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Starship Fighter Archetype


NeoRWBY65

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Starship Fighter Alpha-Alpha

WIND

Level 1

Machine/Effect

When this card or a "Starship Fighter Token" destroys an opponent's monster by battle, put 1 counter on this card, then Special Summon 1 "Starship Fighter Token" (Machine-Type/WIND/Level 4/ATK 0/DEF 0). This card and each "Starship Fighter Token" you control gains 100 ATK for each counter on this card.

ATK 100/DEF 100

 

Starship Fighter Alpha-Beta

WIND

Level 1

Machine/Effect

When this card or a "Starship Fighter Token" destroys an opponent's monster by battle, put 1 counter on this card, then Special Summon 1 "Starship Fighter Token" (Machine-Type/WIND/Level 4/ATK 0/DEF 0). This card and each "Starship Fighter Token" you control gains 200 ATK for each counter on this card.

ATK 100/DEF 200

 

Starship Fighter Kappa-Epsilon

WIND

Level 4

Machine/Effect

When this card or a "Starship Fighter Token" destroys an opponent's monster by battle, put 1 counter on this card, then Special Summon 1 "Starship Fighter Token" (Machine-Type/WIND/Level 4/ATK 0/DEF 0). This card and each "Starship Fighter Token" you control gains 500 ATK for each counter on this card.

ATK 1000/DEF 500

 

Starship Fighter Tau-Alpha

WIND

Level 4

Machine/Effect

When this card or a "Starship Fighter Token" destroys an opponent's monster by battle, put 1 counter on this card, then Special Summon 1 "Starship Fighter Token" (Machine-Type/WIND/Level 4/ATK 0/DEF 0). This card and each "Starship Fighter Token" you control gains 100 ATK for each counter on this card.

ATK 1900/DEF 100

 

Starship Fighter Upsilon-Omega

WIND

Level 5

Machine/Effect

When this card or a "Starship Fighter Token" destroys an opponent's monster by battle, put 1 counter on this card, then Special Summon 1 "Starship Fighter Token" (Machine-Type/WIND/Level 4/ATK 0/DEF 0). This card and each "Starship Fighter Token" you control gains 2400 ATK for each counter on this card.

ATK 2000/DEF 2400

 

Starship Call

Spell/Continuous

During your End Phase, put a counter on 1 face-up "Starship Fighter" monster, then Special Summon 1 "Starship Fighter Token" (Machine-Type/WIND/Level 4/ATK 0/DEF 0).

 

Starship Blast

Spell

You can tribute 1 "Starship Fighter Token"; destroy 2 face-up cards on the field.

 

Starship Prototype

Spell/Equip

Equip only to a "Starship Fighter" monster. When the equipped monster deals battle damage to your opponent, put 1 counter on it, then Special Summon 1 "Starship Fighter Token" (Machine-Type/WIND/Level 4/ATK 0/DEF 0).

 

Starship Storm

Spell/Quickplay

You can only activate this card while you have a "Starship Fighter Token". Destroy all spell and trap cards on your opponent's side of the field.

 

Starship Promotion

Spell/Continuous

Each "Starship Fighter" card you control that has a counter on it gains the following effects, based on the number of counters on it:

1+: If this card would be destroyed, you can remove 1 counter from it instead.

3+: This card inflicts piercing battle damage when it attacks a defense-position monster.

5+: During each of your Standby Phases, Special Summon 1 "Starship Fighter Token" (Machine-Type/WIND/Level 4/ATK 0/DEF 0).

 

Kamikaze Starship

Trap/Counter

If your opponent activated a card effect, you can remove 1 counter from 1 face-up "Starship Fighter" monster and tribute 1 "Starship Fighter Token"; negate the effect, then destroy the targeted card.

 

Starship Beacon

Trap

When your opponent declares an attack, you can change the attack target to a "Starship Fighter Token" you control instead.

 
Starship Shipyard
Trap/Continuous
During each of your Standby Phases, put 1 counter on this card, then Special Summon 1 "Starship Fighter Token" (Machine-Type/WIND/Level 4/ATK 0/DEF). You can move the counters on this card to any card on your side of the field.
 
Starship Reinforcements
Trap/Continuous
You can only activate this card while you have a "Starship Fighter Token". As long as you control a token, your opponent cannot declare an attack. If your opponent has 5 Spell/Trap cards on the field, or you have no tokens on the field, destroy this card.
 
