Gensokian Posted July 23, 2013 Report Share Posted July 23, 2013 Worms have been a long-time favorite archetype of mine, and it's a shame they never really got as far as they did in their prime. So, I'm taking a crack at making a new age version of them. Flipping is the main focus, but being able to Flip Summon them is much better than regular flipping. Dark Water Worker DARK Sea Serpent-type Level 3 1200/1000 If this card is flipped face-up: add 1 Level 4 or lower "Dark Water" monster from your Deck to your hand. If this card is Flip Summoned: Special Summon 1 Level 4 or lower "Dark Water" monster from your hand or Deck in face-down Defense Position, instead. Dark Water Watchman DARK Sea Serpent-type Level 4 100/2000 If this card is flipped face-up: look at the top card of your Deck and reveal it; if it is a "Dark Water" monster, or "Dark Waters," add it to your hand. If not, place it back on the top of your Deck. If this card is Flipped Summoned: draw 1 card, instead. Dark Water Vassal DARK Sea Serpent-type Level 3 1100/1400 If this card is flipped face-up: when it is destroyed, Special Summon it in face-up Defense Position. If this card is Flip Summoned: when it is destroyed, add 1 "Dark Water" monster from your Deck to your hand, instead. Dark Water Slave DARK Sea Serpent-type Level 3 0/1200 This card gains 200 DEF for every "Dark Water" monster in your Graveyard. If this card is flipped face-up: destroy 1 Spell or Trap card on the field. If this card is Flip Summoned: switch this card to Defense Position, and your opponent cannot declare an attack on face-up "Dark Water" monsters other than "Dark Water Slave," instead. Dark Water Scribe DARK Sea Serpent-type Level 3 700/1400 If this card is flipped face-up: send 1 "Dark Water" monster from your Deck to the Graveyard. If this card is Flip Summoned: add 1 "Dark Water" monster from your Graveyard to your hand, instead. Dark Water Dweller DARK Sea Serpent-type Level 4 1500/1200 If this card is flipped face-up: you can flip 1 other "Dark Water" monster into face-down Defense Position. If this card is Flip Summoned: halve the ATK and DEF of 1 face-up monster your opponent controls, instead. Dark Water Noble DARK Sea Serpent-type Level 6 1700/2400 If this card is flipped face-up: select 1 face-up monster your opponent controls; inflict damage to your opponent equal to halve its ATK. If this card is Flip Summoned: until the End Phase of your opponent's next turn, "Dark Water" monsters you control are unaffected by the effects of Spell Cards, instead. Dark Water Titan DARK Sea Serpent-type Level 6 1800/2300 If your opponent controls a monster and you control no monsters, you can Set this card without Tributing. If this card is flipped face-up: if your opponent controls more monsters and has more cards in their hand than you, draw 2 cards. If this card is Flip Summoned: add up to 2 "Dark Water" monsters from your Deck to your hand, instead. Dark Water Destroyer DARK Sea Serpent-type Level 7 2500/2000 If this card is flipped face-up: destroy all face-up monsters on the field, except for DARK Sea Serpent-type monsters. If this card is Flip Summoned: banish those monsters, instead. Dark Water Emperor DARK Sea Serpent-type Level 8 2700/2400 You can Set this card by Tributing 1 "Dark Water" monster. If this card is flipped face-up: you can flip all other face-up "Dark Water" monsters you control into face-down Defense Position. If this card is Flip Summoned: you can Special Summon 2 "Dark Water" monsters from your Deck or Graveyard in face-down Defense Position, instead. Once per turn: you can Flip Summon a "Dark Water" monster the turn it is Set. Dark Water Empress DARK Sea Serpent-type Level 8 2400/2700 If you control a face-up "Dark Water Emperor," you can Special Summon this card in face-down Defense Position (from your hand). If this card is flipped face-up: you can send 1 card your opponent controls to the Graveyard. If this card is Flip Summoned: Special Summon 1 Level 4 or lower "Dark Water" monster from your Deck, and treat it as a Level 8 monster. Dark Water Deity DARK Sea Serpent-type Xyz Rank 8 3000/3000 2 or more Level 8 "Dark Water" monsters Once per turn: you can banish 1 "Dark Water" monster from your Graveyard: target 1 "Dark Water" monster in your Graveyard; attach to this card as Xyz Material. You can activate the following effect(s) once per turn each, depending on how many Xyz Material this card has: 1+: You can detach 1 Xyz Material from this card to flip 1 "Dark Water" monster you control into face-down Defense Position. 2+: Draw 1 card. 3+: You can detach 2 Xyz Material from this card to Special Summon 2 "Dark Water" monsters from your Graveyard in face-down Defense Position. You cannot conduct your Battle Phase the turn you activate this effect. Dark Waters Spell Field When a face-down monster you control is targeted for an attack: that monster gains 600 DEF during the Damage Calculation only, and any effects that would be activated after being flipped face-up cannot be negated. Once per turn: you can flip 1 face-up "Dark Water" monster you control into face-down Defense Position. Prepare for Conquest Spell Continuous If your opponent controls a monster and you control no monsters: you may Special Summon 1 "Dark Water" monster in face-down Defense Position (from your hand). The effect of "Prepare for Conquest" may only be used once per turn. Prayers for Conquest Trap Select a face-up "Dark Water Diety" Xyz monster with no materials that you control: select up to 2 "Dark Water" monsters in your Graveyard; attach them to the selected monster as Xyz material. Torrential Conquest Trap Flip all face-down monsters face-up. For each DARK Sea Serpent-type monster flipped face-up by this effect, draw 1 card. At the End Phase of this turn, flip all DARK Sea Serpent-type monsters face-down, then select 1 of those monsters: Flip Summon it. Turning into the Tide Trap If your opponent declares an attack on a face-up "Dark Water" monster you control: negate that attack, then flip both monsters into face-down Defense Position. That's all I have for now. I really doubt I'm done with this, as I'd like for them to have more support, and possibly another Xyz monster, but I put it up for review now to make sure it's even worth completing. Link to comment Share on other sites More sharing options...
