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Hidden in the forest. Thriven Archetype


ventoreck

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Well, this is my first ever archetype and i hope that it is balanced yet powerful.
 
These are the Thriven, they hide in the forest and then ambush you when you least expect it. I tried to make a deck that could play defense as an offense. So here they are.
 
Monsters
 
Lochlan of Thriven
Level 3 / Warrrior / Earth
Attack 1500 / Defense 900
While you control a "Thirven" Field Spell, this card cannot be attacked.
Once per turn, durring your opponents end phase, you may destroy one card your opponent controls. You may only activate the effect of "Lochlan of thriven" once per turn.
 
Goban of Thriven
Level 3 / Warrior / Earth
Attack 1400 / Defense 600
While you control a "Thirven" Field Spell, this card cannot be attacked.
Once per turn, during your opponents end phase, target one face-up monster your opponent controlls, that monsters effects are negated and its attack becomes 0 until your next endphase.
 You may only activate the effect of "Goban of thriven" once per turn.
 
Mainchin of Thriven
Level 3 / Spellcaster / Earth
Attack 1200 / Defense 1600
While you control a "Thirven" Field Spell, this card cannot be attacked.
Once per turn, durring your opponents end phase, you may special summon one "Thriven" monster from your Hand or Grave-yard. You may only activate the effect of "Mainchin of thriven" once per turn.
 
Beglan of Thriven
Level 3 / Fairy / Earth
Attack 1000 / Defense 1400
While you control a "Thirven" Field Spell, this card cannot be attacked.
Once per turn, durring your opponents end phase, you may add one "Thriven" Spell card from your deck or graveyard to your hand. You may only activate the effect of "Beglan of Thriven" Once per turn.
 
Gillagan of Thriven
Level 2 / Beast Warrior / Earth
Attack 500 / Defense 800
While you control a "Thirven" Field Spell, This card cannot be attacked.
Once per turn, during your opponents end phase you may reveal the top two cards of your deck, add one to your hand and shuffle the other back into your deck. You may only activate the effects of "Gillagan of Thriven" once per turn.
 
Spells
 
Thriven - The Living Forest
Field Spell
Once per turn, if you control no monsters, you may add one "Thriven" monster from your deck to your hand. 
Face-up "Thriven Monsters you control gain 400 attack and defense.
Once per turn durring either players turn, if a face-up "Thriven" card would be destroyed, it is not destroyed. 
Durring your Opponents End phase, if this card is in the grave-yard and you control a face-up "Thriven" monster, add this card to your hand. 
You may only Activate the effects of "Thriven - The living Forest" Once Per turn.
 
Nature of Thriven - Finà
Continuous Spell
Once per turn, durring your End phase, you may target one "Thriven" Monster you control, That target Is unafected by all spell and trap cards until your opponents end phase. You May only activate the effect of "Nature of Thriven - Fina" Once per turn.
 
Nature of Thriven - Blaithnaid
Continuous Spell
Once per turn, durring your opponents end phase, if your opponent has 3 or more spell/trap cards set, you may add one of them back to the hand.  You may only activate the effect of "Nature of Thriven - Blaithnaid" Once per turn.
 
Nature of Thriven - Vaughan
Continuous Spell 
Once per turn, during your opponents Main phase, you may negate the effect of a monster that has equal to or less attack then a Level 3 "Thriven" monster you control. 
You may only activate the effect of "Nature of Thriven - Vaughan" Once per turn.
 
River of Thriven
Normal spell card
If you control 3 or more face-up thriven cards, draw 2 cards from your deck. You may not special summon the turn you activate this card. You may only activate one "River of Thriven"  Once Per turn.
 
Call of thriven
Normal spell card
Add to your hand one "Thriven - The living Forest" From your deck to your hand. If this card is in the graveyard it gains the following effect:
During your opponents end phase, if your opponent controls more monsters than you do, you may special summon one "Thriven" monster in your graveyard.
That monsters effects are negated until your next end phase.
You may only activate the effects of "Call of Thriven" Once per turn.
 