Starship Destruction
Trap
When your opponent Normal Summons, Sets, or Special Summons a monster, Tribute all "Starship Fighter Tokens" on your side of the field; destroy all monsters on your opponent's side of the field.
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  • 2 weeks later...

I will review each individual card and then review the archetype as a whole:

 

Monsters:

  • Essentially, all of your monsters basically do the exact same thing. Because of this, I would only run Tau and Kappa: Tau for it's stats (being essentially a beat-stick) and Kappa for a bigger boost when it or a token destroys something. And since they are both level 4, they have a lot of generic Xyz options. All the others are not really worth running if I would make a deck out of this archetype.
    • Adding more variety to the archetype would make this more interesting to want to play.

Spells:

  • Starship Call: Speeds up the token summoning and counters up a little bit; however, it is too slow for this deck since it occurs during the End Phase. IMO, I would change the clause to "Once per turn: [card lore]" so you can make use of the tokens and counters during your turn.
  • Starship Blast: 1 of the few cards that utilize the tokens. However, a 2-for-1 is a little OPed IMO. I would either make this a 1-for-1 and a quickplay or 2-for-1 and can't conduct BP (these are just some options that came to me while reading it).
  • Starship Prototype: Very useful card for what there is of the archetype. Probably a favorite of mine for them.
  • Starship Storm: Harpie's Feather Duster for the archetype. Well, Dark Magician has his own so I don't see why your archetype can't have it. However, with Prototype and Tau/Kappa, it's pretty easy to get a token out. I would suggest 2 tokens to use just for a quickplay or leave it at 1 token as a normal spell.

Traps:

  • Kamikaze Starship: Nice trap card. Slight OCG error though: "When your opponent activates a card effect: [rest of card lore...]" That will fix it.
  • Starship Beacon: Again, slight OCG error (needing a colon after first phrase).
  • Starship Shipyard: Trap version of Starship Call. I like the effect of transferring its counters onto your other Starships. However, if you had both Call and Shipyard, it would clog your field with a bunch of tokens (which as of right now, I only see as fodder for Synchros or Starship Blast and your Reinforcements' requirement clause). I would only have it gain counters and maybe remove a counter to negate an attack that targets a Starship or a token or a different effect imo.
  • Starship Reinforcements: Probably the most useful card that utilizes your tokens. Only problem is I would change the lore to "Your opponent cannot declare a "Starship" monster or a "Starship Fighter Token" as an attack target.", so it isn't too Oped if you run non-archetype monsters.

Overall: 5/10

The archetype has potential. However, in this state, the monsters are rather lackluster and I would only run a playset of Tau and Kappa. Similar to to the Phantom Craft archetype with token usage, but have a wider variety of the token usage or have the tokens have some form of stats to at least protect you from some monsters (maybe 1000 ATK / 1000 DEF).

 

I'm sorry if I sound scattered with my reviews. If you have any questions, please let me know. Good luck on your archetype and I hope to see new cards for it :).

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I will review each individual card and then review the archetype as a whole:

 

Monsters:

  • Essentially, all of your monsters basically do the exact same thing. Because of this, I would only run Tau and Kappa: Tau for it's stats (being essentially a beat-stick) and Kappa for a bigger boost when it or a token destroys something. And since they are both level 4, they have a lot of generic Xyz options. All the others are not really worth running if I would make a deck out of this archetype.
    • Adding more variety to the archetype would make this more interesting to want to play.


Spells:

  • Starship Call: Speeds up the token summoning and counters up a little bit; however, it is too slow for this deck since it occurs during the End Phase. IMO, I would change the clause to "Once per turn: [card lore]" so you can make use of the tokens and counters during your turn.

  • Starship Blast: 1 of the few cards that utilize the tokens. However, a 2-for-1 is a little OPed IMO. I would either make this a 1-for-1 and a quickplay or 2-for-1 and can't conduct BP (these are just some options that came to me while reading it).

  • Starship Prototype: Very useful card for what there is of the archetype. Probably a favorite of mine for them.

  • Starship Storm: Harpie's Feather Duster for the archetype. Well, Dark Magician has his own so I don't see why your archetype can't have it. However, with Prototype and Tau/Kappa, it's pretty easy to get a token out. I would suggest 2 tokens to use just for a quickplay or leave it at 1 token as a normal spell.

