NeoRWBY65 Posted June 21, 2013 Report Share Posted June 21, 2013 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. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted June 23, 2013 Author Report Share Posted June 23, 2013 bump Link to comment Share on other sites More sharing options...
DrunkenSage69 Posted July 6, 2013 Report Share Posted July 6, 2013 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 :). Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted July 10, 2013 Author Report Share Posted July 10, 2013 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. Link to comment Share on other sites More sharing options...
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