Trap Cards
 
Cavan Of Thriven
Normal Trap card.
Durring Your opponents End phase If a "Thriven" monster was destroyed by battle or card effect, you can special summon one "Thriven" mosnter from your deck. You may only activate one "Cavan of thriven" Per turn.
 
Dahman Of Thriven
Continuous Trap Card
Once Per turn, Durring Your end phase, Target one Face-up "Thriven" mosnter you control, Banish that card, during your opponents end phase you may [YGOCARD]Return[/YGOCARD] that monster to your field.
 
 
Boss monsters
 
Knight of Thriven - Fallon
Rank 3 / Warrior / Earth
Attack 2100 / Defense 1700
2 Level 3 "Thriven" monsters.
When this card is Xyz Summoned, your opponent may not activate any card effects until the battle phase.
Once per turn, during your opponents end phase, target one Level 3 "Thriven" monster you control, that monster gains 1000 attack and cannot leave the field until your next end phase. 
You may only control one "Knight of Thriven - Fallon"
 
Treant of Thriven - Tierachan
Level 6 / Earth / Warrior / Fusion
Attack 1000 / Def 2600
"Thriven - The Living Forest + 1 or more Nature of Thriven cards."
Must be fusion summoned by sending the above materials from your field to the graveyard. 
This card gains 1000 attack for each Nature of thriven card that was sent to the graveyard as fusion material.
This card gains the following effect for each nature of thriven Card used as Fusion material for the fusion summon of this monster.
1 or more: This card Is unafected by all spell and trap cards.
2 or More: This card is unafected by all Monster effects.
3 or more: Once per turn you may pay half your LP to destroy all cards on the field other than this card.
You may not attack with any other monster except this card.
You may only Controll one Treant of Thriven - Tierachan On the field.
 
So i updated all their effects and made them more balanced ( I hope) If you are wondering where i got the names from, they are irish. you can search them up if you want.
 
 
PS: I am very bad with rulings, any suggestions and word fixes would be awsome!
Thanks in advance!
 
Here is where i got all the names, http://www.namenerds.com/irish/meaning3.htmlAlso here is the site for all the pics for them. :) http://yugico.com/user/24983-ike123tree/card/57688-Thriven
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I really like them, especially the Nature of Thriven cards! One question, is your opponent allowed to attack the spell cards since they're being treated as monsters? I think their fusion should be a Plant-type too but that's just an opinion. Also i'd make Petals have to discard a Thriven card or something, because at the moment it can be put into any deck and still work.

The monster effects are nice, I like how they activate in your opponent's End Phase. The field spell is awesome too! Love the Nature cards, and i like River too. The Bosses are nice and don't seem too overpowered to me.

If you wanted to weaken them down a bit, I'd make Wizard's effect add the monster to your hand; the way it is now you can Special Summon any Thriven from your Deck and activate it's effect right away since you're in your opponent's End Phase. Otherwise I think they seem pretty balanced! It's nice to see a fast defensive archetype that could keep up with the popular decks out there.

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Warrior of Thriven
A very good card, considering the free destruction if your opponent can't find an answer to it. I like that it destroys, as some card makers tend to go for banish/return to hand/Deck just because destruction immunity is out there. A very balanced card.

Marksman of Thriven
A decent burn on a stick, not sure if it will end up being one of the Thriven you actually run, but even if not, all archetypes need those cards it's better to avoid anyways, so I like it.

Wizard of Thriven
The shining star of the Thriven, Special Summoning just in time for the Special Summoned to also apply their effect. Amazing creation you have here.

Spirit of Thriven
A nice recycle for S/T search, would be ran as a single, double at the most. A nice rounding out point for the Thriven monsters.

Tender of Thriven
This card is great for the Normal Summon search. His End Phase effect is rather lackluster, discarding to Summon from the hand always being something to frown upon, as now you only +1 on the field for a -2 in hand for an overall -1. I like, however, that you stuck a weak effect on him, as he is great enough to run due to his first effect, and I guess his Normal Summon is a +1 anyways, so doing the minus effect once wouldn't be to bad.

