Adak33 Posted July 12, 2013 Report Share Posted July 12, 2013 A while back, my friend suggested the creation of a card similar to this: Standby Phase: If you skipped your Draw Phase this turn, remove the top card from your deck and, without looking at it, place it face down underneath a face-up card that you control. When that card is removed from the field, the controller of the removed card reveals the placed card and then sets it on their side of the field. I decided that such a thing deserved an Archetype built around it, so here we are. This Archetype has almost no spells or traps to speak of. Divirno Monsters are in pairs -- one 3-star and one 4-star, one male and one female -- and their effects either benefit from skipping your draw phase, make you skip your draw phase, or inflict a penalty for not skipping your draw phase. Let me just skip right into it and show you what I mean. Finding picture sfor these was kind of hard though, so some of the pictures may be odd or substandard. If you skipped your Draw Phase this turn, increase this Monster's Original attack by 500 until the End Phase. Flip: If you skipped your Draw Phase this turn, you may search your deck for "Divirno Arcana" and add it to your hand. If you did not, skip your next Draw Phase. When you inflict battle damage with this Monster, skip your next Draw Phase. This Monster's attack is equal to 500 x the number of cards placed under it by "Divirno Arcana." If this Monster's attack is 3000 or higher at the end of your Standby Phase, destroy it. A special note on this one. Destroying the Monster at 3000 attack has two purposes. One is to prevent it from becoming too powerful, but the primary reason is that Divirno Arcana's effect means that all six cards underneath Divirno Knave are set on your side of the field when Divirno Knave destroys itself. Flip: Shuffle your hand into your deck. Skip your next Draw Phase. Divirno was designed to synergise well with Infernity cards. Nowhere is this fact so apparent than with this card here, a way to empty your hand without diminishing the number of cards you can set through Divirno Arcana. Flip: If you have cards placed under a Monster on your side of the field, look at them, then replace them under a face-up card of your choosing. This one's pretty powerful. Not only does it let you know what cards are placed by Divirno Arcana and change what will set it, it also lets you place cards on your opponents side of the field to be set later on. Considering how punishing Divirno effects can be when your deck isn't built to take advantage of them, being able to set Divirno cards on your opponent's side of the field can be pretty dangerous. When you draw a card, decrease this Monster's Original Attack by 500. If this Monster has a card or cards placed under it by "Divirno Arcana," You may destroy 1 of those cards. If you do, both you and your opponent skip your next draw phase. If your opponent skipped their last Draw Phase, they draw 2 cards when you trigger this effect. While this card is face up on the field, if either player shuffles their deck due to a card effect, they skip their next Draw Phase. This one's pretty tricky. If your field is full, Divirno Arcana makes you shuffle. But if either player searches something from their deck, they have to shuffle afterwards... Flip: Destroy all non-xyz cards on your side of the field except "Divirno Arcana." You may skip your next Draw Phase to negate this effect. When you draw a card: This Monster's Original Attack is decreased by 400. If this Monster has a card or cards placed under it by "Divirno Arcana," you may destroy 1 of those cards to have this Monster gain 1000 attack until your End Phase. There's also a Field Card: Increase the defense of all Pyro Monsters by 1000. If a player draws a card, the original attack of all Pyro Monsters on their side of the field is decreased by 400. But what would an Archetype be without a trump card of some sort? This one has two. I'm aware that there's some errors and incorrect phrasing in the card text, but these were made off-site and thus are significantly more difficult to edit: 2 Level 3 Pyro Monsters Any card placed under this one by "Divirno Arcana" is attached as an xyz Material. During your End Phase: Detach 1 xyz Material. Until your next End Phase, anyone who draws a card must either pay 300 life points for each card drawn, or banish all of the drawn cards. 3 Level 4 Pyro Monsters The controller of this card loses 2000 life points during their Draw Phase. Detach 1 xyz Material: skip your next Draw Phase. So there it is. It's not exactly a complete archetype, but I like what I have so far. I designed it so that any of the cards could technically be used in a deck not devoted to the Divirno Archetype, but would be less effective. What do you guys think? I appreciate commentary of any sort, even comments that contribute absolutely nothing. Link to comment Share on other sites More sharing options...
