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Intervention of the Chaos


Amanea

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INTERVENTION OF THE CHAOS

 

OVERVIEW

 

All members of the archetype are either LIGHT or DARK-Attribute (in one case, both) and may be Special Summoned by returning banished "Chaos" monsters to the hand, with the exception of the trump card. Most members possess mandatory effects which activate when banished, granting an additional benefit each time a "Chaos" monster activates its effect. As inspired by Mermails and Atlanteans, the cost of each card results in a counterbalancing bonus.

 

I tried to build off the traditional schemes common to real Chaos monsters: banishing, LIGHT and DARK Attributes, and powerful effects. However, seeing that many existing Chaos monsters possess overwhelming effects and rather relaxed Summoning conditions, I tried to downplay one or the other when designing each card. The lower Level monsters have easily fulfilled Summoning conditions with no effects that deal permanent damage, while the higher Level monsters become increasingly harder to Summon in exchange for abilities of greater magnitude.

 

Hypothetically, this archetype would be one of few that does not make any use of the Graveyard (save a likely Monster Reborn), and thus would be one of few decks nearly unaffected by the ubiquitous threat of Gravekeepers and Macros. In fact, Macros would actually speed up this deck by banishing "Chaos" monsters that would be sent to the Graveyard instead. Along that line, "Macro Cosmos" and other cards that banish cards continuously would be of great assistance. I can see this archetype not only surviving on its own but also becoming splash-able into established decks such as Macros and Chaos Dragons. Likewise, monsters with "Chaos" in their card name would be playable in this deck. (This was not originally intended, but I figured that a leap outside of the confining lines was better than writing "'Bright Chaos', 'Black Chaos', 'Brightest Chaos', and/or 'Blackest Chaos' except 'Magician of Black Chaos'" on every single card in this archetype.)

 

[spoiler=Aurel, Visionary of Bright Chaos]

 

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[spoiler=Description]

 

You can Special Summon this card (from your hand) by returning 1 of your banished DARK "Chaos" monsters to your hand. You can banish 1 "Chaos" monster from your hand; target 1 Spell/Trap Card on the field; destroy that target. This card cannot attack the turn you activate this effect. If this card is banished: Look at all Set cards on your opponent's side of the field. You can only use each effect of "Aurel, Visionary of Bright Chaos" once per turn.

[/spoiler]

 

[spoiler=Analysis]

 

Aurel is most valuable for her ability to render an opponent's back row nearly useless by means of knowledge and destruction. Knowing which Traps your opponent has and where they are placed is valuable information that could decide future plays. A heavy back row can easily be picked apart by a combination of Aurel and Mystical Space Typhoon. However, since Aurel cannot attack the turn she destroys a Spell/Trap card, it is best to use her effect before the grander plays are carried out.

[/spoiler][/spoiler]

 

[spoiler=Darz, Necromancer of Black Chaos]

 

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[spoiler=Description]

 

You can Special Summon this card (from your hand) by returning 1 of your banished LIGHT "Chaos" monsters to your hand. You can banish 1 "Chaos" monster from your hand; target 1 of your banished Level 4 or lower "Chaos" monsters except "Darz, Necromancer of Black Chaos"; Special Summon it. Its effects are negated. If this card is banished: Special Summon this card. You can only use each effect of "Darz, Necromancer of Black Chaos" once per turn.

[/spoiler]

 

[spoiler=Analysis]

 

Darz makes use of banished "Chaos" monsters whose effects have already been activated during the same turn. Though monsters Summoned by his effect have their own effects negated, they can still be used for Synchro Summoning or Xyz Summoning. It should be noted that he can never be used as fodder to Summon other "Chaos" monsters because he will by nature never be banished long enough (unless he were to be banished twice in the same turn, as his restrictions prevent him from using any effect twice). His ability to Special Summon from the Banished Zone may limit the opportunities to Special Summon other "Chaos" monsters from the hand using their own effects. In this way, he offers a different pathway to be taken. With him, "Chaos" monsters can be Special Summoned from either the hand or Banished Zone.

[/spoiler][/spoiler]

 

The Level 4 monsters play an integral role, banishing the more powerful "Chaos" monsters directly from the Deck - which may later be added to the hand by Special Summoning another "Chaos" monster - when they are banished.They are essentially the beginning of a chain of complex searchers.

 

[spoiler=Clarence, Knight of Bright Chaos]

 

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[spoiler=Description]

 

You can Special Summon this card (from your hand) by returning 1 of your banished DARK "Chaos" monsters to your hand. You can banish 1 "Chaos" monster from your hand; this card gains 400 ATK until the End Phase. If this card is banished: Banish 1 Level 8 or lower DARK "Chaos" monster from your Deck. You can only use each effect of "Clarence, Knight of Bright Chaos" once per turn.

[/spoiler]

 

[spoiler=Analysis]

 

Clarence can hop over "Thunder King Rai-Oh" and similar cards at the top of the Level 4 food chain. Upon being banished, he banishes Devial, and from there, a banished Soleil can search the big boss.

[/spoiler][/spoiler]

 

[spoiler=Verilia, Witch of Black Chaos]

 

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[spoiler=Description]

 

You can Special Summon this card (from your hand) by returning 1 of your banished LIGHT "Chaos" monsters to your hand. You can banish 1 "Chaos" monster from your hand; target 1 monster your opponent controls; banish it until the End Phase. If this card is banished: Banish 1 Level 8 lower LIGHT "Chaos" monster from your Deck. You can only use each effect of "Verilia, Witch of Black Chaos" once per turn.