Traps:

  • Kamikaze Starship: Nice trap card. Slight OCG error though: "When your opponent activates a card effect: [rest of card lore...]" That will fix it.

  • Starship Beacon: Again, slight OCG error (needing a colon after first phrase).

  • Starship Shipyard: Trap version of Starship Call. I like the effect of transferring its counters onto your other Starships. However, if you had both Call and Shipyard, it would clog your field with a bunch of tokens (which as of right now, I only see as fodder for Synchros or Starship Blast and your Reinforcements' requirement clause). I would only have it gain counters and maybe remove a counter to negate an attack that targets a Starship or a token or a different effect imo.

  • Starship Reinforcements: Probably the most useful card that utilizes your tokens. Only problem is I would change the lore to "Your opponent cannot declare a "Starship" monster or a "Starship Fighter Token" as an attack target.", so it isn't too Oped if you run non-archetype monsters.

Overall: 5/10

The archetype has potential. However, in this state, the monsters are rather lackluster and I would only run a playset of Tau and Kappa. Similar to to the Phantom Craft archetype with token usage, but have a wider variety of the token usage or have the tokens have some form of stats to at least protect you from some monsters (maybe 1000 ATK / 1000 DEF).

 

I'm sorry if I sound scattered with my reviews. If you have any questions, please let me know. Good luck on your archetype and I hope to see new cards for it :).

 

I will review each individual card and then review the archetype as a whole:

 

Monsters:

  • Essentially, all of your monsters basically do the exact same thing. Because of this, I would only run Tau and Kappa: Tau for it's stats (being essentially a beat-stick) and Kappa for a bigger boost when it or a token destroys something. And since they are both level 4, they have a lot of generic Xyz options. All the others are not really worth running if I would make a deck out of this archetype.
    • Adding more variety to the archetype would make this more interesting to want to play.


Spells:

  • Starship Call: Speeds up the token summoning and counters up a little bit; however, it is too slow for this deck since it occurs during the End Phase. IMO, I would change the clause to "Once per turn: [card lore]" so you can make use of the tokens and counters during your turn.

  • Starship Blast: 1 of the few cards that utilize the tokens. However, a 2-for-1 is a little OPed IMO. I would either make this a 1-for-1 and a quickplay or 2-for-1 and can't conduct BP (these are just some options that came to me while reading it).

  • Starship Prototype: Very useful card for what there is of the archetype. Probably a favorite of mine for them.

  • Starship Storm: Harpie's Feather Duster for the archetype. Well, Dark Magician has his own so I don't see why your archetype can't have it. However, with Prototype and Tau/Kappa, it's pretty easy to get a token out. I would suggest 2 tokens to use just for a quickplay or leave it at 1 token as a normal spell.

Traps:

  • Kamikaze Starship: Nice trap card. Slight OCG error though: "When your opponent activates a card effect: [rest of card lore...]" That will fix it.

  • Starship Beacon: Again, slight OCG error (needing a colon after first phrase).

  • Starship Shipyard: Trap version of Starship Call. I like the effect of transferring its counters onto your other Starships. However, if you had both Call and Shipyard, it would clog your field with a bunch of tokens (which as of right now, I only see as fodder for Synchros or Starship Blast and your Reinforcements' requirement clause). I would only have it gain counters and maybe remove a counter to negate an attack that targets a Starship or a token or a different effect imo.

  • Starship Reinforcements: Probably the most useful card that utilizes your tokens. Only problem is I would change the lore to "Your opponent cannot declare a "Starship" monster or a "Starship Fighter Token" as an attack target.", so it isn't too Oped if you run non-archetype monsters.

Overall: 5/10

The archetype has potential. However, in this state, the monsters are rather lackluster and I would only run a playset of Tau and Kappa. Similar to to the Phantom Craft archetype with token usage, but have a wider variety of the token usage or have the tokens have some form of stats to at least protect you from some monsters (maybe 1000 ATK / 1000 DEF).

 

I'm sorry if I sound scattered with my reviews. If you have any questions, please let me know. Good luck on your archetype and I hope to see new cards for it :).

Thank you for the review. I was trying to keep the monsters weak to start with, and release a slightly better one each time. These are actually a fusion of the ideas behind the Phantom Craft and the Gradius cards that made tokens as well, so good job on finding one of the inspirations behind these cards.

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