchro Material, and is destroyed at the End Phase. While this card is face-up on the field, you can Normal Summon "Icevale" monsters from your Graveyard. You cannot Special Summon a monster on the turn you activate this effect.|
 
|Icevale Frozen Lord|0|ICE|Sea Serpent/Effect|Water|7||2800|2300|Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having exactly 5 WATER monsters in your Graveyard, and cannot be Special Summoned by other ways. During either player's turn, when a card effect activates: You can shuffle 1  WATER monster from your hand to your deck; negate the activation, and if you do, destroy that card. During your End Phase, destroy this card unless you can reveal 1 WATER monster from your hand.|
 
|Icevale Captain|0|ICE|Sea Serpent/Effect|Water|4||1800|1200|While this card is face-up on the field, your opponent cannot target another WATER monster you control as an attack target other than "Icevale Captain". While "Sunken Ship" is face-up on the field, your opponent must pay 500 Life Points as an aditional cost to activate the effect of monsters he/she controls. You can discard this card; add 1 "Sunken Ship" from your Deck or Graveyard to your hand.|
 
|Icevale Diviner|0|ICE|Aqua/Effect|Water|4||1200|1700|Once per turn, if "Sunken Ship" is on the field: You can Tribute 1 WATER monster you control: Return 2 "Icevale" monsters in your Graveyard to the hand and Draw 2 cards. You cannot Special Summon a monster(s) during the turn you activate this card.|
 
|Icevale Dew Blaster|0|ICE|Sea Serpent/Xyz/Effect|Water|3||2300|1700|3 Level 3 WATER Monsters - When this monster is Xyz Summoned; you can target up to 2 WATER monsters in your Graveyard whose levels equal 8 or less: add those targets to your hand, they cannot be Summoned this turn. Once per turn you can detach 1 Xyz material; discard 1 WATER monster: Inflict damage to your opponent equal to the discarded monsters DEF. While there are 5 or less WATER monster in your Graveyard, monsters your opponent controls cannot declare an attack. When this monster is destroyed by card effect; Target 3 WATER monsters in your Graveyard: Shuffle those targets into your deck.|
 

|Icevale Frost Breather|0|ICE|Fish/Xyz/Effect|Water|3||2500|2800|3 Level 3 WATER Monsters - Your opponent cannot Set any cards on the field. During either player's turn, when your opponent activates a Spell/Trap Card: You can detach 1 Xyz Material: Negate the activation, and if you do, destroy it. If this card would be destroyed, you can destroy another face-up "Icevale" monster you control instead.|[/spoiler]

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  • 2 weeks later...

Hi SoulFire! Since no one else seems to have responded to this thread, I'll offer my thoughts about your cards.
 

Icevale Gladiator is easily one of the strongest cards here due to its Deck-searching ability, and it seems to hold the archetype together because of that. Since I see a lot of Graveyard summoning inherent in the archetype, however, it's a bit odd as to why you'd need to return a monster from the Graveyard back into the hand, especially since you can't target the Xyzs or Frozen Lord, so I'd make it specific to your Deck. Additionally, you should probably put the "once per turn" clause in a separate sentence, like You can discard this card; add 1 level 4 or lower "Icevale" monster, other than "Icevale Gladiator" from your Deck or Graveyard to your hand. You can only activate this effect of "Icevale Gladiator" once per turn. Also, it's quite solid in terms of ATK, so attacking directly with that high of ATK sounds a bit OP, but unlike Centaur, the condition required to do that makes it more balanced.

 

Icevale Cryptid is very reminiscent of modern-day OCG/TCG commons that exploit Xyzs shenanigans, but its Mirage Dragon-like effect sets it a step above them, so I'd say this is a pretty realistic card idea.
 
Icevale Centuar (which btw is spelled Centaur, unless intentional) is unbalanced, in my opinion. This card can inflict significant LP damage, slow down your opponent considerably (especially when combined with Frost Breather), and swarm the field, all in a single card! If you want these effects intact, I would definitely split them up between more than one card, or at least weaken its stats.
 
Icevale Princess introduces a strong game mechanic, but it's actually balanced due to the cost and limitations you've given it. I think it's fine as is.
 
Icevale Frozen Lord seems to promote OTKs, but apart from that it's borderline underpowered, so keep as is.
 
Icevale Captain's first effect appears to be obsolete while Sunken Ship is in play, so I don't understand why you included it. But the fact that this searches the field card makes it a must at 3 for any upcoming Icevale deck (and, assuming you have a Terraforming-like card in your CCG, makes you effectively have 12 Sunken Ships in your deck).
 
Icevale Diviner is a +3. Not being able to Special Summon does not remedy this. Make it so that you only return 1 Icevale monster from the graveyard and only draw 1, and then it's balanced.
 
Icevale Dew Blaster has an OCG error: when it's summoned, do you return monsters whose combined levels equal 8 or less, or monsters that are individually level 8 or less? Because this is important, I'd look to clarify this. Effect is fine for 3 Level 3s, I think. Also, it has a neat name.
 

Icevale Frost Breather is very strong as well; in fact, it makes Centaur more broken than he already is. Due to its Shi En-like effect not restricted to once per turn, and its very strong stats, I would scoop if I saw this played against me. You should probably nerf one of these things, but not both.

 

The main problem I have reviewing these, however (which is why you're free to disregard what you don't agree with), is the fact that they're made for your CCG and not for the OCG/TCG. Since I am not familiar with your game's meta and power level, I can only see things from my own perspective. For instance, this archetype would be a lot stronger in a game with less Spell/Trap destruction, since you wouldn't have to worry too much about Sunken Ship being destroyed, but I don't really know how much of a focus that is in your game. I run my own CCG (although it's much smaller than LCCG), and I have the same problem; I refrain from posting my cards for the reason that people will compare them to the OCG/TCG meta, which is not what they're meant for.

 

But anyway. I hope I was able to help you!

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