CinnamonStar Posted July 23, 2013 Report Share Posted July 23, 2013 This sounds like a fun archetype with some ability to swarm the field especially when you're not controlling any monsters, but your opponent does. Concept-wise, the naming is really good even though the feudal society thing has been done before. But yeah, the names fit well together and I like how "Prayers of Conquest" is tied to the Deity dude. It's also refreshing to see more flip/flip-summon cards. I like the trap/spell support too and wouldn't mind seeing more of them. I'm not really seeing the purpose of Dark Water Empress' second effect (If this card is Flip Summoned: Special Summon 1 Level 4 or lower "Dark Water" monster from your Deck, and treat it as a Level 8 monster.) but like you said, there will probably be more cards and I'd like to see something that builds up on the level aspect. The only thing I noticed is that Dark Water Slave seems comparatively strong and like he could become a DEF wall depending on how many monsters you have in the grave (which sound like they could pile up soon). I can't really say much about playability or balance these days, but from my n00b point of view, your cards look fine. Typos: Dark Water Worker If this card is flipped Flip Summoned: Special Summon 1 Level 4 or lower "Dark Water" monster from your hand or Deck in face-down Defense Position, instead. Dark Water Slave This card gains 200 DEF for every "Dark Water" monster in your Graveyard. Overall a nice set that I would definitely try if it was released. I applaud your attempts to make them work together and the originality (more focus on flip monsters and on DARK Sea Serpents). Great work so far.:3 Link to comment Share on other sites More sharing options...
Aix Posted July 23, 2013 Report Share Posted July 23, 2013 Watchman, Slave, Noble, Titan, Dweller, the Field Spell, Prayers, Turning into the Tide are all unnecessary or too weak to be of use. The bolded ones are completely unnecessary while the others are simply too weak and should have some additional functions. Dark Water Vassal would be too weak except it stalls for time, might be fodder for Emperor, and you really don't have better options. Your Deck doesn't even focus on or support the Graveyard, though you might run Scribe because of Burst Reverse, otherwise, no. Dark Water Deity needs to specify a once-per-turn thing for the draw so you don't draw 30 cards. Not quite done writing this all yet, but I'll put some points down so you have something. Most of the Deck is just bad except for the few key cards. Deep Water Worker at the moment is simply deck filler and maintaining hand advantage, there really aren't any good targets. I would remove the Level restriction on it because at the moment, it's mediocre with the lack of good targets. Run at 3 due to lack of better options. Deep Water Vassal is deck filler and stall. If this Deck had better options, I wouldn't run this. It's just random stall. Run at 3 due to lack of better options. Deep Water Scribe is deck filler and setup for Burst Reverse. Run at 3 due to lack of better options and the fact that you will rely very much on Burst Reverse. Dark Water Titan is iffy. Chances are, it's first effect won't go off because your opponent won't have both less cards than you in their hand and on their side of the field. However, it has decent stats and the Flip Summon effect is worthwhile, so I would run at 3. Dark Water Destroyer resets your opponent's field and is your other win condition so that you can push for OTK. The banish is nice because Maestroke and Dracossack-type of things are very common. Dark Water Emperor is your main win condition because it just half-way fills your field. This ends up with exactly 10 cards that would be run. Link to comment Share on other sites More sharing options...
Gensokian Posted July 23, 2013 Author Report Share Posted July 23, 2013 Hey! I was right! You chose cards at random to call useless! Way to shallowly attempt to prove your point. You had a couple of good things to say, sure (I didn't realize the mistake in Deity, and pointed out Burst Reverse would be a good addition to the archetype), but the rest is mere garbage. Way to assume you'd know how to run this better than me, by the way; totally not arrogant and narcissistic at all (that's sarcasm, so you know). Link to comment Share on other sites More sharing options...
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