Thriven - The Living Forest
I think it should only search monsters, as tutoring up ANY of the Thriven cards is slightly too powerful in my eyes. The ATK/DEF boost is a nice icing on the cake, hopefully helping their rather lackluster stats to be able to survive. A very nice "Spiritual Forest", including Card Effects, effect. The last effect is a major no factor to me, as it provides a once per turn discard, seeing how decks could just run this and discard it for the costs of their cards and never activate it. Remove this effect entirely, as it doesn't need to be there. The archetype is fine without it.

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I have to go for now, the rest of the archetype will be reviewed when I get back. Compliments to you, man, I really love this archetype and would play them had Konami released them. Kudos.

 

EDIT: Since no follow up posts have been made, I will edit the rest of my review onto this reply to ensure I don't Double Post and perhaps break some rule.

 

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Note on the "Nature of Thriven" cards as a whole: I like that you took the approach of making the Continuous Spell cards assume a Plant-type position on the board. I do feel, however, that this approach may be bad in the fact they would need an MST for each Nature of Thriven in your possession, and even more if Petals is present on board (unless they do it during their BP/any other phase, really). Would they be able to attack you directly provided you only have Thriven monsters and one of these on the field? Perhaps add a Ghostrick-like effect to the monsters, where if that is the case, your opponent can attack you directly but only for half damage. Something to ensure they just flat out can't conduct their BP until they top deck enough S/T hate to get out of their corner.

Nature of Thriven - Vines
Nice little assured protection effect. It wouldn't be useful in most cases, as the only targeting that would take place is Chaos Monsters (or other monsters with banish/destruction effects that are ignition), or perhaps a flipped Ryko or something upon the lines (but Ryko would target this card or a set card, anyways). It isn't a very useful card aside from being treated as a Plant-type.

Nature of Thriven - Petals
I like that it is only during your opponent's MP, which makes it a very balanced negating card as a whole. I can't see much use in it aside from shutting out SS1 Spell Cards, though, and Vines does that perfectly fine protection wise. This just prohibits Dark Hole/Heavy, which isn't much to boast about when you just turn "Destroy all _____" into "Your opponent discards 1 card".

Nature of Thriven - Branches
Now this is great. A very balanced answer to cards like Rabbit/Synchron (Junk or Explorer), Debris Dragon, Crane Crane, Tour Guide, etc. I like that you made it so it has to have less ATK, and you made the Thriven have semi-lack luster stats as a whole, so it really helps the balance on the card. The once per turn ensures it doesn't become OP in multiples, though I can't see many scenarios where they would be able to trigger multiple effects that would need negated (on monsters that have 2000 or less ATK).

River of Thriven
A nice Pot of Greed for the archetype, balanced to an extent. Perhaps 4 is a better number to have on the field, as it is a little to simple to get the +1, which is blasphemy in Yu-Gi-Oh!

Call of Thriven
Nice archetype specific Terraforming. I can't see running more then one of it, and I don't imagine you would use it outside the Terraforming purpose (as you want to have extra Field Spells as back up plans, and ditching them goes against that). Though, the trade off may prove to turn the tide of the duel, and that I like.

Champion of Thriven - Leaderon
Rather boring name. "Leaderon". Any who, the effect is nice, boasting a high ATK stat for his Rank, and having a nice search during the End Phase to boot.

Guardian of Thriven - Treant
A nice card, though I can't imagine making a -2 for it. I'm glad it is there, however, as it is creative and could be decent in some situations where you want to seal the deal that very turn. Due to the next card and the other search power in the Deck, it is very much worth its cost, as you probably got the cards to Summon this for free with all the searching power anyways.

Knowledge of Thriven
The name doesn't follow the other "Boss" monsters naming pattern, but does follow the Main Deck naming pattern. I must admit that is weird, but eh, it's whatever. Onto the card itself, the stats are decent. It doesn't say the material requirements, but I imagine it is 2 Level 3 Thriven monsters. An improved Marksman during the End Phase, making that effect repeat again is rather dull however. I understand why it is that way, however. A player who wants Treant would definitely pursue this card and then use the +1's from this to balance out for Treants cost, while getting in for a tad bit of damage prior to the Summoning of Treant.

 

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Overall, as I said in the PM I sent you, I really love this archetype. It seems really well done, and aside from the MANY OCG errors, it was well presented.

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