Amanea Posted July 13, 2013 Report Share Posted July 13, 2013 This is a very interesting concept and absolutely original. All of the cards in the archetype are centered around, not pointed towards, a common goal, which is exceptionally hard to do. They all cooperate with a nonlinear nature, so that there are multiple win conditions that arise from the explosive field advantage of your flagship card. All of the cards have very interestingly balanced effects. My favorite example of this is "Steward" who introduces a dual effect when flipped, providing amazing flexibility. I just love how you worded that. This is probably the best designed archetype that I've seen yet. I would review it, but there is honestly not much that needs to be changed with the current cards. I would only suggest reducing "King Dantez"'s ATK to a reasonable amount, considering that he should be on the same tier as "Shock Master" and "Sigma" who show a stark difference in power, even with "King Dantez"'s drawback (as it ends up being a huge boon to the controller for the first two turns anyways). And to keep up the consistency of your central card, "Arcana", I would love to see another, unique searcher for it, and perhaps a card which protects it from being removed from the field. Fantastic work, I can't wait to see more, if you're planning to make any additions! c: Link to comment Share on other sites More sharing options...
Adak33 Posted July 15, 2013 Author Report Share Posted July 15, 2013 I made the changes to Dantez, though I may not have decreased his attack enough. I'll see about making more searchers. I'm really glad that you like this archetype so much, though! I'm working on a few others, so let's see if I can continue to impress! Link to comment Share on other sites More sharing options...
Amanea Posted July 15, 2013 Report Share Posted July 15, 2013 Dantez is fine now, considering that he is only really playable for the first two turns. And yeah, that is a minor problem that arises when the entire deck is reliant on once card's presence: There has to be several searchers for it to keep consistency. But I'm sure that will be no problem! And I can't wait for the other archetypes! o: Link to comment Share on other sites More sharing options...
Adak33 Posted July 15, 2013 Author Report Share Posted July 15, 2013 Well, I came up with this card: Name a magic card, then reveal the top 7 cards in your deck. If the named card is present, add it to your hand. If it's not, discard the first 3 cards that you revealed and return the rest to the bottom of your deck. Regardless of the result, skip your next Draw Phase. Not sure how well it works though as I didn't exactly put much thought into it. Since you seem interested, here's a brief list of the other archetypes I'm working on: Trailblazer: A series of Fire-Attribute Thunder-Type Monsters revolving around changing Monster Zones and using large numbers of field cards. Horror: An Archetype of Dark-Attribute Monsters and support cards centered on keeping your Monsters face-down and keeping your opponent in the dark as to what Monsters you have on the field and where. Zerok: A rather odd archetype -- each Monster is simultaneously part of the Zerok Archetype and a different Archetype from the actual game, and has an effect set up so that you pay life points to use it if you aren't running a Zerok deck (For example, there's several cards that require you to discard a Monster from your hand to trigger them, and make you lose life points if the Monster you discarded doesn't have "Zerok" in its name). When played by itself, the Archetype focuses on dumping 3-star Monsters into the graveyard and using 4-star Monsters to special summon them, followed by xyz summons or Synchro Summoning its ultimate card. Grand Archer: An Earth-Attribute Warrior and Plant Archetype that's proving rather fidgety to balance, it revolves around special summoning "Grand Archer" Monsters into your spell and trap card zones, and tributing "Arrow" Monsters in the same row in order to allow them to attack. There's also the "Dark Assembly" Archetype that I posted yesterday, and the "Battle Lines" Archetype I posted about a year ago. Link to comment Share on other sites More sharing options...
nonickname2 Posted July 18, 2013 Report Share Posted July 18, 2013 I see a slight problem here, what if you don't have enough field space to place all the cards that were placed by divirno arcana, for example : max power divirno knave explodes and your backfield is full, or maybe you don't have place for example a card is destroyed and again you have full backfield, but this time enough field space, only 1 of the cards is a spell, what happens? Link to comment Share on other sites More sharing options...
Adak33 Posted July 18, 2013 Author Report Share Posted July 18, 2013 ...Hm, you're right. I must have forgotten to save it when I changed Divirno Arcana's wording. You're supposed to shuffle the extra cards back into your deck. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.