[/spoiler]

 

[spoiler=Analysis]

 

Verilia's temporary removal effect can be essential in clearing a path toward your opponent's Life Points, though she is perhaps the worst card to use in a mirror match or against Dragon Rulers. Like her counterpart, Clarence, she can essentially search for "Chaos" monsters by banishing them instantly. She functions with Soleil as Clarence does with Devial.

[/spoiler][/spoiler]

 

The Level 8 monsters have slightly more unlikely Summoning conditions, though upon Summon they generate hand advantage. Each has a mandatory effect which banishes a "Chaos" monster directly from the Deck, strongly supporting the cardinal ideal: search and banish, then add to hand by Special Summoning. I figured that this was a bit more conditional and toned down from massive, immediate searching. The Level 8's also come with benefits, such as the ability to negate card effects that target "Chaos" monsters. Finally, when both of the Level 8 monsters are banished (which may be from the hand for the cost of another "Chaos" monster's effect, as well as for the obvious effect of the Level 4 monsters, making this more likely than initially seeming), they search the trump card, "Nefaris & Leia, Lords of Truest Chaos".

 

[spoiler=Soleil, Paladin of Brightest Chaos]

 

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[spoiler=Description]

 

You can Special Summon this card (from your hand) by returning 2 of your banished DARK "Chaos" monsters to your hand. Negate the effects of your opponent's cards that would target 1 "Chaos" monster you control. During each of your End Phases: Banish 1 "Chaos" monster from your Deck. If this card is banished while "Devial, Champion of Blackest Chaos" is banished: Add 1 "Nefaris & Leia, Lords of Truest Chaos" from your Deck to your hand.

[/spoiler]

 

[spoiler=Analysis]

 

Soleil is the first of the two Level 8 semi-boss monsters. She can be banished by the effect of Verilia. Her mandatory negation effect against cards that target is the perfect counter to the endless destruction effects found in the metagame. Finally, she is a searcher, though under limited conditions. As the only way to willfully banish either Soleil or Devial is from the hand, as a cost for another "Chaos" monster's effect.[/spoiler][/spoiler]

 

[spoiler=Devial, Champion of Blackest Chaos]

 

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[spoiler=Description]

 

You can Special Summon this card (from your hand) by returning 2 of your banished LIGHT "Chaos" monsters to your hand. If a "Chaos" monster you control would be sent to the Graveyard: Banish it instead. During each of your End Phases: Banish 1 "Chaos" monster from your Deck. If this card is banished while "Soleil, Paladin of Brightest Chaos" is banished: Add 1 "Nefaris & Leia, Lords of Truest Chaos" from your Deck to your hand.

[/spoiler]

 

[spoiler=Analysis]

 

Devial, as a counterpart to Soleil, surrenders the powerful effect of negation for a Macro-reminiscent continuous effect as well as an additional 100 ATK. Her capability to crush the better half of boss monsters by battle is compensation enough for slightly lackluster effects in comparison to Soleil.

[/spoiler][/spoiler]

 

The only Level 10 monster of this archetype is a boss. A big boss.

 

 

[spoiler=Nefaris & Leia, Lords of Truest Chaos]

 

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[spoiler=Description]

 

This card cannot be Normal Summoned or Set. Thus card can only be Special Summoned by banishing all other "Chaos" monsters from your hand and field (minimum 4) and cannot be Special Summoned by other ways. This face-up card is also DARK-Attribute. Up to twice per turn, during either player's turn: You can return 1 of your banished "Chaos" monsters to your hand; target 1 card your opponent controls; its effects are negated.

[/spoiler]

 

[spoiler=Analysis]

 

Nefaris & Leia have a Summoning condition which devastates the controller's hand and field; however, upon Summon, at least four "Chaos" monster effects will activate in a Chain. This turns a single monster's Summon into an explosive play of potential searching, temporary monster removal, seeing the opponent's Set cards, and/or Special Summoning. Powerful negation can completely shut down the opponent, so long as there are banished "Chaos" monsters to be added to the hand as a cost. This is the deck's trump card is the full package of self-protection and unstoppable offense, in exchange for a Summoning condition equally difficult to meet as it is for your opponent to be rid of this monster

[/spoiler][/spoiler]

 

SPELLS

 

I will add to this later.

 

TRAPS

 

I will add to this later.

 

That's my Chaos archetype! Constructive criticism is needed!

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I am considering toning down the boss monster, perhaps having it negate the controller's choice of either Spell, Trap, or monster effects instead of all three. Either that or I could make the Summoning condition more difficult to meet by only permitting "Chaos" monsters to be banished from the hand and field, as ones sitting in the Graveyard would hardly be a cost to banish. What do you guys think?

 

Edit - I changed "Nefaris & Leia, Lords of Truest Chaos" so that "Chaos" monsters must only be banished from the hand and field, making the Summon much harder to fulfill during late game. I also changed it to read " ... Up to twice per turn: You can return 1 of your banished 'Chaos' monsters to your hand; target 1 card your opponent controls; negate that target's effects."

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After testing the deck, I found that returning "Chaos" monsters to the hand as a "cost" for Summoning the more powerful ones was pretty broken, as it left me with new cards at my disposal for nothing. I'm thinking of changing the effects to read "You can Special Summon this card (from your hand) by shuffling 1 of your banished [insert Attribute] "Chaos" monsters into the Deck." I think that this would eliminate some repulsive loops. Either that, or I could be rid of the Special Summoning of the lower Level monsters altogether because I really hate the idea of sacrificing draw consistency.

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