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Black-Ice Archetype [16 Cards]


Delibirb

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Been working pretty hard on these guys. Most of these cards belong to the Black-Ice Archetype, and if they dont, are meant to support them without actually naming them. Please have a ball in letting me know what should be balanced/removed/otherwise.

 

(All art is by other people. If the artist is not listed, an artist's name could not be found.)

 

NEW! Ritual Monster/Spell:

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Yengowen, the Black-Ice Corpse

DARK - Aqua / Ritual

Level 4

ATK - 2600 / DEF - 450

This card cannot be Normal Summoned or Set. Must first be Ritual Summoned. During your opponent's Battle Phase, you can change the Battle Position of 1 card you control to target 1 monster your opponent controls; that target can attack only this card this turn. If this card destroys an attacking monster by this effect, you can banish this card from your side of the field to draw 5 cards, and discard all cards that do not contain "Black-Ice" in their name.

 

Sealed Threshold of Black-Ice

Ritual Spell

This card's activation cannot be negated. When this card is activated, you can send to the Graveyard 1 level 4 or higher monster from your hand or field to Ritual Summon "Yengowen, the Black-Ice Corpse" from your hand. It cannot attack or be targeted for an attack until the end of your opponent's 2nd turn after this card's activation.

 

Monsters:

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Black-Ice Expedition Team

DARK - Aqua / Effect

Level 3

ATK - 500 / DEF - 2000

Once per turn, you can decrease this monster's DEF by 500 points to add 1 "Black-Ice" monster from your Deck to your Hand, except "Black-Ice Expedition Team."

 

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Black-Ice Snowman

DARK - Aqua / Effect

Level 4

ATK - 1600 / DEF - 1200

This card cannot be turned Face-Down. When this card's Battle Position changes, you can discard 1 card to add one "Black-Ice" monster from your deck to your hand.

 

This is the poster card for this set.

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Coald, the Black-Ice Sculpture

DARK - Aqua / Effect

Level 1

ATK - 4000 / DEF - 0

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect, and only in Attack Position. You can Special Summon this card (from your hand) by discarding your entire hand. If there is another Face-Up monster on either side of the field, switch this card to Face-Up Defense Position. If there are no Face-Up monsters on either side of the field, switch this card to Face-Up Attack Position.

 

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Dremor, the Black-Ice Unicorn

DARK - Aqua / Effect

Level 2

ATK - 1300 / DEF - 900

If this card is used to Synchro Summon a Dragon-Type monster, you can discard 1 random card from your hand to return this card to your hand.

 

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Hulking Black-Ice Mammoth

DARK - Aqua

Level 7

ATK - 2700/ DEF - 300

This card can be Special Summoned from the Graveyard by Tributing two "Black-Ice" monsters from your side of the field. When this card is Special Summoned in this way, you can select one Face-Up monster your opponent controls; change that monster to Face-Down Defense Position.

 

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Knights of Black-Ice

DARK - Aqua

Level 4

ATK - 1600 / DEF - 1600

This card can be used as 2 Tributes for a "Black-Ice" monster.

 

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The Worm Encased in Black-Ice

Dark - Aqua

Level 4

ATK - 1700 / DEF - 1900

When this Face-Up card is banished from your side of the field; banish 1 monster in your opponent's Graveyard.

 

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Wicka from the Black-Ice

Dark - Aqua

Level 5

ATK - 1200 / DEF - 2400

This card cannot be Special Summoned. When this card is Normal Summoned, Special Summon as many "Frozen Tokens" (DARK/Aqua/1/ATK 100/DEF 100) in Defense Position to both sides of the field as possible. They cannot be Tributed, and cannot be used to Synchro Summon or as Xyz Materials.

 

Spells and Traps:

A card I made previously, "Shifting Glacier" was designed to go with this set. It can be found here.

 

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Black-Ice Concordat

Normal Spell

Activate this card during either player's Standby Phase. Both players must Normal Summon a monster from their hand. If a player has no monsters to Normal Summon, inflict 1000 points of damage to that player.

 

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Flash Freeze

Equip Spell

Equip this card only to a Face-Up Attack Position monster. If the equipped monster changes its Battle Position, all other monsters are flipped to Face-Down Defense Position. If this card is destroyed by a card effect, you can shuffle the equipped monster back into your deck.

 

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False Sacrifice

Quick-Play Trap

Activate this card during your Main Phase 1. This turn, if you would Tribute 1 or more monsters for a Tribute Summon, you can banish them instead; they are Special Summoned in Face-Down Defense Position during your opponent's End Phase.

 

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Turnabout Tribute

Continuous Trap

Activate only when your opponent Tribute Summons a monster; return that monster to the hand. While this card remains Face-Up on the field, both players must use their opponent's monsters as Tributes, and cannot use their own.

 

Synchro Monsters:

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Falkce, the Black-Ice Dragon

DARK - Aqua / Dragon / Synchro / Tuner

Level 10

ATK - 3200 / DEF - 2700

Materials: 1 "Black-Ice" Tuner + 2 or more non-Tuner monsters

When this card is Synchro Summoned, destroy all Spell and Trap cards on the field. Once per turn, you can destroy one Spell or Trap card you control to target 1 Face-Up monster your opponent controls; change that target to Face-Down Defense Position.

 

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Terror of the North, Tenkthin

DARK - Aqua / Synchro

Level 11

ATK - 1000 / DEF - 4000

Materials: "Falkce, the Black-Ice Dragon" + "Coald, the Black-Ice Scuplture"

Once per turn, you can banish 1 "Black-Ice" card from your Graveyard; This card gains 1000 ATK and loses 1000 DEF. This card cannot attack the turn it is Synchro Summoned.

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Here's my feedback on your cards, I hope it's helpful:

- Black-Ice Expedition Team: quite the good searcher for the archetype, nothing to add or change here

- Black-Ice Snowman: usually when you have effects like that the monster has one significantly weaker stat, so I'd recommend decreasing the DEF a bit to make it more balanced

- Coald, the Black-Ice Sculpture: personally I'd change it so that it only changes battle position if you lack/have other face-up monsters on the field and to prevent it from attacking the opponent directly. As it is right now it's an unbalanced beater which in certain situations is unbeatable. Another good idea would be, if you want to keep it's original effect, to decrease it's ATK to 3000 to balance it out

- Dremor, the Black-Ice Unicorn: REALLY useful but not too overpowered -> also quite the good card with nothing for me to add

- Hulking Black-Ice Mammoth: quite good overall, again nothing to add here

- Knights of Black-Ice: This card's effect is WAY to specific, since it only is useable for "Hulking". So either expanding the range of it's usefulness directly (e.g. by changing the requirements) OR indirectly.

- Wicka from the Black-Ice: The Ojamas would be proud. In fact this would fit perfectly there. BUT it is VERY overpowered, so increasing it's level by 2 (so that it requires 2 tributes) would be a good idea. Also it would then work well with "Knight".

- Black-Ice Concordat: This card would work better as a Quick Spell Card or as a Trap Card, since activating Normal Spell Cards during the Stand-By Phase is impossible as far as I know.

- Flash Freeze: Perfect to recycle FLIP effects, though a bit overpowered as well. Preventing other monsters to change their battle position that turn would greatly improve the balance of this card.

- False Sacrifice: Quick Trap Cards don't really exist, so changing it to a regular Trap Card would be a good idea.

- Turnabout Tribute: Fascinating card, though I'd recommend to add a line which states that you can only have 1 of this card face-up on the field, kinda like Imperial Custom

- Falkce, the Black-Ice Dragon: I'd weaken this one slightly, like decreasing both ATK and DEF by 200 or 300 points. Otherwise it's really good and sounds fun

- Terror of the North, Tenkthin: sounds quite fun, though I'd recommend to add a clause which prevents it from activating the effect in case it already has 0 DEF. Don't know how to word that though.

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Here's my feedback on your cards, I hope it's helpful:

- Black-Ice Expedition Team: quite the good searcher for the archetype, nothing to add or change here

- Black-Ice Snowman: usually when you have effects like that the monster has one significantly weaker stat, so I'd recommend decreasing the DEF a bit to make it more balanced

- Coald, the Black-Ice Sculpture: personally I'd change it so that it only changes battle position if you lack/have other face-up monsters on the field and to prevent it from attacking the opponent directly. As it is right now it's an unbalanced beater which in certain situations is unbeatable. Another good idea would be, if you want to keep it's original effect, to decrease it's ATK to 3000 to balance it out

- Dremor, the Black-Ice Unicorn: REALLY useful but not too overpowered -> also quite the good card with nothing for me to add

- Hulking Black-Ice Mammoth: quite good overall, again nothing to add here

- Knights of Black-Ice: This card's effect is WAY to specific, since it only is useable for "Hulking". So either expanding the range of it's usefulness directly (e.g. by changing the requirements) OR indirectly.

- Wicka from the Black-Ice: The Ojamas would be proud. In fact this would fit perfectly there. BUT it is VERY overpowered, so increasing it's level by 2 (so that it requires 2 tributes) would be a good idea. Also it would then work well with "Knight".

- Black-Ice Concordat: This card would work better as a Quick Spell Card or as a Trap Card, since activating Normal Spell Cards during the Stand-By Phase is impossible as far as I know.

- Flash Freeze: Perfect to recycle FLIP effects, though a bit overpowered as well. Preventing other monsters to change their battle position that turn would greatly improve the balance of this card.

- False Sacrifice: Quick Trap Cards don't really exist, so changing it to a regular Trap Card would be a good idea.

- Turnabout Tribute: Fascinating card, though I'd recommend to add a line which states that you can only have 1 of this card face-up on the field, kinda like Imperial Custom

- Falkce, the Black-Ice Dragon: I'd weaken this one slightly, like decreasing both ATK and DEF by 200 or 300 points. Otherwise it's really good and sounds fun

- Terror of the North, Tenkthin: sounds quite fun, though I'd recommend to add a clause which prevents it from activating the effect in case it already has 0 DEF. Don't know how to word that though.

These are fantastic ideas, and will certainly be taken into account. I specifically like your ideas for Wicka and Flash Freeze. I have these cards printed out and in a deck designed around them, so I am going to run some test duels with them with some friends. These thoughts will e kept in mind if/when it does turn out unbalanced.

 

Thanks again for the helpful feedback! :)

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